babylon.module.d.ts 5.7 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  163. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  686. static readonly GEQUAL: number;
  687. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = linear */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Creates a right-handed perspective projection matrix
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar defines the far clip plane
  4496. * @returns a new matrix as a right-handed perspective projection matrix
  4497. */
  4498. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4499. /**
  4500. * Stores a right-handed perspective projection into a given matrix
  4501. * @param fov defines the horizontal field of view
  4502. * @param aspect defines the aspect ratio
  4503. * @param znear defines the near clip plane
  4504. * @param zfar defines the far clip plane
  4505. * @param result defines the target matrix
  4506. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4507. */
  4508. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4509. /**
  4510. * Stores a perspective projection for WebVR info a given matrix
  4511. * @param fov defines the field of view
  4512. * @param znear defines the near clip plane
  4513. * @param zfar defines the far clip plane
  4514. * @param result defines the target matrix
  4515. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4516. */
  4517. static PerspectiveFovWebVRToRef(fov: {
  4518. upDegrees: number;
  4519. downDegrees: number;
  4520. leftDegrees: number;
  4521. rightDegrees: number;
  4522. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4523. /**
  4524. * Computes a complete transformation matrix
  4525. * @param viewport defines the viewport to use
  4526. * @param world defines the world matrix
  4527. * @param view defines the view matrix
  4528. * @param projection defines the projection matrix
  4529. * @param zmin defines the near clip plane
  4530. * @param zmax defines the far clip plane
  4531. * @returns the transformation matrix
  4532. */
  4533. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4534. /**
  4535. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4536. * @param matrix defines the matrix to use
  4537. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4538. */
  4539. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4540. /**
  4541. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4542. * @param matrix defines the matrix to use
  4543. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4544. */
  4545. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4546. /**
  4547. * Compute the transpose of a given matrix
  4548. * @param matrix defines the matrix to transpose
  4549. * @returns the new matrix
  4550. */
  4551. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4552. /**
  4553. * Compute the transpose of a matrix and store it in a target matrix
  4554. * @param matrix defines the matrix to transpose
  4555. * @param result defines the target matrix
  4556. */
  4557. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4558. /**
  4559. * Computes a reflection matrix from a plane
  4560. * @param plane defines the reflection plane
  4561. * @returns a new matrix
  4562. */
  4563. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4564. /**
  4565. * Computes a reflection matrix from a plane
  4566. * @param plane defines the reflection plane
  4567. * @param result defines the target matrix
  4568. */
  4569. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4570. /**
  4571. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4572. * @param xaxis defines the value of the 1st axis
  4573. * @param yaxis defines the value of the 2nd axis
  4574. * @param zaxis defines the value of the 3rd axis
  4575. * @param result defines the target matrix
  4576. */
  4577. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4578. /**
  4579. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4580. * @param quat defines the quaternion to use
  4581. * @param result defines the target matrix
  4582. */
  4583. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4584. }
  4585. /**
  4586. * @hidden
  4587. */
  4588. export class TmpVectors {
  4589. static Vector2: Vector2[];
  4590. static Vector3: Vector3[];
  4591. static Vector4: Vector4[];
  4592. static Quaternion: Quaternion[];
  4593. static Matrix: Matrix[];
  4594. }
  4595. }
  4596. declare module "babylonjs/Maths/math.path" {
  4597. import { DeepImmutable, Nullable } from "babylonjs/types";
  4598. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4599. /**
  4600. * Defines potential orientation for back face culling
  4601. */
  4602. export enum Orientation {
  4603. /**
  4604. * Clockwise
  4605. */
  4606. CW = 0,
  4607. /** Counter clockwise */
  4608. CCW = 1
  4609. }
  4610. /** Class used to represent a Bezier curve */
  4611. export class BezierCurve {
  4612. /**
  4613. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4614. * @param t defines the time
  4615. * @param x1 defines the left coordinate on X axis
  4616. * @param y1 defines the left coordinate on Y axis
  4617. * @param x2 defines the right coordinate on X axis
  4618. * @param y2 defines the right coordinate on Y axis
  4619. * @returns the interpolated value
  4620. */
  4621. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4622. }
  4623. /**
  4624. * Defines angle representation
  4625. */
  4626. export class Angle {
  4627. private _radians;
  4628. /**
  4629. * Creates an Angle object of "radians" radians (float).
  4630. * @param radians the angle in radians
  4631. */
  4632. constructor(radians: number);
  4633. /**
  4634. * Get value in degrees
  4635. * @returns the Angle value in degrees (float)
  4636. */
  4637. degrees(): number;
  4638. /**
  4639. * Get value in radians
  4640. * @returns the Angle value in radians (float)
  4641. */
  4642. radians(): number;
  4643. /**
  4644. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4645. * @param a defines first vector
  4646. * @param b defines second vector
  4647. * @returns a new Angle
  4648. */
  4649. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4650. /**
  4651. * Gets a new Angle object from the given float in radians
  4652. * @param radians defines the angle value in radians
  4653. * @returns a new Angle
  4654. */
  4655. static FromRadians(radians: number): Angle;
  4656. /**
  4657. * Gets a new Angle object from the given float in degrees
  4658. * @param degrees defines the angle value in degrees
  4659. * @returns a new Angle
  4660. */
  4661. static FromDegrees(degrees: number): Angle;
  4662. }
  4663. /**
  4664. * This represents an arc in a 2d space.
  4665. */
  4666. export class Arc2 {
  4667. /** Defines the start point of the arc */
  4668. startPoint: Vector2;
  4669. /** Defines the mid point of the arc */
  4670. midPoint: Vector2;
  4671. /** Defines the end point of the arc */
  4672. endPoint: Vector2;
  4673. /**
  4674. * Defines the center point of the arc.
  4675. */
  4676. centerPoint: Vector2;
  4677. /**
  4678. * Defines the radius of the arc.
  4679. */
  4680. radius: number;
  4681. /**
  4682. * Defines the angle of the arc (from mid point to end point).
  4683. */
  4684. angle: Angle;
  4685. /**
  4686. * Defines the start angle of the arc (from start point to middle point).
  4687. */
  4688. startAngle: Angle;
  4689. /**
  4690. * Defines the orientation of the arc (clock wise/counter clock wise).
  4691. */
  4692. orientation: Orientation;
  4693. /**
  4694. * Creates an Arc object from the three given points : start, middle and end.
  4695. * @param startPoint Defines the start point of the arc
  4696. * @param midPoint Defines the midlle point of the arc
  4697. * @param endPoint Defines the end point of the arc
  4698. */
  4699. constructor(
  4700. /** Defines the start point of the arc */
  4701. startPoint: Vector2,
  4702. /** Defines the mid point of the arc */
  4703. midPoint: Vector2,
  4704. /** Defines the end point of the arc */
  4705. endPoint: Vector2);
  4706. }
  4707. /**
  4708. * Represents a 2D path made up of multiple 2D points
  4709. */
  4710. export class Path2 {
  4711. private _points;
  4712. private _length;
  4713. /**
  4714. * If the path start and end point are the same
  4715. */
  4716. closed: boolean;
  4717. /**
  4718. * Creates a Path2 object from the starting 2D coordinates x and y.
  4719. * @param x the starting points x value
  4720. * @param y the starting points y value
  4721. */
  4722. constructor(x: number, y: number);
  4723. /**
  4724. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4725. * @param x the added points x value
  4726. * @param y the added points y value
  4727. * @returns the updated Path2.
  4728. */
  4729. addLineTo(x: number, y: number): Path2;
  4730. /**
  4731. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  4732. * @param midX middle point x value
  4733. * @param midY middle point y value
  4734. * @param endX end point x value
  4735. * @param endY end point y value
  4736. * @param numberOfSegments (default: 36)
  4737. * @returns the updated Path2.
  4738. */
  4739. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4740. /**
  4741. * Closes the Path2.
  4742. * @returns the Path2.
  4743. */
  4744. close(): Path2;
  4745. /**
  4746. * Gets the sum of the distance between each sequential point in the path
  4747. * @returns the Path2 total length (float).
  4748. */
  4749. length(): number;
  4750. /**
  4751. * Gets the points which construct the path
  4752. * @returns the Path2 internal array of points.
  4753. */
  4754. getPoints(): Vector2[];
  4755. /**
  4756. * Retreives the point at the distance aways from the starting point
  4757. * @param normalizedLengthPosition the length along the path to retreive the point from
  4758. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4759. */
  4760. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4761. /**
  4762. * Creates a new path starting from an x and y position
  4763. * @param x starting x value
  4764. * @param y starting y value
  4765. * @returns a new Path2 starting at the coordinates (x, y).
  4766. */
  4767. static StartingAt(x: number, y: number): Path2;
  4768. }
  4769. /**
  4770. * Represents a 3D path made up of multiple 3D points
  4771. */
  4772. export class Path3D {
  4773. /**
  4774. * an array of Vector3, the curve axis of the Path3D
  4775. */
  4776. path: Vector3[];
  4777. private _curve;
  4778. private _distances;
  4779. private _tangents;
  4780. private _normals;
  4781. private _binormals;
  4782. private _raw;
  4783. /**
  4784. * new Path3D(path, normal, raw)
  4785. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4786. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4787. * @param path an array of Vector3, the curve axis of the Path3D
  4788. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4789. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4790. */
  4791. constructor(
  4792. /**
  4793. * an array of Vector3, the curve axis of the Path3D
  4794. */
  4795. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  4796. /**
  4797. * Returns the Path3D array of successive Vector3 designing its curve.
  4798. * @returns the Path3D array of successive Vector3 designing its curve.
  4799. */
  4800. getCurve(): Vector3[];
  4801. /**
  4802. * Returns an array populated with tangent vectors on each Path3D curve point.
  4803. * @returns an array populated with tangent vectors on each Path3D curve point.
  4804. */
  4805. getTangents(): Vector3[];
  4806. /**
  4807. * Returns an array populated with normal vectors on each Path3D curve point.
  4808. * @returns an array populated with normal vectors on each Path3D curve point.
  4809. */
  4810. getNormals(): Vector3[];
  4811. /**
  4812. * Returns an array populated with binormal vectors on each Path3D curve point.
  4813. * @returns an array populated with binormal vectors on each Path3D curve point.
  4814. */
  4815. getBinormals(): Vector3[];
  4816. /**
  4817. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4818. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4819. */
  4820. getDistances(): number[];
  4821. /**
  4822. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4823. * @param path path which all values are copied into the curves points
  4824. * @param firstNormal which should be projected onto the curve
  4825. * @returns the same object updated.
  4826. */
  4827. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  4828. private _compute;
  4829. private _getFirstNonNullVector;
  4830. private _getLastNonNullVector;
  4831. private _normalVector;
  4832. }
  4833. /**
  4834. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4835. * A Curve3 is designed from a series of successive Vector3.
  4836. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4837. */
  4838. export class Curve3 {
  4839. private _points;
  4840. private _length;
  4841. /**
  4842. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4843. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4844. * @param v1 (Vector3) the control point
  4845. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4846. * @param nbPoints (integer) the wanted number of points in the curve
  4847. * @returns the created Curve3
  4848. */
  4849. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4850. /**
  4851. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4852. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4853. * @param v1 (Vector3) the first control point
  4854. * @param v2 (Vector3) the second control point
  4855. * @param v3 (Vector3) the end point of the Cubic Bezier
  4856. * @param nbPoints (integer) the wanted number of points in the curve
  4857. * @returns the created Curve3
  4858. */
  4859. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4860. /**
  4861. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4862. * @param p1 (Vector3) the origin point of the Hermite Spline
  4863. * @param t1 (Vector3) the tangent vector at the origin point
  4864. * @param p2 (Vector3) the end point of the Hermite Spline
  4865. * @param t2 (Vector3) the tangent vector at the end point
  4866. * @param nbPoints (integer) the wanted number of points in the curve
  4867. * @returns the created Curve3
  4868. */
  4869. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4870. /**
  4871. * Returns a Curve3 object along a CatmullRom Spline curve :
  4872. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4873. * @param nbPoints (integer) the wanted number of points between each curve control points
  4874. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4875. * @returns the created Curve3
  4876. */
  4877. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4878. /**
  4879. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4880. * A Curve3 is designed from a series of successive Vector3.
  4881. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4882. * @param points points which make up the curve
  4883. */
  4884. constructor(points: Vector3[]);
  4885. /**
  4886. * @returns the Curve3 stored array of successive Vector3
  4887. */
  4888. getPoints(): Vector3[];
  4889. /**
  4890. * @returns the computed length (float) of the curve.
  4891. */
  4892. length(): number;
  4893. /**
  4894. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4895. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4896. * curveA and curveB keep unchanged.
  4897. * @param curve the curve to continue from this curve
  4898. * @returns the newly constructed curve
  4899. */
  4900. continue(curve: DeepImmutable<Curve3>): Curve3;
  4901. private _computeLength;
  4902. }
  4903. }
  4904. declare module "babylonjs/Animations/easing" {
  4905. /**
  4906. * This represents the main contract an easing function should follow.
  4907. * Easing functions are used throughout the animation system.
  4908. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4909. */
  4910. export interface IEasingFunction {
  4911. /**
  4912. * Given an input gradient between 0 and 1, this returns the corrseponding value
  4913. * of the easing function.
  4914. * The link below provides some of the most common examples of easing functions.
  4915. * @see https://easings.net/
  4916. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4917. * @returns the corresponding value on the curve defined by the easing function
  4918. */
  4919. ease(gradient: number): number;
  4920. }
  4921. /**
  4922. * Base class used for every default easing function.
  4923. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4924. */
  4925. export class EasingFunction implements IEasingFunction {
  4926. /**
  4927. * Interpolation follows the mathematical formula associated with the easing function.
  4928. */
  4929. static readonly EASINGMODE_EASEIN: number;
  4930. /**
  4931. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  4932. */
  4933. static readonly EASINGMODE_EASEOUT: number;
  4934. /**
  4935. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  4936. */
  4937. static readonly EASINGMODE_EASEINOUT: number;
  4938. private _easingMode;
  4939. /**
  4940. * Sets the easing mode of the current function.
  4941. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  4942. */
  4943. setEasingMode(easingMode: number): void;
  4944. /**
  4945. * Gets the current easing mode.
  4946. * @returns the easing mode
  4947. */
  4948. getEasingMode(): number;
  4949. /**
  4950. * @hidden
  4951. */
  4952. easeInCore(gradient: number): number;
  4953. /**
  4954. * Given an input gradient between 0 and 1, this returns the corresponding value
  4955. * of the easing function.
  4956. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4957. * @returns the corresponding value on the curve defined by the easing function
  4958. */
  4959. ease(gradient: number): number;
  4960. }
  4961. /**
  4962. * Easing function with a circle shape (see link below).
  4963. * @see https://easings.net/#easeInCirc
  4964. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4965. */
  4966. export class CircleEase extends EasingFunction implements IEasingFunction {
  4967. /** @hidden */
  4968. easeInCore(gradient: number): number;
  4969. }
  4970. /**
  4971. * Easing function with a ease back shape (see link below).
  4972. * @see https://easings.net/#easeInBack
  4973. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4974. */
  4975. export class BackEase extends EasingFunction implements IEasingFunction {
  4976. /** Defines the amplitude of the function */
  4977. amplitude: number;
  4978. /**
  4979. * Instantiates a back ease easing
  4980. * @see https://easings.net/#easeInBack
  4981. * @param amplitude Defines the amplitude of the function
  4982. */
  4983. constructor(
  4984. /** Defines the amplitude of the function */
  4985. amplitude?: number);
  4986. /** @hidden */
  4987. easeInCore(gradient: number): number;
  4988. }
  4989. /**
  4990. * Easing function with a bouncing shape (see link below).
  4991. * @see https://easings.net/#easeInBounce
  4992. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4993. */
  4994. export class BounceEase extends EasingFunction implements IEasingFunction {
  4995. /** Defines the number of bounces */
  4996. bounces: number;
  4997. /** Defines the amplitude of the bounce */
  4998. bounciness: number;
  4999. /**
  5000. * Instantiates a bounce easing
  5001. * @see https://easings.net/#easeInBounce
  5002. * @param bounces Defines the number of bounces
  5003. * @param bounciness Defines the amplitude of the bounce
  5004. */
  5005. constructor(
  5006. /** Defines the number of bounces */
  5007. bounces?: number,
  5008. /** Defines the amplitude of the bounce */
  5009. bounciness?: number);
  5010. /** @hidden */
  5011. easeInCore(gradient: number): number;
  5012. }
  5013. /**
  5014. * Easing function with a power of 3 shape (see link below).
  5015. * @see https://easings.net/#easeInCubic
  5016. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5017. */
  5018. export class CubicEase extends EasingFunction implements IEasingFunction {
  5019. /** @hidden */
  5020. easeInCore(gradient: number): number;
  5021. }
  5022. /**
  5023. * Easing function with an elastic shape (see link below).
  5024. * @see https://easings.net/#easeInElastic
  5025. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5026. */
  5027. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5028. /** Defines the number of oscillations*/
  5029. oscillations: number;
  5030. /** Defines the amplitude of the oscillations*/
  5031. springiness: number;
  5032. /**
  5033. * Instantiates an elastic easing function
  5034. * @see https://easings.net/#easeInElastic
  5035. * @param oscillations Defines the number of oscillations
  5036. * @param springiness Defines the amplitude of the oscillations
  5037. */
  5038. constructor(
  5039. /** Defines the number of oscillations*/
  5040. oscillations?: number,
  5041. /** Defines the amplitude of the oscillations*/
  5042. springiness?: number);
  5043. /** @hidden */
  5044. easeInCore(gradient: number): number;
  5045. }
  5046. /**
  5047. * Easing function with an exponential shape (see link below).
  5048. * @see https://easings.net/#easeInExpo
  5049. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5050. */
  5051. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5052. /** Defines the exponent of the function */
  5053. exponent: number;
  5054. /**
  5055. * Instantiates an exponential easing function
  5056. * @see https://easings.net/#easeInExpo
  5057. * @param exponent Defines the exponent of the function
  5058. */
  5059. constructor(
  5060. /** Defines the exponent of the function */
  5061. exponent?: number);
  5062. /** @hidden */
  5063. easeInCore(gradient: number): number;
  5064. }
  5065. /**
  5066. * Easing function with a power shape (see link below).
  5067. * @see https://easings.net/#easeInQuad
  5068. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5069. */
  5070. export class PowerEase extends EasingFunction implements IEasingFunction {
  5071. /** Defines the power of the function */
  5072. power: number;
  5073. /**
  5074. * Instantiates an power base easing function
  5075. * @see https://easings.net/#easeInQuad
  5076. * @param power Defines the power of the function
  5077. */
  5078. constructor(
  5079. /** Defines the power of the function */
  5080. power?: number);
  5081. /** @hidden */
  5082. easeInCore(gradient: number): number;
  5083. }
  5084. /**
  5085. * Easing function with a power of 2 shape (see link below).
  5086. * @see https://easings.net/#easeInQuad
  5087. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5088. */
  5089. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5090. /** @hidden */
  5091. easeInCore(gradient: number): number;
  5092. }
  5093. /**
  5094. * Easing function with a power of 4 shape (see link below).
  5095. * @see https://easings.net/#easeInQuart
  5096. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5097. */
  5098. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 5 shape (see link below).
  5104. * @see https://easings.net/#easeInQuint
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with a sin shape (see link below).
  5113. * @see https://easings.net/#easeInSine
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class SineEase extends EasingFunction implements IEasingFunction {
  5117. /** @hidden */
  5118. easeInCore(gradient: number): number;
  5119. }
  5120. /**
  5121. * Easing function with a bezier shape (see link below).
  5122. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5123. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5124. */
  5125. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5126. /** Defines the x component of the start tangent in the bezier curve */
  5127. x1: number;
  5128. /** Defines the y component of the start tangent in the bezier curve */
  5129. y1: number;
  5130. /** Defines the x component of the end tangent in the bezier curve */
  5131. x2: number;
  5132. /** Defines the y component of the end tangent in the bezier curve */
  5133. y2: number;
  5134. /**
  5135. * Instantiates a bezier function
  5136. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5137. * @param x1 Defines the x component of the start tangent in the bezier curve
  5138. * @param y1 Defines the y component of the start tangent in the bezier curve
  5139. * @param x2 Defines the x component of the end tangent in the bezier curve
  5140. * @param y2 Defines the y component of the end tangent in the bezier curve
  5141. */
  5142. constructor(
  5143. /** Defines the x component of the start tangent in the bezier curve */
  5144. x1?: number,
  5145. /** Defines the y component of the start tangent in the bezier curve */
  5146. y1?: number,
  5147. /** Defines the x component of the end tangent in the bezier curve */
  5148. x2?: number,
  5149. /** Defines the y component of the end tangent in the bezier curve */
  5150. y2?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. }
  5155. declare module "babylonjs/Maths/math.color" {
  5156. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5157. /**
  5158. * Class used to hold a RBG color
  5159. */
  5160. export class Color3 {
  5161. /**
  5162. * Defines the red component (between 0 and 1, default is 0)
  5163. */
  5164. r: number;
  5165. /**
  5166. * Defines the green component (between 0 and 1, default is 0)
  5167. */
  5168. g: number;
  5169. /**
  5170. * Defines the blue component (between 0 and 1, default is 0)
  5171. */
  5172. b: number;
  5173. /**
  5174. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5175. * @param r defines the red component (between 0 and 1, default is 0)
  5176. * @param g defines the green component (between 0 and 1, default is 0)
  5177. * @param b defines the blue component (between 0 and 1, default is 0)
  5178. */
  5179. constructor(
  5180. /**
  5181. * Defines the red component (between 0 and 1, default is 0)
  5182. */
  5183. r?: number,
  5184. /**
  5185. * Defines the green component (between 0 and 1, default is 0)
  5186. */
  5187. g?: number,
  5188. /**
  5189. * Defines the blue component (between 0 and 1, default is 0)
  5190. */
  5191. b?: number);
  5192. /**
  5193. * Creates a string with the Color3 current values
  5194. * @returns the string representation of the Color3 object
  5195. */
  5196. toString(): string;
  5197. /**
  5198. * Returns the string "Color3"
  5199. * @returns "Color3"
  5200. */
  5201. getClassName(): string;
  5202. /**
  5203. * Compute the Color3 hash code
  5204. * @returns an unique number that can be used to hash Color3 objects
  5205. */
  5206. getHashCode(): number;
  5207. /**
  5208. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5209. * @param array defines the array where to store the r,g,b components
  5210. * @param index defines an optional index in the target array to define where to start storing values
  5211. * @returns the current Color3 object
  5212. */
  5213. toArray(array: FloatArray, index?: number): Color3;
  5214. /**
  5215. * Returns a new Color4 object from the current Color3 and the given alpha
  5216. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5217. * @returns a new Color4 object
  5218. */
  5219. toColor4(alpha?: number): Color4;
  5220. /**
  5221. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5222. * @returns the new array
  5223. */
  5224. asArray(): number[];
  5225. /**
  5226. * Returns the luminance value
  5227. * @returns a float value
  5228. */
  5229. toLuminance(): number;
  5230. /**
  5231. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5232. * @param otherColor defines the second operand
  5233. * @returns the new Color3 object
  5234. */
  5235. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5236. /**
  5237. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5238. * @param otherColor defines the second operand
  5239. * @param result defines the Color3 object where to store the result
  5240. * @returns the current Color3
  5241. */
  5242. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5243. /**
  5244. * Determines equality between Color3 objects
  5245. * @param otherColor defines the second operand
  5246. * @returns true if the rgb values are equal to the given ones
  5247. */
  5248. equals(otherColor: DeepImmutable<Color3>): boolean;
  5249. /**
  5250. * Determines equality between the current Color3 object and a set of r,b,g values
  5251. * @param r defines the red component to check
  5252. * @param g defines the green component to check
  5253. * @param b defines the blue component to check
  5254. * @returns true if the rgb values are equal to the given ones
  5255. */
  5256. equalsFloats(r: number, g: number, b: number): boolean;
  5257. /**
  5258. * Multiplies in place each rgb value by scale
  5259. * @param scale defines the scaling factor
  5260. * @returns the updated Color3
  5261. */
  5262. scale(scale: number): Color3;
  5263. /**
  5264. * Multiplies the rgb values by scale and stores the result into "result"
  5265. * @param scale defines the scaling factor
  5266. * @param result defines the Color3 object where to store the result
  5267. * @returns the unmodified current Color3
  5268. */
  5269. scaleToRef(scale: number, result: Color3): Color3;
  5270. /**
  5271. * Scale the current Color3 values by a factor and add the result to a given Color3
  5272. * @param scale defines the scale factor
  5273. * @param result defines color to store the result into
  5274. * @returns the unmodified current Color3
  5275. */
  5276. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5277. /**
  5278. * Clamps the rgb values by the min and max values and stores the result into "result"
  5279. * @param min defines minimum clamping value (default is 0)
  5280. * @param max defines maximum clamping value (default is 1)
  5281. * @param result defines color to store the result into
  5282. * @returns the original Color3
  5283. */
  5284. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5285. /**
  5286. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5287. * @param otherColor defines the second operand
  5288. * @returns the new Color3
  5289. */
  5290. add(otherColor: DeepImmutable<Color3>): Color3;
  5291. /**
  5292. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5293. * @param otherColor defines the second operand
  5294. * @param result defines Color3 object to store the result into
  5295. * @returns the unmodified current Color3
  5296. */
  5297. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5298. /**
  5299. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5300. * @param otherColor defines the second operand
  5301. * @returns the new Color3
  5302. */
  5303. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5304. /**
  5305. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5306. * @param otherColor defines the second operand
  5307. * @param result defines Color3 object to store the result into
  5308. * @returns the unmodified current Color3
  5309. */
  5310. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5311. /**
  5312. * Copy the current object
  5313. * @returns a new Color3 copied the current one
  5314. */
  5315. clone(): Color3;
  5316. /**
  5317. * Copies the rgb values from the source in the current Color3
  5318. * @param source defines the source Color3 object
  5319. * @returns the updated Color3 object
  5320. */
  5321. copyFrom(source: DeepImmutable<Color3>): Color3;
  5322. /**
  5323. * Updates the Color3 rgb values from the given floats
  5324. * @param r defines the red component to read from
  5325. * @param g defines the green component to read from
  5326. * @param b defines the blue component to read from
  5327. * @returns the current Color3 object
  5328. */
  5329. copyFromFloats(r: number, g: number, b: number): Color3;
  5330. /**
  5331. * Updates the Color3 rgb values from the given floats
  5332. * @param r defines the red component to read from
  5333. * @param g defines the green component to read from
  5334. * @param b defines the blue component to read from
  5335. * @returns the current Color3 object
  5336. */
  5337. set(r: number, g: number, b: number): Color3;
  5338. /**
  5339. * Compute the Color3 hexadecimal code as a string
  5340. * @returns a string containing the hexadecimal representation of the Color3 object
  5341. */
  5342. toHexString(): string;
  5343. /**
  5344. * Computes a new Color3 converted from the current one to linear space
  5345. * @returns a new Color3 object
  5346. */
  5347. toLinearSpace(): Color3;
  5348. /**
  5349. * Converts current color in rgb space to HSV values
  5350. * @returns a new color3 representing the HSV values
  5351. */
  5352. toHSV(): Color3;
  5353. /**
  5354. * Converts current color in rgb space to HSV values
  5355. * @param result defines the Color3 where to store the HSV values
  5356. */
  5357. toHSVToRef(result: Color3): void;
  5358. /**
  5359. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5360. * @param convertedColor defines the Color3 object where to store the linear space version
  5361. * @returns the unmodified Color3
  5362. */
  5363. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5364. /**
  5365. * Computes a new Color3 converted from the current one to gamma space
  5366. * @returns a new Color3 object
  5367. */
  5368. toGammaSpace(): Color3;
  5369. /**
  5370. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5371. * @param convertedColor defines the Color3 object where to store the gamma space version
  5372. * @returns the unmodified Color3
  5373. */
  5374. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5375. private static _BlackReadOnly;
  5376. /**
  5377. * Convert Hue, saturation and value to a Color3 (RGB)
  5378. * @param hue defines the hue
  5379. * @param saturation defines the saturation
  5380. * @param value defines the value
  5381. * @param result defines the Color3 where to store the RGB values
  5382. */
  5383. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5384. /**
  5385. * Creates a new Color3 from the string containing valid hexadecimal values
  5386. * @param hex defines a string containing valid hexadecimal values
  5387. * @returns a new Color3 object
  5388. */
  5389. static FromHexString(hex: string): Color3;
  5390. /**
  5391. * Creates a new Color3 from the starting index of the given array
  5392. * @param array defines the source array
  5393. * @param offset defines an offset in the source array
  5394. * @returns a new Color3 object
  5395. */
  5396. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5397. /**
  5398. * Creates a new Color3 from integer values (< 256)
  5399. * @param r defines the red component to read from (value between 0 and 255)
  5400. * @param g defines the green component to read from (value between 0 and 255)
  5401. * @param b defines the blue component to read from (value between 0 and 255)
  5402. * @returns a new Color3 object
  5403. */
  5404. static FromInts(r: number, g: number, b: number): Color3;
  5405. /**
  5406. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5407. * @param start defines the start Color3 value
  5408. * @param end defines the end Color3 value
  5409. * @param amount defines the gradient value between start and end
  5410. * @returns a new Color3 object
  5411. */
  5412. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5413. /**
  5414. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5415. * @param left defines the start value
  5416. * @param right defines the end value
  5417. * @param amount defines the gradient factor
  5418. * @param result defines the Color3 object where to store the result
  5419. */
  5420. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5421. /**
  5422. * Returns a Color3 value containing a red color
  5423. * @returns a new Color3 object
  5424. */
  5425. static Red(): Color3;
  5426. /**
  5427. * Returns a Color3 value containing a green color
  5428. * @returns a new Color3 object
  5429. */
  5430. static Green(): Color3;
  5431. /**
  5432. * Returns a Color3 value containing a blue color
  5433. * @returns a new Color3 object
  5434. */
  5435. static Blue(): Color3;
  5436. /**
  5437. * Returns a Color3 value containing a black color
  5438. * @returns a new Color3 object
  5439. */
  5440. static Black(): Color3;
  5441. /**
  5442. * Gets a Color3 value containing a black color that must not be updated
  5443. */
  5444. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5445. /**
  5446. * Returns a Color3 value containing a white color
  5447. * @returns a new Color3 object
  5448. */
  5449. static White(): Color3;
  5450. /**
  5451. * Returns a Color3 value containing a purple color
  5452. * @returns a new Color3 object
  5453. */
  5454. static Purple(): Color3;
  5455. /**
  5456. * Returns a Color3 value containing a magenta color
  5457. * @returns a new Color3 object
  5458. */
  5459. static Magenta(): Color3;
  5460. /**
  5461. * Returns a Color3 value containing a yellow color
  5462. * @returns a new Color3 object
  5463. */
  5464. static Yellow(): Color3;
  5465. /**
  5466. * Returns a Color3 value containing a gray color
  5467. * @returns a new Color3 object
  5468. */
  5469. static Gray(): Color3;
  5470. /**
  5471. * Returns a Color3 value containing a teal color
  5472. * @returns a new Color3 object
  5473. */
  5474. static Teal(): Color3;
  5475. /**
  5476. * Returns a Color3 value containing a random color
  5477. * @returns a new Color3 object
  5478. */
  5479. static Random(): Color3;
  5480. }
  5481. /**
  5482. * Class used to hold a RBGA color
  5483. */
  5484. export class Color4 {
  5485. /**
  5486. * Defines the red component (between 0 and 1, default is 0)
  5487. */
  5488. r: number;
  5489. /**
  5490. * Defines the green component (between 0 and 1, default is 0)
  5491. */
  5492. g: number;
  5493. /**
  5494. * Defines the blue component (between 0 and 1, default is 0)
  5495. */
  5496. b: number;
  5497. /**
  5498. * Defines the alpha component (between 0 and 1, default is 1)
  5499. */
  5500. a: number;
  5501. /**
  5502. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5503. * @param r defines the red component (between 0 and 1, default is 0)
  5504. * @param g defines the green component (between 0 and 1, default is 0)
  5505. * @param b defines the blue component (between 0 and 1, default is 0)
  5506. * @param a defines the alpha component (between 0 and 1, default is 1)
  5507. */
  5508. constructor(
  5509. /**
  5510. * Defines the red component (between 0 and 1, default is 0)
  5511. */
  5512. r?: number,
  5513. /**
  5514. * Defines the green component (between 0 and 1, default is 0)
  5515. */
  5516. g?: number,
  5517. /**
  5518. * Defines the blue component (between 0 and 1, default is 0)
  5519. */
  5520. b?: number,
  5521. /**
  5522. * Defines the alpha component (between 0 and 1, default is 1)
  5523. */
  5524. a?: number);
  5525. /**
  5526. * Adds in place the given Color4 values to the current Color4 object
  5527. * @param right defines the second operand
  5528. * @returns the current updated Color4 object
  5529. */
  5530. addInPlace(right: DeepImmutable<Color4>): Color4;
  5531. /**
  5532. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5533. * @returns the new array
  5534. */
  5535. asArray(): number[];
  5536. /**
  5537. * Stores from the starting index in the given array the Color4 successive values
  5538. * @param array defines the array where to store the r,g,b components
  5539. * @param index defines an optional index in the target array to define where to start storing values
  5540. * @returns the current Color4 object
  5541. */
  5542. toArray(array: number[], index?: number): Color4;
  5543. /**
  5544. * Determines equality between Color4 objects
  5545. * @param otherColor defines the second operand
  5546. * @returns true if the rgba values are equal to the given ones
  5547. */
  5548. equals(otherColor: DeepImmutable<Color4>): boolean;
  5549. /**
  5550. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5551. * @param right defines the second operand
  5552. * @returns a new Color4 object
  5553. */
  5554. add(right: DeepImmutable<Color4>): Color4;
  5555. /**
  5556. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5557. * @param right defines the second operand
  5558. * @returns a new Color4 object
  5559. */
  5560. subtract(right: DeepImmutable<Color4>): Color4;
  5561. /**
  5562. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5563. * @param right defines the second operand
  5564. * @param result defines the Color4 object where to store the result
  5565. * @returns the current Color4 object
  5566. */
  5567. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5568. /**
  5569. * Creates a new Color4 with the current Color4 values multiplied by scale
  5570. * @param scale defines the scaling factor to apply
  5571. * @returns a new Color4 object
  5572. */
  5573. scale(scale: number): Color4;
  5574. /**
  5575. * Multiplies the current Color4 values by scale and stores the result in "result"
  5576. * @param scale defines the scaling factor to apply
  5577. * @param result defines the Color4 object where to store the result
  5578. * @returns the current unmodified Color4
  5579. */
  5580. scaleToRef(scale: number, result: Color4): Color4;
  5581. /**
  5582. * Scale the current Color4 values by a factor and add the result to a given Color4
  5583. * @param scale defines the scale factor
  5584. * @param result defines the Color4 object where to store the result
  5585. * @returns the unmodified current Color4
  5586. */
  5587. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5588. /**
  5589. * Clamps the rgb values by the min and max values and stores the result into "result"
  5590. * @param min defines minimum clamping value (default is 0)
  5591. * @param max defines maximum clamping value (default is 1)
  5592. * @param result defines color to store the result into.
  5593. * @returns the cuurent Color4
  5594. */
  5595. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5596. /**
  5597. * Multipy an Color4 value by another and return a new Color4 object
  5598. * @param color defines the Color4 value to multiply by
  5599. * @returns a new Color4 object
  5600. */
  5601. multiply(color: Color4): Color4;
  5602. /**
  5603. * Multipy a Color4 value by another and push the result in a reference value
  5604. * @param color defines the Color4 value to multiply by
  5605. * @param result defines the Color4 to fill the result in
  5606. * @returns the result Color4
  5607. */
  5608. multiplyToRef(color: Color4, result: Color4): Color4;
  5609. /**
  5610. * Creates a string with the Color4 current values
  5611. * @returns the string representation of the Color4 object
  5612. */
  5613. toString(): string;
  5614. /**
  5615. * Returns the string "Color4"
  5616. * @returns "Color4"
  5617. */
  5618. getClassName(): string;
  5619. /**
  5620. * Compute the Color4 hash code
  5621. * @returns an unique number that can be used to hash Color4 objects
  5622. */
  5623. getHashCode(): number;
  5624. /**
  5625. * Creates a new Color4 copied from the current one
  5626. * @returns a new Color4 object
  5627. */
  5628. clone(): Color4;
  5629. /**
  5630. * Copies the given Color4 values into the current one
  5631. * @param source defines the source Color4 object
  5632. * @returns the current updated Color4 object
  5633. */
  5634. copyFrom(source: Color4): Color4;
  5635. /**
  5636. * Copies the given float values into the current one
  5637. * @param r defines the red component to read from
  5638. * @param g defines the green component to read from
  5639. * @param b defines the blue component to read from
  5640. * @param a defines the alpha component to read from
  5641. * @returns the current updated Color4 object
  5642. */
  5643. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5644. /**
  5645. * Copies the given float values into the current one
  5646. * @param r defines the red component to read from
  5647. * @param g defines the green component to read from
  5648. * @param b defines the blue component to read from
  5649. * @param a defines the alpha component to read from
  5650. * @returns the current updated Color4 object
  5651. */
  5652. set(r: number, g: number, b: number, a: number): Color4;
  5653. /**
  5654. * Compute the Color4 hexadecimal code as a string
  5655. * @returns a string containing the hexadecimal representation of the Color4 object
  5656. */
  5657. toHexString(): string;
  5658. /**
  5659. * Computes a new Color4 converted from the current one to linear space
  5660. * @returns a new Color4 object
  5661. */
  5662. toLinearSpace(): Color4;
  5663. /**
  5664. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5665. * @param convertedColor defines the Color4 object where to store the linear space version
  5666. * @returns the unmodified Color4
  5667. */
  5668. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5669. /**
  5670. * Computes a new Color4 converted from the current one to gamma space
  5671. * @returns a new Color4 object
  5672. */
  5673. toGammaSpace(): Color4;
  5674. /**
  5675. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5676. * @param convertedColor defines the Color4 object where to store the gamma space version
  5677. * @returns the unmodified Color4
  5678. */
  5679. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5680. /**
  5681. * Creates a new Color4 from the string containing valid hexadecimal values
  5682. * @param hex defines a string containing valid hexadecimal values
  5683. * @returns a new Color4 object
  5684. */
  5685. static FromHexString(hex: string): Color4;
  5686. /**
  5687. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5688. * @param left defines the start value
  5689. * @param right defines the end value
  5690. * @param amount defines the gradient factor
  5691. * @returns a new Color4 object
  5692. */
  5693. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5694. /**
  5695. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5696. * @param left defines the start value
  5697. * @param right defines the end value
  5698. * @param amount defines the gradient factor
  5699. * @param result defines the Color4 object where to store data
  5700. */
  5701. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5702. /**
  5703. * Creates a new Color4 from a Color3 and an alpha value
  5704. * @param color3 defines the source Color3 to read from
  5705. * @param alpha defines the alpha component (1.0 by default)
  5706. * @returns a new Color4 object
  5707. */
  5708. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5709. /**
  5710. * Creates a new Color4 from the starting index element of the given array
  5711. * @param array defines the source array to read from
  5712. * @param offset defines the offset in the source array
  5713. * @returns a new Color4 object
  5714. */
  5715. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5716. /**
  5717. * Creates a new Color3 from integer values (< 256)
  5718. * @param r defines the red component to read from (value between 0 and 255)
  5719. * @param g defines the green component to read from (value between 0 and 255)
  5720. * @param b defines the blue component to read from (value between 0 and 255)
  5721. * @param a defines the alpha component to read from (value between 0 and 255)
  5722. * @returns a new Color3 object
  5723. */
  5724. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5725. /**
  5726. * Check the content of a given array and convert it to an array containing RGBA data
  5727. * If the original array was already containing count * 4 values then it is returned directly
  5728. * @param colors defines the array to check
  5729. * @param count defines the number of RGBA data to expect
  5730. * @returns an array containing count * 4 values (RGBA)
  5731. */
  5732. static CheckColors4(colors: number[], count: number): number[];
  5733. }
  5734. /**
  5735. * @hidden
  5736. */
  5737. export class TmpColors {
  5738. static Color3: Color3[];
  5739. static Color4: Color4[];
  5740. }
  5741. }
  5742. declare module "babylonjs/Animations/animationKey" {
  5743. /**
  5744. * Defines an interface which represents an animation key frame
  5745. */
  5746. export interface IAnimationKey {
  5747. /**
  5748. * Frame of the key frame
  5749. */
  5750. frame: number;
  5751. /**
  5752. * Value at the specifies key frame
  5753. */
  5754. value: any;
  5755. /**
  5756. * The input tangent for the cubic hermite spline
  5757. */
  5758. inTangent?: any;
  5759. /**
  5760. * The output tangent for the cubic hermite spline
  5761. */
  5762. outTangent?: any;
  5763. /**
  5764. * The animation interpolation type
  5765. */
  5766. interpolation?: AnimationKeyInterpolation;
  5767. }
  5768. /**
  5769. * Enum for the animation key frame interpolation type
  5770. */
  5771. export enum AnimationKeyInterpolation {
  5772. /**
  5773. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5774. */
  5775. STEP = 1
  5776. }
  5777. }
  5778. declare module "babylonjs/Animations/animationRange" {
  5779. /**
  5780. * Represents the range of an animation
  5781. */
  5782. export class AnimationRange {
  5783. /**The name of the animation range**/
  5784. name: string;
  5785. /**The starting frame of the animation */
  5786. from: number;
  5787. /**The ending frame of the animation*/
  5788. to: number;
  5789. /**
  5790. * Initializes the range of an animation
  5791. * @param name The name of the animation range
  5792. * @param from The starting frame of the animation
  5793. * @param to The ending frame of the animation
  5794. */
  5795. constructor(
  5796. /**The name of the animation range**/
  5797. name: string,
  5798. /**The starting frame of the animation */
  5799. from: number,
  5800. /**The ending frame of the animation*/
  5801. to: number);
  5802. /**
  5803. * Makes a copy of the animation range
  5804. * @returns A copy of the animation range
  5805. */
  5806. clone(): AnimationRange;
  5807. }
  5808. }
  5809. declare module "babylonjs/Animations/animationEvent" {
  5810. /**
  5811. * Composed of a frame, and an action function
  5812. */
  5813. export class AnimationEvent {
  5814. /** The frame for which the event is triggered **/
  5815. frame: number;
  5816. /** The event to perform when triggered **/
  5817. action: (currentFrame: number) => void;
  5818. /** Specifies if the event should be triggered only once**/
  5819. onlyOnce?: boolean | undefined;
  5820. /**
  5821. * Specifies if the animation event is done
  5822. */
  5823. isDone: boolean;
  5824. /**
  5825. * Initializes the animation event
  5826. * @param frame The frame for which the event is triggered
  5827. * @param action The event to perform when triggered
  5828. * @param onlyOnce Specifies if the event should be triggered only once
  5829. */
  5830. constructor(
  5831. /** The frame for which the event is triggered **/
  5832. frame: number,
  5833. /** The event to perform when triggered **/
  5834. action: (currentFrame: number) => void,
  5835. /** Specifies if the event should be triggered only once**/
  5836. onlyOnce?: boolean | undefined);
  5837. /** @hidden */
  5838. _clone(): AnimationEvent;
  5839. }
  5840. }
  5841. declare module "babylonjs/Behaviors/behavior" {
  5842. import { Nullable } from "babylonjs/types";
  5843. /**
  5844. * Interface used to define a behavior
  5845. */
  5846. export interface Behavior<T> {
  5847. /** gets or sets behavior's name */
  5848. name: string;
  5849. /**
  5850. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5851. */
  5852. init(): void;
  5853. /**
  5854. * Called when the behavior is attached to a target
  5855. * @param target defines the target where the behavior is attached to
  5856. */
  5857. attach(target: T): void;
  5858. /**
  5859. * Called when the behavior is detached from its target
  5860. */
  5861. detach(): void;
  5862. }
  5863. /**
  5864. * Interface implemented by classes supporting behaviors
  5865. */
  5866. export interface IBehaviorAware<T> {
  5867. /**
  5868. * Attach a behavior
  5869. * @param behavior defines the behavior to attach
  5870. * @returns the current host
  5871. */
  5872. addBehavior(behavior: Behavior<T>): T;
  5873. /**
  5874. * Remove a behavior from the current object
  5875. * @param behavior defines the behavior to detach
  5876. * @returns the current host
  5877. */
  5878. removeBehavior(behavior: Behavior<T>): T;
  5879. /**
  5880. * Gets a behavior using its name to search
  5881. * @param name defines the name to search
  5882. * @returns the behavior or null if not found
  5883. */
  5884. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5885. }
  5886. }
  5887. declare module "babylonjs/Misc/smartArray" {
  5888. /**
  5889. * Defines an array and its length.
  5890. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5891. */
  5892. export interface ISmartArrayLike<T> {
  5893. /**
  5894. * The data of the array.
  5895. */
  5896. data: Array<T>;
  5897. /**
  5898. * The active length of the array.
  5899. */
  5900. length: number;
  5901. }
  5902. /**
  5903. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5904. */
  5905. export class SmartArray<T> implements ISmartArrayLike<T> {
  5906. /**
  5907. * The full set of data from the array.
  5908. */
  5909. data: Array<T>;
  5910. /**
  5911. * The active length of the array.
  5912. */
  5913. length: number;
  5914. protected _id: number;
  5915. /**
  5916. * Instantiates a Smart Array.
  5917. * @param capacity defines the default capacity of the array.
  5918. */
  5919. constructor(capacity: number);
  5920. /**
  5921. * Pushes a value at the end of the active data.
  5922. * @param value defines the object to push in the array.
  5923. */
  5924. push(value: T): void;
  5925. /**
  5926. * Iterates over the active data and apply the lambda to them.
  5927. * @param func defines the action to apply on each value.
  5928. */
  5929. forEach(func: (content: T) => void): void;
  5930. /**
  5931. * Sorts the full sets of data.
  5932. * @param compareFn defines the comparison function to apply.
  5933. */
  5934. sort(compareFn: (a: T, b: T) => number): void;
  5935. /**
  5936. * Resets the active data to an empty array.
  5937. */
  5938. reset(): void;
  5939. /**
  5940. * Releases all the data from the array as well as the array.
  5941. */
  5942. dispose(): void;
  5943. /**
  5944. * Concats the active data with a given array.
  5945. * @param array defines the data to concatenate with.
  5946. */
  5947. concat(array: any): void;
  5948. /**
  5949. * Returns the position of a value in the active data.
  5950. * @param value defines the value to find the index for
  5951. * @returns the index if found in the active data otherwise -1
  5952. */
  5953. indexOf(value: T): number;
  5954. /**
  5955. * Returns whether an element is part of the active data.
  5956. * @param value defines the value to look for
  5957. * @returns true if found in the active data otherwise false
  5958. */
  5959. contains(value: T): boolean;
  5960. private static _GlobalId;
  5961. }
  5962. /**
  5963. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5964. * The data in this array can only be present once
  5965. */
  5966. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  5967. private _duplicateId;
  5968. /**
  5969. * Pushes a value at the end of the active data.
  5970. * THIS DOES NOT PREVENT DUPPLICATE DATA
  5971. * @param value defines the object to push in the array.
  5972. */
  5973. push(value: T): void;
  5974. /**
  5975. * Pushes a value at the end of the active data.
  5976. * If the data is already present, it won t be added again
  5977. * @param value defines the object to push in the array.
  5978. * @returns true if added false if it was already present
  5979. */
  5980. pushNoDuplicate(value: T): boolean;
  5981. /**
  5982. * Resets the active data to an empty array.
  5983. */
  5984. reset(): void;
  5985. /**
  5986. * Concats the active data with a given array.
  5987. * This ensures no dupplicate will be present in the result.
  5988. * @param array defines the data to concatenate with.
  5989. */
  5990. concatWithNoDuplicate(array: any): void;
  5991. }
  5992. }
  5993. declare module "babylonjs/Cameras/cameraInputsManager" {
  5994. import { Nullable } from "babylonjs/types";
  5995. import { Camera } from "babylonjs/Cameras/camera";
  5996. /**
  5997. * @ignore
  5998. * This is a list of all the different input types that are available in the application.
  5999. * Fo instance: ArcRotateCameraGamepadInput...
  6000. */
  6001. export var CameraInputTypes: {};
  6002. /**
  6003. * This is the contract to implement in order to create a new input class.
  6004. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6005. */
  6006. export interface ICameraInput<TCamera extends Camera> {
  6007. /**
  6008. * Defines the camera the input is attached to.
  6009. */
  6010. camera: Nullable<TCamera>;
  6011. /**
  6012. * Gets the class name of the current intput.
  6013. * @returns the class name
  6014. */
  6015. getClassName(): string;
  6016. /**
  6017. * Get the friendly name associated with the input class.
  6018. * @returns the input friendly name
  6019. */
  6020. getSimpleName(): string;
  6021. /**
  6022. * Attach the input controls to a specific dom element to get the input from.
  6023. * @param element Defines the element the controls should be listened from
  6024. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6025. */
  6026. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6027. /**
  6028. * Detach the current controls from the specified dom element.
  6029. * @param element Defines the element to stop listening the inputs from
  6030. */
  6031. detachControl(element: Nullable<HTMLElement>): void;
  6032. /**
  6033. * Update the current camera state depending on the inputs that have been used this frame.
  6034. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6035. */
  6036. checkInputs?: () => void;
  6037. }
  6038. /**
  6039. * Represents a map of input types to input instance or input index to input instance.
  6040. */
  6041. export interface CameraInputsMap<TCamera extends Camera> {
  6042. /**
  6043. * Accessor to the input by input type.
  6044. */
  6045. [name: string]: ICameraInput<TCamera>;
  6046. /**
  6047. * Accessor to the input by input index.
  6048. */
  6049. [idx: number]: ICameraInput<TCamera>;
  6050. }
  6051. /**
  6052. * This represents the input manager used within a camera.
  6053. * It helps dealing with all the different kind of input attached to a camera.
  6054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6055. */
  6056. export class CameraInputsManager<TCamera extends Camera> {
  6057. /**
  6058. * Defines the list of inputs attahed to the camera.
  6059. */
  6060. attached: CameraInputsMap<TCamera>;
  6061. /**
  6062. * Defines the dom element the camera is collecting inputs from.
  6063. * This is null if the controls have not been attached.
  6064. */
  6065. attachedElement: Nullable<HTMLElement>;
  6066. /**
  6067. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6068. */
  6069. noPreventDefault: boolean;
  6070. /**
  6071. * Defined the camera the input manager belongs to.
  6072. */
  6073. camera: TCamera;
  6074. /**
  6075. * Update the current camera state depending on the inputs that have been used this frame.
  6076. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6077. */
  6078. checkInputs: () => void;
  6079. /**
  6080. * Instantiate a new Camera Input Manager.
  6081. * @param camera Defines the camera the input manager blongs to
  6082. */
  6083. constructor(camera: TCamera);
  6084. /**
  6085. * Add an input method to a camera
  6086. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6087. * @param input camera input method
  6088. */
  6089. add(input: ICameraInput<TCamera>): void;
  6090. /**
  6091. * Remove a specific input method from a camera
  6092. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6093. * @param inputToRemove camera input method
  6094. */
  6095. remove(inputToRemove: ICameraInput<TCamera>): void;
  6096. /**
  6097. * Remove a specific input type from a camera
  6098. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6099. * @param inputType the type of the input to remove
  6100. */
  6101. removeByType(inputType: string): void;
  6102. private _addCheckInputs;
  6103. /**
  6104. * Attach the input controls to the currently attached dom element to listen the events from.
  6105. * @param input Defines the input to attach
  6106. */
  6107. attachInput(input: ICameraInput<TCamera>): void;
  6108. /**
  6109. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6110. * @param element Defines the dom element to collect the events from
  6111. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6112. */
  6113. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6114. /**
  6115. * Detach the current manager inputs controls from a specific dom element.
  6116. * @param element Defines the dom element to collect the events from
  6117. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6118. */
  6119. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6120. /**
  6121. * Rebuild the dynamic inputCheck function from the current list of
  6122. * defined inputs in the manager.
  6123. */
  6124. rebuildInputCheck(): void;
  6125. /**
  6126. * Remove all attached input methods from a camera
  6127. */
  6128. clear(): void;
  6129. /**
  6130. * Serialize the current input manager attached to a camera.
  6131. * This ensures than once parsed,
  6132. * the input associated to the camera will be identical to the current ones
  6133. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6134. */
  6135. serialize(serializedCamera: any): void;
  6136. /**
  6137. * Parses an input manager serialized JSON to restore the previous list of inputs
  6138. * and states associated to a camera.
  6139. * @param parsedCamera Defines the JSON to parse
  6140. */
  6141. parse(parsedCamera: any): void;
  6142. }
  6143. }
  6144. declare module "babylonjs/Meshes/buffer" {
  6145. import { Nullable, DataArray } from "babylonjs/types";
  6146. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6147. /**
  6148. * Class used to store data that will be store in GPU memory
  6149. */
  6150. export class Buffer {
  6151. private _engine;
  6152. private _buffer;
  6153. /** @hidden */
  6154. _data: Nullable<DataArray>;
  6155. private _updatable;
  6156. private _instanced;
  6157. private _divisor;
  6158. /**
  6159. * Gets the byte stride.
  6160. */
  6161. readonly byteStride: number;
  6162. /**
  6163. * Constructor
  6164. * @param engine the engine
  6165. * @param data the data to use for this buffer
  6166. * @param updatable whether the data is updatable
  6167. * @param stride the stride (optional)
  6168. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6169. * @param instanced whether the buffer is instanced (optional)
  6170. * @param useBytes set to true if the stride in in bytes (optional)
  6171. * @param divisor sets an optional divisor for instances (1 by default)
  6172. */
  6173. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6174. /**
  6175. * Create a new VertexBuffer based on the current buffer
  6176. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6177. * @param offset defines offset in the buffer (0 by default)
  6178. * @param size defines the size in floats of attributes (position is 3 for instance)
  6179. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6180. * @param instanced defines if the vertex buffer contains indexed data
  6181. * @param useBytes defines if the offset and stride are in bytes *
  6182. * @param divisor sets an optional divisor for instances (1 by default)
  6183. * @returns the new vertex buffer
  6184. */
  6185. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6186. /**
  6187. * Gets a boolean indicating if the Buffer is updatable?
  6188. * @returns true if the buffer is updatable
  6189. */
  6190. isUpdatable(): boolean;
  6191. /**
  6192. * Gets current buffer's data
  6193. * @returns a DataArray or null
  6194. */
  6195. getData(): Nullable<DataArray>;
  6196. /**
  6197. * Gets underlying native buffer
  6198. * @returns underlying native buffer
  6199. */
  6200. getBuffer(): Nullable<DataBuffer>;
  6201. /**
  6202. * Gets the stride in float32 units (i.e. byte stride / 4).
  6203. * May not be an integer if the byte stride is not divisible by 4.
  6204. * DEPRECATED. Use byteStride instead.
  6205. * @returns the stride in float32 units
  6206. */
  6207. getStrideSize(): number;
  6208. /**
  6209. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6210. * @param data defines the data to store
  6211. */
  6212. create(data?: Nullable<DataArray>): void;
  6213. /** @hidden */
  6214. _rebuild(): void;
  6215. /**
  6216. * Update current buffer data
  6217. * @param data defines the data to store
  6218. */
  6219. update(data: DataArray): void;
  6220. /**
  6221. * Updates the data directly.
  6222. * @param data the new data
  6223. * @param offset the new offset
  6224. * @param vertexCount the vertex count (optional)
  6225. * @param useBytes set to true if the offset is in bytes
  6226. */
  6227. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6228. /**
  6229. * Release all resources
  6230. */
  6231. dispose(): void;
  6232. }
  6233. /**
  6234. * Specialized buffer used to store vertex data
  6235. */
  6236. export class VertexBuffer {
  6237. /** @hidden */
  6238. _buffer: Buffer;
  6239. private _kind;
  6240. private _size;
  6241. private _ownsBuffer;
  6242. private _instanced;
  6243. private _instanceDivisor;
  6244. /**
  6245. * The byte type.
  6246. */
  6247. static readonly BYTE: number;
  6248. /**
  6249. * The unsigned byte type.
  6250. */
  6251. static readonly UNSIGNED_BYTE: number;
  6252. /**
  6253. * The short type.
  6254. */
  6255. static readonly SHORT: number;
  6256. /**
  6257. * The unsigned short type.
  6258. */
  6259. static readonly UNSIGNED_SHORT: number;
  6260. /**
  6261. * The integer type.
  6262. */
  6263. static readonly INT: number;
  6264. /**
  6265. * The unsigned integer type.
  6266. */
  6267. static readonly UNSIGNED_INT: number;
  6268. /**
  6269. * The float type.
  6270. */
  6271. static readonly FLOAT: number;
  6272. /**
  6273. * Gets or sets the instance divisor when in instanced mode
  6274. */
  6275. instanceDivisor: number;
  6276. /**
  6277. * Gets the byte stride.
  6278. */
  6279. readonly byteStride: number;
  6280. /**
  6281. * Gets the byte offset.
  6282. */
  6283. readonly byteOffset: number;
  6284. /**
  6285. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6286. */
  6287. readonly normalized: boolean;
  6288. /**
  6289. * Gets the data type of each component in the array.
  6290. */
  6291. readonly type: number;
  6292. /**
  6293. * Constructor
  6294. * @param engine the engine
  6295. * @param data the data to use for this vertex buffer
  6296. * @param kind the vertex buffer kind
  6297. * @param updatable whether the data is updatable
  6298. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6299. * @param stride the stride (optional)
  6300. * @param instanced whether the buffer is instanced (optional)
  6301. * @param offset the offset of the data (optional)
  6302. * @param size the number of components (optional)
  6303. * @param type the type of the component (optional)
  6304. * @param normalized whether the data contains normalized data (optional)
  6305. * @param useBytes set to true if stride and offset are in bytes (optional)
  6306. * @param divisor defines the instance divisor to use (1 by default)
  6307. */
  6308. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  6309. /** @hidden */
  6310. _rebuild(): void;
  6311. /**
  6312. * Returns the kind of the VertexBuffer (string)
  6313. * @returns a string
  6314. */
  6315. getKind(): string;
  6316. /**
  6317. * Gets a boolean indicating if the VertexBuffer is updatable?
  6318. * @returns true if the buffer is updatable
  6319. */
  6320. isUpdatable(): boolean;
  6321. /**
  6322. * Gets current buffer's data
  6323. * @returns a DataArray or null
  6324. */
  6325. getData(): Nullable<DataArray>;
  6326. /**
  6327. * Gets underlying native buffer
  6328. * @returns underlying native buffer
  6329. */
  6330. getBuffer(): Nullable<DataBuffer>;
  6331. /**
  6332. * Gets the stride in float32 units (i.e. byte stride / 4).
  6333. * May not be an integer if the byte stride is not divisible by 4.
  6334. * DEPRECATED. Use byteStride instead.
  6335. * @returns the stride in float32 units
  6336. */
  6337. getStrideSize(): number;
  6338. /**
  6339. * Returns the offset as a multiple of the type byte length.
  6340. * DEPRECATED. Use byteOffset instead.
  6341. * @returns the offset in bytes
  6342. */
  6343. getOffset(): number;
  6344. /**
  6345. * Returns the number of components per vertex attribute (integer)
  6346. * @returns the size in float
  6347. */
  6348. getSize(): number;
  6349. /**
  6350. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6351. * @returns true if this buffer is instanced
  6352. */
  6353. getIsInstanced(): boolean;
  6354. /**
  6355. * Returns the instancing divisor, zero for non-instanced (integer).
  6356. * @returns a number
  6357. */
  6358. getInstanceDivisor(): number;
  6359. /**
  6360. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6361. * @param data defines the data to store
  6362. */
  6363. create(data?: DataArray): void;
  6364. /**
  6365. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6366. * This function will create a new buffer if the current one is not updatable
  6367. * @param data defines the data to store
  6368. */
  6369. update(data: DataArray): void;
  6370. /**
  6371. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6372. * Returns the directly updated WebGLBuffer.
  6373. * @param data the new data
  6374. * @param offset the new offset
  6375. * @param useBytes set to true if the offset is in bytes
  6376. */
  6377. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6378. /**
  6379. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6380. */
  6381. dispose(): void;
  6382. /**
  6383. * Enumerates each value of this vertex buffer as numbers.
  6384. * @param count the number of values to enumerate
  6385. * @param callback the callback function called for each value
  6386. */
  6387. forEach(count: number, callback: (value: number, index: number) => void): void;
  6388. /**
  6389. * Positions
  6390. */
  6391. static readonly PositionKind: string;
  6392. /**
  6393. * Normals
  6394. */
  6395. static readonly NormalKind: string;
  6396. /**
  6397. * Tangents
  6398. */
  6399. static readonly TangentKind: string;
  6400. /**
  6401. * Texture coordinates
  6402. */
  6403. static readonly UVKind: string;
  6404. /**
  6405. * Texture coordinates 2
  6406. */
  6407. static readonly UV2Kind: string;
  6408. /**
  6409. * Texture coordinates 3
  6410. */
  6411. static readonly UV3Kind: string;
  6412. /**
  6413. * Texture coordinates 4
  6414. */
  6415. static readonly UV4Kind: string;
  6416. /**
  6417. * Texture coordinates 5
  6418. */
  6419. static readonly UV5Kind: string;
  6420. /**
  6421. * Texture coordinates 6
  6422. */
  6423. static readonly UV6Kind: string;
  6424. /**
  6425. * Colors
  6426. */
  6427. static readonly ColorKind: string;
  6428. /**
  6429. * Matrix indices (for bones)
  6430. */
  6431. static readonly MatricesIndicesKind: string;
  6432. /**
  6433. * Matrix weights (for bones)
  6434. */
  6435. static readonly MatricesWeightsKind: string;
  6436. /**
  6437. * Additional matrix indices (for bones)
  6438. */
  6439. static readonly MatricesIndicesExtraKind: string;
  6440. /**
  6441. * Additional matrix weights (for bones)
  6442. */
  6443. static readonly MatricesWeightsExtraKind: string;
  6444. /**
  6445. * Deduces the stride given a kind.
  6446. * @param kind The kind string to deduce
  6447. * @returns The deduced stride
  6448. */
  6449. static DeduceStride(kind: string): number;
  6450. /**
  6451. * Gets the byte length of the given type.
  6452. * @param type the type
  6453. * @returns the number of bytes
  6454. */
  6455. static GetTypeByteLength(type: number): number;
  6456. /**
  6457. * Enumerates each value of the given parameters as numbers.
  6458. * @param data the data to enumerate
  6459. * @param byteOffset the byte offset of the data
  6460. * @param byteStride the byte stride of the data
  6461. * @param componentCount the number of components per element
  6462. * @param componentType the type of the component
  6463. * @param count the number of values to enumerate
  6464. * @param normalized whether the data is normalized
  6465. * @param callback the callback function called for each value
  6466. */
  6467. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6468. private static _GetFloatValue;
  6469. }
  6470. }
  6471. declare module "babylonjs/Collisions/intersectionInfo" {
  6472. import { Nullable } from "babylonjs/types";
  6473. /**
  6474. * @hidden
  6475. */
  6476. export class IntersectionInfo {
  6477. bu: Nullable<number>;
  6478. bv: Nullable<number>;
  6479. distance: number;
  6480. faceId: number;
  6481. subMeshId: number;
  6482. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6483. }
  6484. }
  6485. declare module "babylonjs/Maths/math.plane" {
  6486. import { DeepImmutable } from "babylonjs/types";
  6487. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6488. /**
  6489. * Represens a plane by the equation ax + by + cz + d = 0
  6490. */
  6491. export class Plane {
  6492. private static _TmpMatrix;
  6493. /**
  6494. * Normal of the plane (a,b,c)
  6495. */
  6496. normal: Vector3;
  6497. /**
  6498. * d component of the plane
  6499. */
  6500. d: number;
  6501. /**
  6502. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6503. * @param a a component of the plane
  6504. * @param b b component of the plane
  6505. * @param c c component of the plane
  6506. * @param d d component of the plane
  6507. */
  6508. constructor(a: number, b: number, c: number, d: number);
  6509. /**
  6510. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6511. */
  6512. asArray(): number[];
  6513. /**
  6514. * @returns a new plane copied from the current Plane.
  6515. */
  6516. clone(): Plane;
  6517. /**
  6518. * @returns the string "Plane".
  6519. */
  6520. getClassName(): string;
  6521. /**
  6522. * @returns the Plane hash code.
  6523. */
  6524. getHashCode(): number;
  6525. /**
  6526. * Normalize the current Plane in place.
  6527. * @returns the updated Plane.
  6528. */
  6529. normalize(): Plane;
  6530. /**
  6531. * Applies a transformation the plane and returns the result
  6532. * @param transformation the transformation matrix to be applied to the plane
  6533. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6534. */
  6535. transform(transformation: DeepImmutable<Matrix>): Plane;
  6536. /**
  6537. * Calcualtte the dot product between the point and the plane normal
  6538. * @param point point to calculate the dot product with
  6539. * @returns the dot product (float) of the point coordinates and the plane normal.
  6540. */
  6541. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6542. /**
  6543. * Updates the current Plane from the plane defined by the three given points.
  6544. * @param point1 one of the points used to contruct the plane
  6545. * @param point2 one of the points used to contruct the plane
  6546. * @param point3 one of the points used to contruct the plane
  6547. * @returns the updated Plane.
  6548. */
  6549. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6550. /**
  6551. * Checks if the plane is facing a given direction
  6552. * @param direction the direction to check if the plane is facing
  6553. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6554. * @returns True is the vector "direction" is the same side than the plane normal.
  6555. */
  6556. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6557. /**
  6558. * Calculates the distance to a point
  6559. * @param point point to calculate distance to
  6560. * @returns the signed distance (float) from the given point to the Plane.
  6561. */
  6562. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6563. /**
  6564. * Creates a plane from an array
  6565. * @param array the array to create a plane from
  6566. * @returns a new Plane from the given array.
  6567. */
  6568. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6569. /**
  6570. * Creates a plane from three points
  6571. * @param point1 point used to create the plane
  6572. * @param point2 point used to create the plane
  6573. * @param point3 point used to create the plane
  6574. * @returns a new Plane defined by the three given points.
  6575. */
  6576. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6577. /**
  6578. * Creates a plane from an origin point and a normal
  6579. * @param origin origin of the plane to be constructed
  6580. * @param normal normal of the plane to be constructed
  6581. * @returns a new Plane the normal vector to this plane at the given origin point.
  6582. * Note : the vector "normal" is updated because normalized.
  6583. */
  6584. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6585. /**
  6586. * Calculates the distance from a plane and a point
  6587. * @param origin origin of the plane to be constructed
  6588. * @param normal normal of the plane to be constructed
  6589. * @param point point to calculate distance to
  6590. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6591. */
  6592. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6593. }
  6594. }
  6595. declare module "babylonjs/Culling/boundingSphere" {
  6596. import { DeepImmutable } from "babylonjs/types";
  6597. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6598. import { Plane } from "babylonjs/Maths/math.plane";
  6599. /**
  6600. * Class used to store bounding sphere information
  6601. */
  6602. export class BoundingSphere {
  6603. /**
  6604. * Gets the center of the bounding sphere in local space
  6605. */
  6606. readonly center: Vector3;
  6607. /**
  6608. * Radius of the bounding sphere in local space
  6609. */
  6610. radius: number;
  6611. /**
  6612. * Gets the center of the bounding sphere in world space
  6613. */
  6614. readonly centerWorld: Vector3;
  6615. /**
  6616. * Radius of the bounding sphere in world space
  6617. */
  6618. radiusWorld: number;
  6619. /**
  6620. * Gets the minimum vector in local space
  6621. */
  6622. readonly minimum: Vector3;
  6623. /**
  6624. * Gets the maximum vector in local space
  6625. */
  6626. readonly maximum: Vector3;
  6627. private _worldMatrix;
  6628. private static readonly TmpVector3;
  6629. /**
  6630. * Creates a new bounding sphere
  6631. * @param min defines the minimum vector (in local space)
  6632. * @param max defines the maximum vector (in local space)
  6633. * @param worldMatrix defines the new world matrix
  6634. */
  6635. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6636. /**
  6637. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6638. * @param min defines the new minimum vector (in local space)
  6639. * @param max defines the new maximum vector (in local space)
  6640. * @param worldMatrix defines the new world matrix
  6641. */
  6642. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6643. /**
  6644. * Scale the current bounding sphere by applying a scale factor
  6645. * @param factor defines the scale factor to apply
  6646. * @returns the current bounding box
  6647. */
  6648. scale(factor: number): BoundingSphere;
  6649. /**
  6650. * Gets the world matrix of the bounding box
  6651. * @returns a matrix
  6652. */
  6653. getWorldMatrix(): DeepImmutable<Matrix>;
  6654. /** @hidden */
  6655. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6656. /**
  6657. * Tests if the bounding sphere is intersecting the frustum planes
  6658. * @param frustumPlanes defines the frustum planes to test
  6659. * @returns true if there is an intersection
  6660. */
  6661. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6662. /**
  6663. * Tests if the bounding sphere center is in between the frustum planes.
  6664. * Used for optimistic fast inclusion.
  6665. * @param frustumPlanes defines the frustum planes to test
  6666. * @returns true if the sphere center is in between the frustum planes
  6667. */
  6668. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6669. /**
  6670. * Tests if a point is inside the bounding sphere
  6671. * @param point defines the point to test
  6672. * @returns true if the point is inside the bounding sphere
  6673. */
  6674. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6675. /**
  6676. * Checks if two sphere intersct
  6677. * @param sphere0 sphere 0
  6678. * @param sphere1 sphere 1
  6679. * @returns true if the speres intersect
  6680. */
  6681. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingBox" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6688. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6689. import { Plane } from "babylonjs/Maths/math.plane";
  6690. /**
  6691. * Class used to store bounding box information
  6692. */
  6693. export class BoundingBox implements ICullable {
  6694. /**
  6695. * Gets the 8 vectors representing the bounding box in local space
  6696. */
  6697. readonly vectors: Vector3[];
  6698. /**
  6699. * Gets the center of the bounding box in local space
  6700. */
  6701. readonly center: Vector3;
  6702. /**
  6703. * Gets the center of the bounding box in world space
  6704. */
  6705. readonly centerWorld: Vector3;
  6706. /**
  6707. * Gets the extend size in local space
  6708. */
  6709. readonly extendSize: Vector3;
  6710. /**
  6711. * Gets the extend size in world space
  6712. */
  6713. readonly extendSizeWorld: Vector3;
  6714. /**
  6715. * Gets the OBB (object bounding box) directions
  6716. */
  6717. readonly directions: Vector3[];
  6718. /**
  6719. * Gets the 8 vectors representing the bounding box in world space
  6720. */
  6721. readonly vectorsWorld: Vector3[];
  6722. /**
  6723. * Gets the minimum vector in world space
  6724. */
  6725. readonly minimumWorld: Vector3;
  6726. /**
  6727. * Gets the maximum vector in world space
  6728. */
  6729. readonly maximumWorld: Vector3;
  6730. /**
  6731. * Gets the minimum vector in local space
  6732. */
  6733. readonly minimum: Vector3;
  6734. /**
  6735. * Gets the maximum vector in local space
  6736. */
  6737. readonly maximum: Vector3;
  6738. private _worldMatrix;
  6739. private static readonly TmpVector3;
  6740. /**
  6741. * @hidden
  6742. */
  6743. _tag: number;
  6744. /**
  6745. * Creates a new bounding box
  6746. * @param min defines the minimum vector (in local space)
  6747. * @param max defines the maximum vector (in local space)
  6748. * @param worldMatrix defines the new world matrix
  6749. */
  6750. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6751. /**
  6752. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6753. * @param min defines the new minimum vector (in local space)
  6754. * @param max defines the new maximum vector (in local space)
  6755. * @param worldMatrix defines the new world matrix
  6756. */
  6757. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6758. /**
  6759. * Scale the current bounding box by applying a scale factor
  6760. * @param factor defines the scale factor to apply
  6761. * @returns the current bounding box
  6762. */
  6763. scale(factor: number): BoundingBox;
  6764. /**
  6765. * Gets the world matrix of the bounding box
  6766. * @returns a matrix
  6767. */
  6768. getWorldMatrix(): DeepImmutable<Matrix>;
  6769. /** @hidden */
  6770. _update(world: DeepImmutable<Matrix>): void;
  6771. /**
  6772. * Tests if the bounding box is intersecting the frustum planes
  6773. * @param frustumPlanes defines the frustum planes to test
  6774. * @returns true if there is an intersection
  6775. */
  6776. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6777. /**
  6778. * Tests if the bounding box is entirely inside the frustum planes
  6779. * @param frustumPlanes defines the frustum planes to test
  6780. * @returns true if there is an inclusion
  6781. */
  6782. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6783. /**
  6784. * Tests if a point is inside the bounding box
  6785. * @param point defines the point to test
  6786. * @returns true if the point is inside the bounding box
  6787. */
  6788. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6789. /**
  6790. * Tests if the bounding box intersects with a bounding sphere
  6791. * @param sphere defines the sphere to test
  6792. * @returns true if there is an intersection
  6793. */
  6794. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6795. /**
  6796. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6797. * @param min defines the min vector to use
  6798. * @param max defines the max vector to use
  6799. * @returns true if there is an intersection
  6800. */
  6801. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6802. /**
  6803. * Tests if two bounding boxes are intersections
  6804. * @param box0 defines the first box to test
  6805. * @param box1 defines the second box to test
  6806. * @returns true if there is an intersection
  6807. */
  6808. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6809. /**
  6810. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6811. * @param minPoint defines the minimum vector of the bounding box
  6812. * @param maxPoint defines the maximum vector of the bounding box
  6813. * @param sphereCenter defines the sphere center
  6814. * @param sphereRadius defines the sphere radius
  6815. * @returns true if there is an intersection
  6816. */
  6817. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6818. /**
  6819. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6820. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6821. * @param frustumPlanes defines the frustum planes to test
  6822. * @return true if there is an inclusion
  6823. */
  6824. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6825. /**
  6826. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6827. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6828. * @param frustumPlanes defines the frustum planes to test
  6829. * @return true if there is an intersection
  6830. */
  6831. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6832. }
  6833. }
  6834. declare module "babylonjs/Collisions/collider" {
  6835. import { Nullable, IndicesArray } from "babylonjs/types";
  6836. import { Vector3 } from "babylonjs/Maths/math.vector";
  6837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6838. import { Plane } from "babylonjs/Maths/math.plane";
  6839. /** @hidden */
  6840. export class Collider {
  6841. /** Define if a collision was found */
  6842. collisionFound: boolean;
  6843. /**
  6844. * Define last intersection point in local space
  6845. */
  6846. intersectionPoint: Vector3;
  6847. /**
  6848. * Define last collided mesh
  6849. */
  6850. collidedMesh: Nullable<AbstractMesh>;
  6851. private _collisionPoint;
  6852. private _planeIntersectionPoint;
  6853. private _tempVector;
  6854. private _tempVector2;
  6855. private _tempVector3;
  6856. private _tempVector4;
  6857. private _edge;
  6858. private _baseToVertex;
  6859. private _destinationPoint;
  6860. private _slidePlaneNormal;
  6861. private _displacementVector;
  6862. /** @hidden */
  6863. _radius: Vector3;
  6864. /** @hidden */
  6865. _retry: number;
  6866. private _velocity;
  6867. private _basePoint;
  6868. private _epsilon;
  6869. /** @hidden */
  6870. _velocityWorldLength: number;
  6871. /** @hidden */
  6872. _basePointWorld: Vector3;
  6873. private _velocityWorld;
  6874. private _normalizedVelocity;
  6875. /** @hidden */
  6876. _initialVelocity: Vector3;
  6877. /** @hidden */
  6878. _initialPosition: Vector3;
  6879. private _nearestDistance;
  6880. private _collisionMask;
  6881. collisionMask: number;
  6882. /**
  6883. * Gets the plane normal used to compute the sliding response (in local space)
  6884. */
  6885. readonly slidePlaneNormal: Vector3;
  6886. /** @hidden */
  6887. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6888. /** @hidden */
  6889. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6890. /** @hidden */
  6891. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6892. /** @hidden */
  6893. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6894. /** @hidden */
  6895. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6896. /** @hidden */
  6897. _getResponse(pos: Vector3, vel: Vector3): void;
  6898. }
  6899. }
  6900. declare module "babylonjs/Culling/boundingInfo" {
  6901. import { DeepImmutable } from "babylonjs/types";
  6902. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6903. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6904. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6905. import { Plane } from "babylonjs/Maths/math.plane";
  6906. import { Collider } from "babylonjs/Collisions/collider";
  6907. /**
  6908. * Interface for cullable objects
  6909. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6910. */
  6911. export interface ICullable {
  6912. /**
  6913. * Checks if the object or part of the object is in the frustum
  6914. * @param frustumPlanes Camera near/planes
  6915. * @returns true if the object is in frustum otherwise false
  6916. */
  6917. isInFrustum(frustumPlanes: Plane[]): boolean;
  6918. /**
  6919. * Checks if a cullable object (mesh...) is in the camera frustum
  6920. * Unlike isInFrustum this cheks the full bounding box
  6921. * @param frustumPlanes Camera near/planes
  6922. * @returns true if the object is in frustum otherwise false
  6923. */
  6924. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  6925. }
  6926. /**
  6927. * Info for a bounding data of a mesh
  6928. */
  6929. export class BoundingInfo implements ICullable {
  6930. /**
  6931. * Bounding box for the mesh
  6932. */
  6933. readonly boundingBox: BoundingBox;
  6934. /**
  6935. * Bounding sphere for the mesh
  6936. */
  6937. readonly boundingSphere: BoundingSphere;
  6938. private _isLocked;
  6939. private static readonly TmpVector3;
  6940. /**
  6941. * Constructs bounding info
  6942. * @param minimum min vector of the bounding box/sphere
  6943. * @param maximum max vector of the bounding box/sphere
  6944. * @param worldMatrix defines the new world matrix
  6945. */
  6946. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6947. /**
  6948. * Recreates the entire bounding info from scratch as if we call the constructor in place
  6949. * @param min defines the new minimum vector (in local space)
  6950. * @param max defines the new maximum vector (in local space)
  6951. * @param worldMatrix defines the new world matrix
  6952. */
  6953. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6954. /**
  6955. * min vector of the bounding box/sphere
  6956. */
  6957. readonly minimum: Vector3;
  6958. /**
  6959. * max vector of the bounding box/sphere
  6960. */
  6961. readonly maximum: Vector3;
  6962. /**
  6963. * If the info is locked and won't be updated to avoid perf overhead
  6964. */
  6965. isLocked: boolean;
  6966. /**
  6967. * Updates the bounding sphere and box
  6968. * @param world world matrix to be used to update
  6969. */
  6970. update(world: DeepImmutable<Matrix>): void;
  6971. /**
  6972. * Recreate the bounding info to be centered around a specific point given a specific extend.
  6973. * @param center New center of the bounding info
  6974. * @param extend New extend of the bounding info
  6975. * @returns the current bounding info
  6976. */
  6977. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  6978. /**
  6979. * Scale the current bounding info by applying a scale factor
  6980. * @param factor defines the scale factor to apply
  6981. * @returns the current bounding info
  6982. */
  6983. scale(factor: number): BoundingInfo;
  6984. /**
  6985. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  6986. * @param frustumPlanes defines the frustum to test
  6987. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  6988. * @returns true if the bounding info is in the frustum planes
  6989. */
  6990. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  6991. /**
  6992. * Gets the world distance between the min and max points of the bounding box
  6993. */
  6994. readonly diagonalLength: number;
  6995. /**
  6996. * Checks if a cullable object (mesh...) is in the camera frustum
  6997. * Unlike isInFrustum this cheks the full bounding box
  6998. * @param frustumPlanes Camera near/planes
  6999. * @returns true if the object is in frustum otherwise false
  7000. */
  7001. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7002. /** @hidden */
  7003. _checkCollision(collider: Collider): boolean;
  7004. /**
  7005. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7006. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7007. * @param point the point to check intersection with
  7008. * @returns if the point intersects
  7009. */
  7010. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7011. /**
  7012. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7013. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7014. * @param boundingInfo the bounding info to check intersection with
  7015. * @param precise if the intersection should be done using OBB
  7016. * @returns if the bounding info intersects
  7017. */
  7018. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7019. }
  7020. }
  7021. declare module "babylonjs/Maths/math.functions" {
  7022. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7023. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7024. /**
  7025. * Extracts minimum and maximum values from a list of indexed positions
  7026. * @param positions defines the positions to use
  7027. * @param indices defines the indices to the positions
  7028. * @param indexStart defines the start index
  7029. * @param indexCount defines the end index
  7030. * @param bias defines bias value to add to the result
  7031. * @return minimum and maximum values
  7032. */
  7033. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7034. minimum: Vector3;
  7035. maximum: Vector3;
  7036. };
  7037. /**
  7038. * Extracts minimum and maximum values from a list of positions
  7039. * @param positions defines the positions to use
  7040. * @param start defines the start index in the positions array
  7041. * @param count defines the number of positions to handle
  7042. * @param bias defines bias value to add to the result
  7043. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7044. * @return minimum and maximum values
  7045. */
  7046. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7047. minimum: Vector3;
  7048. maximum: Vector3;
  7049. };
  7050. }
  7051. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7052. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7053. /** @hidden */
  7054. export class WebGLDataBuffer extends DataBuffer {
  7055. private _buffer;
  7056. constructor(resource: WebGLBuffer);
  7057. readonly underlyingResource: any;
  7058. }
  7059. }
  7060. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7061. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7062. import { Nullable } from "babylonjs/types";
  7063. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7064. /** @hidden */
  7065. export class WebGLPipelineContext implements IPipelineContext {
  7066. engine: ThinEngine;
  7067. program: Nullable<WebGLProgram>;
  7068. context?: WebGLRenderingContext;
  7069. vertexShader?: WebGLShader;
  7070. fragmentShader?: WebGLShader;
  7071. isParallelCompiled: boolean;
  7072. onCompiled?: () => void;
  7073. transformFeedback?: WebGLTransformFeedback | null;
  7074. readonly isAsync: boolean;
  7075. readonly isReady: boolean;
  7076. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7077. }
  7078. }
  7079. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7080. import { FloatArray, Nullable } from "babylonjs/types";
  7081. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7082. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7083. module "babylonjs/Engines/thinEngine" {
  7084. interface ThinEngine {
  7085. /**
  7086. * Create an uniform buffer
  7087. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7088. * @param elements defines the content of the uniform buffer
  7089. * @returns the webGL uniform buffer
  7090. */
  7091. createUniformBuffer(elements: FloatArray): DataBuffer;
  7092. /**
  7093. * Create a dynamic uniform buffer
  7094. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7095. * @param elements defines the content of the uniform buffer
  7096. * @returns the webGL uniform buffer
  7097. */
  7098. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7099. /**
  7100. * Update an existing uniform buffer
  7101. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7102. * @param uniformBuffer defines the target uniform buffer
  7103. * @param elements defines the content to update
  7104. * @param offset defines the offset in the uniform buffer where update should start
  7105. * @param count defines the size of the data to update
  7106. */
  7107. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7108. /**
  7109. * Bind an uniform buffer to the current webGL context
  7110. * @param buffer defines the buffer to bind
  7111. */
  7112. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7113. /**
  7114. * Bind a buffer to the current webGL context at a given location
  7115. * @param buffer defines the buffer to bind
  7116. * @param location defines the index where to bind the buffer
  7117. */
  7118. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7119. /**
  7120. * Bind a specific block at a given index in a specific shader program
  7121. * @param pipelineContext defines the pipeline context to use
  7122. * @param blockName defines the block name
  7123. * @param index defines the index where to bind the block
  7124. */
  7125. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7126. }
  7127. }
  7128. }
  7129. declare module "babylonjs/Materials/uniformBuffer" {
  7130. import { Nullable, FloatArray } from "babylonjs/types";
  7131. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7132. import { Engine } from "babylonjs/Engines/engine";
  7133. import { Effect } from "babylonjs/Materials/effect";
  7134. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7135. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7136. import { Color3 } from "babylonjs/Maths/math.color";
  7137. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7138. /**
  7139. * Uniform buffer objects.
  7140. *
  7141. * Handles blocks of uniform on the GPU.
  7142. *
  7143. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7144. *
  7145. * For more information, please refer to :
  7146. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7147. */
  7148. export class UniformBuffer {
  7149. private _engine;
  7150. private _buffer;
  7151. private _data;
  7152. private _bufferData;
  7153. private _dynamic?;
  7154. private _uniformLocations;
  7155. private _uniformSizes;
  7156. private _uniformLocationPointer;
  7157. private _needSync;
  7158. private _noUBO;
  7159. private _currentEffect;
  7160. /** @hidden */
  7161. _alreadyBound: boolean;
  7162. private static _MAX_UNIFORM_SIZE;
  7163. private static _tempBuffer;
  7164. /**
  7165. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7166. * This is dynamic to allow compat with webgl 1 and 2.
  7167. * You will need to pass the name of the uniform as well as the value.
  7168. */
  7169. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7170. /**
  7171. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7172. * This is dynamic to allow compat with webgl 1 and 2.
  7173. * You will need to pass the name of the uniform as well as the value.
  7174. */
  7175. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7176. /**
  7177. * Lambda to Update a single float in a uniform buffer.
  7178. * This is dynamic to allow compat with webgl 1 and 2.
  7179. * You will need to pass the name of the uniform as well as the value.
  7180. */
  7181. updateFloat: (name: string, x: number) => void;
  7182. /**
  7183. * Lambda to Update a vec2 of float in a uniform buffer.
  7184. * This is dynamic to allow compat with webgl 1 and 2.
  7185. * You will need to pass the name of the uniform as well as the value.
  7186. */
  7187. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7188. /**
  7189. * Lambda to Update a vec3 of float in a uniform buffer.
  7190. * This is dynamic to allow compat with webgl 1 and 2.
  7191. * You will need to pass the name of the uniform as well as the value.
  7192. */
  7193. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7194. /**
  7195. * Lambda to Update a vec4 of float in a uniform buffer.
  7196. * This is dynamic to allow compat with webgl 1 and 2.
  7197. * You will need to pass the name of the uniform as well as the value.
  7198. */
  7199. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7200. /**
  7201. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7202. * This is dynamic to allow compat with webgl 1 and 2.
  7203. * You will need to pass the name of the uniform as well as the value.
  7204. */
  7205. updateMatrix: (name: string, mat: Matrix) => void;
  7206. /**
  7207. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7208. * This is dynamic to allow compat with webgl 1 and 2.
  7209. * You will need to pass the name of the uniform as well as the value.
  7210. */
  7211. updateVector3: (name: string, vector: Vector3) => void;
  7212. /**
  7213. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7214. * This is dynamic to allow compat with webgl 1 and 2.
  7215. * You will need to pass the name of the uniform as well as the value.
  7216. */
  7217. updateVector4: (name: string, vector: Vector4) => void;
  7218. /**
  7219. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7220. * This is dynamic to allow compat with webgl 1 and 2.
  7221. * You will need to pass the name of the uniform as well as the value.
  7222. */
  7223. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7224. /**
  7225. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7226. * This is dynamic to allow compat with webgl 1 and 2.
  7227. * You will need to pass the name of the uniform as well as the value.
  7228. */
  7229. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7230. /**
  7231. * Instantiates a new Uniform buffer objects.
  7232. *
  7233. * Handles blocks of uniform on the GPU.
  7234. *
  7235. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7236. *
  7237. * For more information, please refer to :
  7238. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7239. * @param engine Define the engine the buffer is associated with
  7240. * @param data Define the data contained in the buffer
  7241. * @param dynamic Define if the buffer is updatable
  7242. */
  7243. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7244. /**
  7245. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7246. * or just falling back on setUniformXXX calls.
  7247. */
  7248. readonly useUbo: boolean;
  7249. /**
  7250. * Indicates if the WebGL underlying uniform buffer is in sync
  7251. * with the javascript cache data.
  7252. */
  7253. readonly isSync: boolean;
  7254. /**
  7255. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7256. * Also, a dynamic UniformBuffer will disable cache verification and always
  7257. * update the underlying WebGL uniform buffer to the GPU.
  7258. * @returns if Dynamic, otherwise false
  7259. */
  7260. isDynamic(): boolean;
  7261. /**
  7262. * The data cache on JS side.
  7263. * @returns the underlying data as a float array
  7264. */
  7265. getData(): Float32Array;
  7266. /**
  7267. * The underlying WebGL Uniform buffer.
  7268. * @returns the webgl buffer
  7269. */
  7270. getBuffer(): Nullable<DataBuffer>;
  7271. /**
  7272. * std140 layout specifies how to align data within an UBO structure.
  7273. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7274. * for specs.
  7275. */
  7276. private _fillAlignment;
  7277. /**
  7278. * Adds an uniform in the buffer.
  7279. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7280. * for the layout to be correct !
  7281. * @param name Name of the uniform, as used in the uniform block in the shader.
  7282. * @param size Data size, or data directly.
  7283. */
  7284. addUniform(name: string, size: number | number[]): void;
  7285. /**
  7286. * Adds a Matrix 4x4 to the uniform buffer.
  7287. * @param name Name of the uniform, as used in the uniform block in the shader.
  7288. * @param mat A 4x4 matrix.
  7289. */
  7290. addMatrix(name: string, mat: Matrix): void;
  7291. /**
  7292. * Adds a vec2 to the uniform buffer.
  7293. * @param name Name of the uniform, as used in the uniform block in the shader.
  7294. * @param x Define the x component value of the vec2
  7295. * @param y Define the y component value of the vec2
  7296. */
  7297. addFloat2(name: string, x: number, y: number): void;
  7298. /**
  7299. * Adds a vec3 to the uniform buffer.
  7300. * @param name Name of the uniform, as used in the uniform block in the shader.
  7301. * @param x Define the x component value of the vec3
  7302. * @param y Define the y component value of the vec3
  7303. * @param z Define the z component value of the vec3
  7304. */
  7305. addFloat3(name: string, x: number, y: number, z: number): void;
  7306. /**
  7307. * Adds a vec3 to the uniform buffer.
  7308. * @param name Name of the uniform, as used in the uniform block in the shader.
  7309. * @param color Define the vec3 from a Color
  7310. */
  7311. addColor3(name: string, color: Color3): void;
  7312. /**
  7313. * Adds a vec4 to the uniform buffer.
  7314. * @param name Name of the uniform, as used in the uniform block in the shader.
  7315. * @param color Define the rgb components from a Color
  7316. * @param alpha Define the a component of the vec4
  7317. */
  7318. addColor4(name: string, color: Color3, alpha: number): void;
  7319. /**
  7320. * Adds a vec3 to the uniform buffer.
  7321. * @param name Name of the uniform, as used in the uniform block in the shader.
  7322. * @param vector Define the vec3 components from a Vector
  7323. */
  7324. addVector3(name: string, vector: Vector3): void;
  7325. /**
  7326. * Adds a Matrix 3x3 to the uniform buffer.
  7327. * @param name Name of the uniform, as used in the uniform block in the shader.
  7328. */
  7329. addMatrix3x3(name: string): void;
  7330. /**
  7331. * Adds a Matrix 2x2 to the uniform buffer.
  7332. * @param name Name of the uniform, as used in the uniform block in the shader.
  7333. */
  7334. addMatrix2x2(name: string): void;
  7335. /**
  7336. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7337. */
  7338. create(): void;
  7339. /** @hidden */
  7340. _rebuild(): void;
  7341. /**
  7342. * Updates the WebGL Uniform Buffer on the GPU.
  7343. * If the `dynamic` flag is set to true, no cache comparison is done.
  7344. * Otherwise, the buffer will be updated only if the cache differs.
  7345. */
  7346. update(): void;
  7347. /**
  7348. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7349. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7350. * @param data Define the flattened data
  7351. * @param size Define the size of the data.
  7352. */
  7353. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7354. private _valueCache;
  7355. private _cacheMatrix;
  7356. private _updateMatrix3x3ForUniform;
  7357. private _updateMatrix3x3ForEffect;
  7358. private _updateMatrix2x2ForEffect;
  7359. private _updateMatrix2x2ForUniform;
  7360. private _updateFloatForEffect;
  7361. private _updateFloatForUniform;
  7362. private _updateFloat2ForEffect;
  7363. private _updateFloat2ForUniform;
  7364. private _updateFloat3ForEffect;
  7365. private _updateFloat3ForUniform;
  7366. private _updateFloat4ForEffect;
  7367. private _updateFloat4ForUniform;
  7368. private _updateMatrixForEffect;
  7369. private _updateMatrixForUniform;
  7370. private _updateVector3ForEffect;
  7371. private _updateVector3ForUniform;
  7372. private _updateVector4ForEffect;
  7373. private _updateVector4ForUniform;
  7374. private _updateColor3ForEffect;
  7375. private _updateColor3ForUniform;
  7376. private _updateColor4ForEffect;
  7377. private _updateColor4ForUniform;
  7378. /**
  7379. * Sets a sampler uniform on the effect.
  7380. * @param name Define the name of the sampler.
  7381. * @param texture Define the texture to set in the sampler
  7382. */
  7383. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7384. /**
  7385. * Directly updates the value of the uniform in the cache AND on the GPU.
  7386. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7387. * @param data Define the flattened data
  7388. */
  7389. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7390. /**
  7391. * Binds this uniform buffer to an effect.
  7392. * @param effect Define the effect to bind the buffer to
  7393. * @param name Name of the uniform block in the shader.
  7394. */
  7395. bindToEffect(effect: Effect, name: string): void;
  7396. /**
  7397. * Disposes the uniform buffer.
  7398. */
  7399. dispose(): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/iInspectable" {
  7403. /**
  7404. * Enum that determines the text-wrapping mode to use.
  7405. */
  7406. export enum InspectableType {
  7407. /**
  7408. * Checkbox for booleans
  7409. */
  7410. Checkbox = 0,
  7411. /**
  7412. * Sliders for numbers
  7413. */
  7414. Slider = 1,
  7415. /**
  7416. * Vector3
  7417. */
  7418. Vector3 = 2,
  7419. /**
  7420. * Quaternions
  7421. */
  7422. Quaternion = 3,
  7423. /**
  7424. * Color3
  7425. */
  7426. Color3 = 4,
  7427. /**
  7428. * String
  7429. */
  7430. String = 5
  7431. }
  7432. /**
  7433. * Interface used to define custom inspectable properties.
  7434. * This interface is used by the inspector to display custom property grids
  7435. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7436. */
  7437. export interface IInspectable {
  7438. /**
  7439. * Gets the label to display
  7440. */
  7441. label: string;
  7442. /**
  7443. * Gets the name of the property to edit
  7444. */
  7445. propertyName: string;
  7446. /**
  7447. * Gets the type of the editor to use
  7448. */
  7449. type: InspectableType;
  7450. /**
  7451. * Gets the minimum value of the property when using in "slider" mode
  7452. */
  7453. min?: number;
  7454. /**
  7455. * Gets the maximum value of the property when using in "slider" mode
  7456. */
  7457. max?: number;
  7458. /**
  7459. * Gets the setp to use when using in "slider" mode
  7460. */
  7461. step?: number;
  7462. }
  7463. }
  7464. declare module "babylonjs/Misc/timingTools" {
  7465. /**
  7466. * Class used to provide helper for timing
  7467. */
  7468. export class TimingTools {
  7469. /**
  7470. * Polyfill for setImmediate
  7471. * @param action defines the action to execute after the current execution block
  7472. */
  7473. static SetImmediate(action: () => void): void;
  7474. }
  7475. }
  7476. declare module "babylonjs/Misc/instantiationTools" {
  7477. /**
  7478. * Class used to enable instatition of objects by class name
  7479. */
  7480. export class InstantiationTools {
  7481. /**
  7482. * Use this object to register external classes like custom textures or material
  7483. * to allow the laoders to instantiate them
  7484. */
  7485. static RegisteredExternalClasses: {
  7486. [key: string]: Object;
  7487. };
  7488. /**
  7489. * Tries to instantiate a new object from a given class name
  7490. * @param className defines the class name to instantiate
  7491. * @returns the new object or null if the system was not able to do the instantiation
  7492. */
  7493. static Instantiate(className: string): any;
  7494. }
  7495. }
  7496. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7497. /**
  7498. * Define options used to create a depth texture
  7499. */
  7500. export class DepthTextureCreationOptions {
  7501. /** Specifies whether or not a stencil should be allocated in the texture */
  7502. generateStencil?: boolean;
  7503. /** Specifies whether or not bilinear filtering is enable on the texture */
  7504. bilinearFiltering?: boolean;
  7505. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7506. comparisonFunction?: number;
  7507. /** Specifies if the created texture is a cube texture */
  7508. isCube?: boolean;
  7509. }
  7510. }
  7511. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7513. import { Nullable } from "babylonjs/types";
  7514. import { Scene } from "babylonjs/scene";
  7515. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7516. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7517. module "babylonjs/Engines/thinEngine" {
  7518. interface ThinEngine {
  7519. /**
  7520. * Creates a depth stencil cube texture.
  7521. * This is only available in WebGL 2.
  7522. * @param size The size of face edge in the cube texture.
  7523. * @param options The options defining the cube texture.
  7524. * @returns The cube texture
  7525. */
  7526. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7527. /**
  7528. * Creates a cube texture
  7529. * @param rootUrl defines the url where the files to load is located
  7530. * @param scene defines the current scene
  7531. * @param files defines the list of files to load (1 per face)
  7532. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7533. * @param onLoad defines an optional callback raised when the texture is loaded
  7534. * @param onError defines an optional callback raised if there is an issue to load the texture
  7535. * @param format defines the format of the data
  7536. * @param forcedExtension defines the extension to use to pick the right loader
  7537. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7538. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7539. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7540. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7541. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7542. * @returns the cube texture as an InternalTexture
  7543. */
  7544. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7545. /**
  7546. * Creates a cube texture
  7547. * @param rootUrl defines the url where the files to load is located
  7548. * @param scene defines the current scene
  7549. * @param files defines the list of files to load (1 per face)
  7550. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7551. * @param onLoad defines an optional callback raised when the texture is loaded
  7552. * @param onError defines an optional callback raised if there is an issue to load the texture
  7553. * @param format defines the format of the data
  7554. * @param forcedExtension defines the extension to use to pick the right loader
  7555. * @returns the cube texture as an InternalTexture
  7556. */
  7557. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7558. /**
  7559. * Creates a cube texture
  7560. * @param rootUrl defines the url where the files to load is located
  7561. * @param scene defines the current scene
  7562. * @param files defines the list of files to load (1 per face)
  7563. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7564. * @param onLoad defines an optional callback raised when the texture is loaded
  7565. * @param onError defines an optional callback raised if there is an issue to load the texture
  7566. * @param format defines the format of the data
  7567. * @param forcedExtension defines the extension to use to pick the right loader
  7568. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7569. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7570. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7571. * @returns the cube texture as an InternalTexture
  7572. */
  7573. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7574. /** @hidden */
  7575. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7576. /** @hidden */
  7577. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7578. /** @hidden */
  7579. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7580. /** @hidden */
  7581. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7582. /**
  7583. * @hidden
  7584. */
  7585. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7586. }
  7587. }
  7588. }
  7589. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7590. import { Nullable } from "babylonjs/types";
  7591. import { Scene } from "babylonjs/scene";
  7592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7593. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7594. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7595. /**
  7596. * Class for creating a cube texture
  7597. */
  7598. export class CubeTexture extends BaseTexture {
  7599. private _delayedOnLoad;
  7600. /**
  7601. * The url of the texture
  7602. */
  7603. url: string;
  7604. /**
  7605. * Gets or sets the center of the bounding box associated with the cube texture.
  7606. * It must define where the camera used to render the texture was set
  7607. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7608. */
  7609. boundingBoxPosition: Vector3;
  7610. private _boundingBoxSize;
  7611. /**
  7612. * Gets or sets the size of the bounding box associated with the cube texture
  7613. * When defined, the cubemap will switch to local mode
  7614. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7615. * @example https://www.babylonjs-playground.com/#RNASML
  7616. */
  7617. /**
  7618. * Returns the bounding box size
  7619. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7620. */
  7621. boundingBoxSize: Vector3;
  7622. protected _rotationY: number;
  7623. /**
  7624. * Sets texture matrix rotation angle around Y axis in radians.
  7625. */
  7626. /**
  7627. * Gets texture matrix rotation angle around Y axis radians.
  7628. */
  7629. rotationY: number;
  7630. /**
  7631. * Are mip maps generated for this texture or not.
  7632. */
  7633. readonly noMipmap: boolean;
  7634. private _noMipmap;
  7635. private _files;
  7636. protected _forcedExtension: Nullable<string>;
  7637. private _extensions;
  7638. private _textureMatrix;
  7639. private _format;
  7640. private _createPolynomials;
  7641. /** @hidden */
  7642. _prefiltered: boolean;
  7643. /**
  7644. * Creates a cube texture from an array of image urls
  7645. * @param files defines an array of image urls
  7646. * @param scene defines the hosting scene
  7647. * @param noMipmap specifies if mip maps are not used
  7648. * @returns a cube texture
  7649. */
  7650. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7651. /**
  7652. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7653. * @param url defines the url of the prefiltered texture
  7654. * @param scene defines the scene the texture is attached to
  7655. * @param forcedExtension defines the extension of the file if different from the url
  7656. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7657. * @return the prefiltered texture
  7658. */
  7659. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7660. /**
  7661. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7662. * as prefiltered data.
  7663. * @param rootUrl defines the url of the texture or the root name of the six images
  7664. * @param scene defines the scene the texture is attached to
  7665. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7666. * @param noMipmap defines if mipmaps should be created or not
  7667. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7668. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7669. * @param onError defines a callback triggered in case of error during load
  7670. * @param format defines the internal format to use for the texture once loaded
  7671. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7672. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7673. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7674. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7675. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7676. * @return the cube texture
  7677. */
  7678. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7679. /**
  7680. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7681. */
  7682. readonly isPrefiltered: boolean;
  7683. /**
  7684. * Get the current class name of the texture useful for serialization or dynamic coding.
  7685. * @returns "CubeTexture"
  7686. */
  7687. getClassName(): string;
  7688. /**
  7689. * Update the url (and optional buffer) of this texture if url was null during construction.
  7690. * @param url the url of the texture
  7691. * @param forcedExtension defines the extension to use
  7692. * @param onLoad callback called when the texture is loaded (defaults to null)
  7693. */
  7694. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7695. /**
  7696. * Delays loading of the cube texture
  7697. * @param forcedExtension defines the extension to use
  7698. */
  7699. delayLoad(forcedExtension?: string): void;
  7700. /**
  7701. * Returns the reflection texture matrix
  7702. * @returns the reflection texture matrix
  7703. */
  7704. getReflectionTextureMatrix(): Matrix;
  7705. /**
  7706. * Sets the reflection texture matrix
  7707. * @param value Reflection texture matrix
  7708. */
  7709. setReflectionTextureMatrix(value: Matrix): void;
  7710. /**
  7711. * Parses text to create a cube texture
  7712. * @param parsedTexture define the serialized text to read from
  7713. * @param scene defines the hosting scene
  7714. * @param rootUrl defines the root url of the cube texture
  7715. * @returns a cube texture
  7716. */
  7717. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7718. /**
  7719. * Makes a clone, or deep copy, of the cube texture
  7720. * @returns a new cube texture
  7721. */
  7722. clone(): CubeTexture;
  7723. }
  7724. }
  7725. declare module "babylonjs/Materials/materialDefines" {
  7726. /**
  7727. * Manages the defines for the Material
  7728. */
  7729. export class MaterialDefines {
  7730. /** @hidden */
  7731. protected _keys: string[];
  7732. private _isDirty;
  7733. /** @hidden */
  7734. _renderId: number;
  7735. /** @hidden */
  7736. _areLightsDirty: boolean;
  7737. /** @hidden */
  7738. _areLightsDisposed: boolean;
  7739. /** @hidden */
  7740. _areAttributesDirty: boolean;
  7741. /** @hidden */
  7742. _areTexturesDirty: boolean;
  7743. /** @hidden */
  7744. _areFresnelDirty: boolean;
  7745. /** @hidden */
  7746. _areMiscDirty: boolean;
  7747. /** @hidden */
  7748. _areImageProcessingDirty: boolean;
  7749. /** @hidden */
  7750. _normals: boolean;
  7751. /** @hidden */
  7752. _uvs: boolean;
  7753. /** @hidden */
  7754. _needNormals: boolean;
  7755. /** @hidden */
  7756. _needUVs: boolean;
  7757. [id: string]: any;
  7758. /**
  7759. * Specifies if the material needs to be re-calculated
  7760. */
  7761. readonly isDirty: boolean;
  7762. /**
  7763. * Marks the material to indicate that it has been re-calculated
  7764. */
  7765. markAsProcessed(): void;
  7766. /**
  7767. * Marks the material to indicate that it needs to be re-calculated
  7768. */
  7769. markAsUnprocessed(): void;
  7770. /**
  7771. * Marks the material to indicate all of its defines need to be re-calculated
  7772. */
  7773. markAllAsDirty(): void;
  7774. /**
  7775. * Marks the material to indicate that image processing needs to be re-calculated
  7776. */
  7777. markAsImageProcessingDirty(): void;
  7778. /**
  7779. * Marks the material to indicate the lights need to be re-calculated
  7780. * @param disposed Defines whether the light is dirty due to dispose or not
  7781. */
  7782. markAsLightDirty(disposed?: boolean): void;
  7783. /**
  7784. * Marks the attribute state as changed
  7785. */
  7786. markAsAttributesDirty(): void;
  7787. /**
  7788. * Marks the texture state as changed
  7789. */
  7790. markAsTexturesDirty(): void;
  7791. /**
  7792. * Marks the fresnel state as changed
  7793. */
  7794. markAsFresnelDirty(): void;
  7795. /**
  7796. * Marks the misc state as changed
  7797. */
  7798. markAsMiscDirty(): void;
  7799. /**
  7800. * Rebuilds the material defines
  7801. */
  7802. rebuild(): void;
  7803. /**
  7804. * Specifies if two material defines are equal
  7805. * @param other - A material define instance to compare to
  7806. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7807. */
  7808. isEqual(other: MaterialDefines): boolean;
  7809. /**
  7810. * Clones this instance's defines to another instance
  7811. * @param other - material defines to clone values to
  7812. */
  7813. cloneTo(other: MaterialDefines): void;
  7814. /**
  7815. * Resets the material define values
  7816. */
  7817. reset(): void;
  7818. /**
  7819. * Converts the material define values to a string
  7820. * @returns - String of material define information
  7821. */
  7822. toString(): string;
  7823. }
  7824. }
  7825. declare module "babylonjs/Materials/colorCurves" {
  7826. import { Effect } from "babylonjs/Materials/effect";
  7827. /**
  7828. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7829. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7830. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7831. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7832. */
  7833. export class ColorCurves {
  7834. private _dirty;
  7835. private _tempColor;
  7836. private _globalCurve;
  7837. private _highlightsCurve;
  7838. private _midtonesCurve;
  7839. private _shadowsCurve;
  7840. private _positiveCurve;
  7841. private _negativeCurve;
  7842. private _globalHue;
  7843. private _globalDensity;
  7844. private _globalSaturation;
  7845. private _globalExposure;
  7846. /**
  7847. * Gets the global Hue value.
  7848. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7849. */
  7850. /**
  7851. * Sets the global Hue value.
  7852. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7853. */
  7854. globalHue: number;
  7855. /**
  7856. * Gets the global Density value.
  7857. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the global Density value.
  7862. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. globalDensity: number;
  7866. /**
  7867. * Gets the global Saturation value.
  7868. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7869. */
  7870. /**
  7871. * Sets the global Saturation value.
  7872. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7873. */
  7874. globalSaturation: number;
  7875. /**
  7876. * Gets the global Exposure value.
  7877. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7878. */
  7879. /**
  7880. * Sets the global Exposure value.
  7881. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7882. */
  7883. globalExposure: number;
  7884. private _highlightsHue;
  7885. private _highlightsDensity;
  7886. private _highlightsSaturation;
  7887. private _highlightsExposure;
  7888. /**
  7889. * Gets the highlights Hue value.
  7890. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7891. */
  7892. /**
  7893. * Sets the highlights Hue value.
  7894. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7895. */
  7896. highlightsHue: number;
  7897. /**
  7898. * Gets the highlights Density value.
  7899. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the highlights Density value.
  7904. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. highlightsDensity: number;
  7908. /**
  7909. * Gets the highlights Saturation value.
  7910. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7911. */
  7912. /**
  7913. * Sets the highlights Saturation value.
  7914. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7915. */
  7916. highlightsSaturation: number;
  7917. /**
  7918. * Gets the highlights Exposure value.
  7919. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7920. */
  7921. /**
  7922. * Sets the highlights Exposure value.
  7923. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7924. */
  7925. highlightsExposure: number;
  7926. private _midtonesHue;
  7927. private _midtonesDensity;
  7928. private _midtonesSaturation;
  7929. private _midtonesExposure;
  7930. /**
  7931. * Gets the midtones Hue value.
  7932. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7933. */
  7934. /**
  7935. * Sets the midtones Hue value.
  7936. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7937. */
  7938. midtonesHue: number;
  7939. /**
  7940. * Gets the midtones Density value.
  7941. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the midtones Density value.
  7946. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. midtonesDensity: number;
  7950. /**
  7951. * Gets the midtones Saturation value.
  7952. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7953. */
  7954. /**
  7955. * Sets the midtones Saturation value.
  7956. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7957. */
  7958. midtonesSaturation: number;
  7959. /**
  7960. * Gets the midtones Exposure value.
  7961. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7962. */
  7963. /**
  7964. * Sets the midtones Exposure value.
  7965. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7966. */
  7967. midtonesExposure: number;
  7968. private _shadowsHue;
  7969. private _shadowsDensity;
  7970. private _shadowsSaturation;
  7971. private _shadowsExposure;
  7972. /**
  7973. * Gets the shadows Hue value.
  7974. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7975. */
  7976. /**
  7977. * Sets the shadows Hue value.
  7978. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7979. */
  7980. shadowsHue: number;
  7981. /**
  7982. * Gets the shadows Density value.
  7983. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7984. * Values less than zero provide a filter of opposite hue.
  7985. */
  7986. /**
  7987. * Sets the shadows Density value.
  7988. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7989. * Values less than zero provide a filter of opposite hue.
  7990. */
  7991. shadowsDensity: number;
  7992. /**
  7993. * Gets the shadows Saturation value.
  7994. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7995. */
  7996. /**
  7997. * Sets the shadows Saturation value.
  7998. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7999. */
  8000. shadowsSaturation: number;
  8001. /**
  8002. * Gets the shadows Exposure value.
  8003. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8004. */
  8005. /**
  8006. * Sets the shadows Exposure value.
  8007. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8008. */
  8009. shadowsExposure: number;
  8010. /**
  8011. * Returns the class name
  8012. * @returns The class name
  8013. */
  8014. getClassName(): string;
  8015. /**
  8016. * Binds the color curves to the shader.
  8017. * @param colorCurves The color curve to bind
  8018. * @param effect The effect to bind to
  8019. * @param positiveUniform The positive uniform shader parameter
  8020. * @param neutralUniform The neutral uniform shader parameter
  8021. * @param negativeUniform The negative uniform shader parameter
  8022. */
  8023. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8024. /**
  8025. * Prepare the list of uniforms associated with the ColorCurves effects.
  8026. * @param uniformsList The list of uniforms used in the effect
  8027. */
  8028. static PrepareUniforms(uniformsList: string[]): void;
  8029. /**
  8030. * Returns color grading data based on a hue, density, saturation and exposure value.
  8031. * @param filterHue The hue of the color filter.
  8032. * @param filterDensity The density of the color filter.
  8033. * @param saturation The saturation.
  8034. * @param exposure The exposure.
  8035. * @param result The result data container.
  8036. */
  8037. private getColorGradingDataToRef;
  8038. /**
  8039. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8040. * @param value The input slider value in range [-100,100].
  8041. * @returns Adjusted value.
  8042. */
  8043. private static applyColorGradingSliderNonlinear;
  8044. /**
  8045. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8046. * @param hue The hue (H) input.
  8047. * @param saturation The saturation (S) input.
  8048. * @param brightness The brightness (B) input.
  8049. * @result An RGBA color represented as Vector4.
  8050. */
  8051. private static fromHSBToRef;
  8052. /**
  8053. * Returns a value clamped between min and max
  8054. * @param value The value to clamp
  8055. * @param min The minimum of value
  8056. * @param max The maximum of value
  8057. * @returns The clamped value.
  8058. */
  8059. private static clamp;
  8060. /**
  8061. * Clones the current color curve instance.
  8062. * @return The cloned curves
  8063. */
  8064. clone(): ColorCurves;
  8065. /**
  8066. * Serializes the current color curve instance to a json representation.
  8067. * @return a JSON representation
  8068. */
  8069. serialize(): any;
  8070. /**
  8071. * Parses the color curve from a json representation.
  8072. * @param source the JSON source to parse
  8073. * @return The parsed curves
  8074. */
  8075. static Parse(source: any): ColorCurves;
  8076. }
  8077. }
  8078. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8079. import { Observable } from "babylonjs/Misc/observable";
  8080. import { Nullable } from "babylonjs/types";
  8081. import { Color4 } from "babylonjs/Maths/math.color";
  8082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8083. import { Effect } from "babylonjs/Materials/effect";
  8084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8085. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8086. /**
  8087. * Interface to follow in your material defines to integrate easily the
  8088. * Image proccessing functions.
  8089. * @hidden
  8090. */
  8091. export interface IImageProcessingConfigurationDefines {
  8092. IMAGEPROCESSING: boolean;
  8093. VIGNETTE: boolean;
  8094. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8095. VIGNETTEBLENDMODEOPAQUE: boolean;
  8096. TONEMAPPING: boolean;
  8097. TONEMAPPING_ACES: boolean;
  8098. CONTRAST: boolean;
  8099. EXPOSURE: boolean;
  8100. COLORCURVES: boolean;
  8101. COLORGRADING: boolean;
  8102. COLORGRADING3D: boolean;
  8103. SAMPLER3DGREENDEPTH: boolean;
  8104. SAMPLER3DBGRMAP: boolean;
  8105. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8106. }
  8107. /**
  8108. * @hidden
  8109. */
  8110. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8111. IMAGEPROCESSING: boolean;
  8112. VIGNETTE: boolean;
  8113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8114. VIGNETTEBLENDMODEOPAQUE: boolean;
  8115. TONEMAPPING: boolean;
  8116. TONEMAPPING_ACES: boolean;
  8117. CONTRAST: boolean;
  8118. COLORCURVES: boolean;
  8119. COLORGRADING: boolean;
  8120. COLORGRADING3D: boolean;
  8121. SAMPLER3DGREENDEPTH: boolean;
  8122. SAMPLER3DBGRMAP: boolean;
  8123. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8124. EXPOSURE: boolean;
  8125. constructor();
  8126. }
  8127. /**
  8128. * This groups together the common properties used for image processing either in direct forward pass
  8129. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8130. * or not.
  8131. */
  8132. export class ImageProcessingConfiguration {
  8133. /**
  8134. * Default tone mapping applied in BabylonJS.
  8135. */
  8136. static readonly TONEMAPPING_STANDARD: number;
  8137. /**
  8138. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8139. * to other engines rendering to increase portability.
  8140. */
  8141. static readonly TONEMAPPING_ACES: number;
  8142. /**
  8143. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8144. */
  8145. colorCurves: Nullable<ColorCurves>;
  8146. private _colorCurvesEnabled;
  8147. /**
  8148. * Gets wether the color curves effect is enabled.
  8149. */
  8150. /**
  8151. * Sets wether the color curves effect is enabled.
  8152. */
  8153. colorCurvesEnabled: boolean;
  8154. private _colorGradingTexture;
  8155. /**
  8156. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8157. */
  8158. /**
  8159. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8160. */
  8161. colorGradingTexture: Nullable<BaseTexture>;
  8162. private _colorGradingEnabled;
  8163. /**
  8164. * Gets wether the color grading effect is enabled.
  8165. */
  8166. /**
  8167. * Sets wether the color grading effect is enabled.
  8168. */
  8169. colorGradingEnabled: boolean;
  8170. private _colorGradingWithGreenDepth;
  8171. /**
  8172. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8173. */
  8174. /**
  8175. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8176. */
  8177. colorGradingWithGreenDepth: boolean;
  8178. private _colorGradingBGR;
  8179. /**
  8180. * Gets wether the color grading texture contains BGR values.
  8181. */
  8182. /**
  8183. * Sets wether the color grading texture contains BGR values.
  8184. */
  8185. colorGradingBGR: boolean;
  8186. /** @hidden */
  8187. _exposure: number;
  8188. /**
  8189. * Gets the Exposure used in the effect.
  8190. */
  8191. /**
  8192. * Sets the Exposure used in the effect.
  8193. */
  8194. exposure: number;
  8195. private _toneMappingEnabled;
  8196. /**
  8197. * Gets wether the tone mapping effect is enabled.
  8198. */
  8199. /**
  8200. * Sets wether the tone mapping effect is enabled.
  8201. */
  8202. toneMappingEnabled: boolean;
  8203. private _toneMappingType;
  8204. /**
  8205. * Gets the type of tone mapping effect.
  8206. */
  8207. /**
  8208. * Sets the type of tone mapping effect used in BabylonJS.
  8209. */
  8210. toneMappingType: number;
  8211. protected _contrast: number;
  8212. /**
  8213. * Gets the contrast used in the effect.
  8214. */
  8215. /**
  8216. * Sets the contrast used in the effect.
  8217. */
  8218. contrast: number;
  8219. /**
  8220. * Vignette stretch size.
  8221. */
  8222. vignetteStretch: number;
  8223. /**
  8224. * Vignette centre X Offset.
  8225. */
  8226. vignetteCentreX: number;
  8227. /**
  8228. * Vignette centre Y Offset.
  8229. */
  8230. vignetteCentreY: number;
  8231. /**
  8232. * Vignette weight or intensity of the vignette effect.
  8233. */
  8234. vignetteWeight: number;
  8235. /**
  8236. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8237. * if vignetteEnabled is set to true.
  8238. */
  8239. vignetteColor: Color4;
  8240. /**
  8241. * Camera field of view used by the Vignette effect.
  8242. */
  8243. vignetteCameraFov: number;
  8244. private _vignetteBlendMode;
  8245. /**
  8246. * Gets the vignette blend mode allowing different kind of effect.
  8247. */
  8248. /**
  8249. * Sets the vignette blend mode allowing different kind of effect.
  8250. */
  8251. vignetteBlendMode: number;
  8252. private _vignetteEnabled;
  8253. /**
  8254. * Gets wether the vignette effect is enabled.
  8255. */
  8256. /**
  8257. * Sets wether the vignette effect is enabled.
  8258. */
  8259. vignetteEnabled: boolean;
  8260. private _applyByPostProcess;
  8261. /**
  8262. * Gets wether the image processing is applied through a post process or not.
  8263. */
  8264. /**
  8265. * Sets wether the image processing is applied through a post process or not.
  8266. */
  8267. applyByPostProcess: boolean;
  8268. private _isEnabled;
  8269. /**
  8270. * Gets wether the image processing is enabled or not.
  8271. */
  8272. /**
  8273. * Sets wether the image processing is enabled or not.
  8274. */
  8275. isEnabled: boolean;
  8276. /**
  8277. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8278. */
  8279. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8280. /**
  8281. * Method called each time the image processing information changes requires to recompile the effect.
  8282. */
  8283. protected _updateParameters(): void;
  8284. /**
  8285. * Gets the current class name.
  8286. * @return "ImageProcessingConfiguration"
  8287. */
  8288. getClassName(): string;
  8289. /**
  8290. * Prepare the list of uniforms associated with the Image Processing effects.
  8291. * @param uniforms The list of uniforms used in the effect
  8292. * @param defines the list of defines currently in use
  8293. */
  8294. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8295. /**
  8296. * Prepare the list of samplers associated with the Image Processing effects.
  8297. * @param samplersList The list of uniforms used in the effect
  8298. * @param defines the list of defines currently in use
  8299. */
  8300. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8301. /**
  8302. * Prepare the list of defines associated to the shader.
  8303. * @param defines the list of defines to complete
  8304. * @param forPostProcess Define if we are currently in post process mode or not
  8305. */
  8306. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8307. /**
  8308. * Returns true if all the image processing information are ready.
  8309. * @returns True if ready, otherwise, false
  8310. */
  8311. isReady(): boolean;
  8312. /**
  8313. * Binds the image processing to the shader.
  8314. * @param effect The effect to bind to
  8315. * @param overrideAspectRatio Override the aspect ratio of the effect
  8316. */
  8317. bind(effect: Effect, overrideAspectRatio?: number): void;
  8318. /**
  8319. * Clones the current image processing instance.
  8320. * @return The cloned image processing
  8321. */
  8322. clone(): ImageProcessingConfiguration;
  8323. /**
  8324. * Serializes the current image processing instance to a json representation.
  8325. * @return a JSON representation
  8326. */
  8327. serialize(): any;
  8328. /**
  8329. * Parses the image processing from a json representation.
  8330. * @param source the JSON source to parse
  8331. * @return The parsed image processing
  8332. */
  8333. static Parse(source: any): ImageProcessingConfiguration;
  8334. private static _VIGNETTEMODE_MULTIPLY;
  8335. private static _VIGNETTEMODE_OPAQUE;
  8336. /**
  8337. * Used to apply the vignette as a mix with the pixel color.
  8338. */
  8339. static readonly VIGNETTEMODE_MULTIPLY: number;
  8340. /**
  8341. * Used to apply the vignette as a replacement of the pixel color.
  8342. */
  8343. static readonly VIGNETTEMODE_OPAQUE: number;
  8344. }
  8345. }
  8346. declare module "babylonjs/Shaders/postprocess.vertex" {
  8347. /** @hidden */
  8348. export var postprocessVertexShader: {
  8349. name: string;
  8350. shader: string;
  8351. };
  8352. }
  8353. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8354. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8355. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8356. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8357. module "babylonjs/Engines/thinEngine" {
  8358. interface ThinEngine {
  8359. /**
  8360. * Creates a new render target texture
  8361. * @param size defines the size of the texture
  8362. * @param options defines the options used to create the texture
  8363. * @returns a new render target texture stored in an InternalTexture
  8364. */
  8365. createRenderTargetTexture(size: number | {
  8366. width: number;
  8367. height: number;
  8368. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8369. /**
  8370. * Creates a depth stencil texture.
  8371. * This is only available in WebGL 2 or with the depth texture extension available.
  8372. * @param size The size of face edge in the texture.
  8373. * @param options The options defining the texture.
  8374. * @returns The texture
  8375. */
  8376. createDepthStencilTexture(size: number | {
  8377. width: number;
  8378. height: number;
  8379. }, options: DepthTextureCreationOptions): InternalTexture;
  8380. /** @hidden */
  8381. _createDepthStencilTexture(size: number | {
  8382. width: number;
  8383. height: number;
  8384. }, options: DepthTextureCreationOptions): InternalTexture;
  8385. }
  8386. }
  8387. }
  8388. declare module "babylonjs/Maths/math.axis" {
  8389. import { Vector3 } from "babylonjs/Maths/math.vector";
  8390. /** Defines supported spaces */
  8391. export enum Space {
  8392. /** Local (object) space */
  8393. LOCAL = 0,
  8394. /** World space */
  8395. WORLD = 1,
  8396. /** Bone space */
  8397. BONE = 2
  8398. }
  8399. /** Defines the 3 main axes */
  8400. export class Axis {
  8401. /** X axis */
  8402. static X: Vector3;
  8403. /** Y axis */
  8404. static Y: Vector3;
  8405. /** Z axis */
  8406. static Z: Vector3;
  8407. }
  8408. }
  8409. declare module "babylonjs/Cameras/targetCamera" {
  8410. import { Nullable } from "babylonjs/types";
  8411. import { Camera } from "babylonjs/Cameras/camera";
  8412. import { Scene } from "babylonjs/scene";
  8413. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8414. /**
  8415. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8416. * This is the base of the follow, arc rotate cameras and Free camera
  8417. * @see http://doc.babylonjs.com/features/cameras
  8418. */
  8419. export class TargetCamera extends Camera {
  8420. private static _RigCamTransformMatrix;
  8421. private static _TargetTransformMatrix;
  8422. private static _TargetFocalPoint;
  8423. /**
  8424. * Define the current direction the camera is moving to
  8425. */
  8426. cameraDirection: Vector3;
  8427. /**
  8428. * Define the current rotation the camera is rotating to
  8429. */
  8430. cameraRotation: Vector2;
  8431. /**
  8432. * When set, the up vector of the camera will be updated by the rotation of the camera
  8433. */
  8434. updateUpVectorFromRotation: boolean;
  8435. private _tmpQuaternion;
  8436. /**
  8437. * Define the current rotation of the camera
  8438. */
  8439. rotation: Vector3;
  8440. /**
  8441. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8442. */
  8443. rotationQuaternion: Quaternion;
  8444. /**
  8445. * Define the current speed of the camera
  8446. */
  8447. speed: number;
  8448. /**
  8449. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8450. * around all axis.
  8451. */
  8452. noRotationConstraint: boolean;
  8453. /**
  8454. * Define the current target of the camera as an object or a position.
  8455. */
  8456. lockedTarget: any;
  8457. /** @hidden */
  8458. _currentTarget: Vector3;
  8459. /** @hidden */
  8460. _initialFocalDistance: number;
  8461. /** @hidden */
  8462. _viewMatrix: Matrix;
  8463. /** @hidden */
  8464. _camMatrix: Matrix;
  8465. /** @hidden */
  8466. _cameraTransformMatrix: Matrix;
  8467. /** @hidden */
  8468. _cameraRotationMatrix: Matrix;
  8469. /** @hidden */
  8470. _referencePoint: Vector3;
  8471. /** @hidden */
  8472. _transformedReferencePoint: Vector3;
  8473. protected _globalCurrentTarget: Vector3;
  8474. protected _globalCurrentUpVector: Vector3;
  8475. /** @hidden */
  8476. _reset: () => void;
  8477. private _defaultUp;
  8478. /**
  8479. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8480. * This is the base of the follow, arc rotate cameras and Free camera
  8481. * @see http://doc.babylonjs.com/features/cameras
  8482. * @param name Defines the name of the camera in the scene
  8483. * @param position Defines the start position of the camera in the scene
  8484. * @param scene Defines the scene the camera belongs to
  8485. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8486. */
  8487. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8488. /**
  8489. * Gets the position in front of the camera at a given distance.
  8490. * @param distance The distance from the camera we want the position to be
  8491. * @returns the position
  8492. */
  8493. getFrontPosition(distance: number): Vector3;
  8494. /** @hidden */
  8495. _getLockedTargetPosition(): Nullable<Vector3>;
  8496. private _storedPosition;
  8497. private _storedRotation;
  8498. private _storedRotationQuaternion;
  8499. /**
  8500. * Store current camera state of the camera (fov, position, rotation, etc..)
  8501. * @returns the camera
  8502. */
  8503. storeState(): Camera;
  8504. /**
  8505. * Restored camera state. You must call storeState() first
  8506. * @returns whether it was successful or not
  8507. * @hidden
  8508. */
  8509. _restoreStateValues(): boolean;
  8510. /** @hidden */
  8511. _initCache(): void;
  8512. /** @hidden */
  8513. _updateCache(ignoreParentClass?: boolean): void;
  8514. /** @hidden */
  8515. _isSynchronizedViewMatrix(): boolean;
  8516. /** @hidden */
  8517. _computeLocalCameraSpeed(): number;
  8518. /**
  8519. * Defines the target the camera should look at.
  8520. * @param target Defines the new target as a Vector or a mesh
  8521. */
  8522. setTarget(target: Vector3): void;
  8523. /**
  8524. * Return the current target position of the camera. This value is expressed in local space.
  8525. * @returns the target position
  8526. */
  8527. getTarget(): Vector3;
  8528. /** @hidden */
  8529. _decideIfNeedsToMove(): boolean;
  8530. /** @hidden */
  8531. _updatePosition(): void;
  8532. /** @hidden */
  8533. _checkInputs(): void;
  8534. protected _updateCameraRotationMatrix(): void;
  8535. /**
  8536. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8537. * @returns the current camera
  8538. */
  8539. private _rotateUpVectorWithCameraRotationMatrix;
  8540. private _cachedRotationZ;
  8541. private _cachedQuaternionRotationZ;
  8542. /** @hidden */
  8543. _getViewMatrix(): Matrix;
  8544. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8545. /**
  8546. * @hidden
  8547. */
  8548. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8549. /**
  8550. * @hidden
  8551. */
  8552. _updateRigCameras(): void;
  8553. private _getRigCamPositionAndTarget;
  8554. /**
  8555. * Gets the current object class name.
  8556. * @return the class name
  8557. */
  8558. getClassName(): string;
  8559. }
  8560. }
  8561. declare module "babylonjs/Events/keyboardEvents" {
  8562. /**
  8563. * Gather the list of keyboard event types as constants.
  8564. */
  8565. export class KeyboardEventTypes {
  8566. /**
  8567. * The keydown event is fired when a key becomes active (pressed).
  8568. */
  8569. static readonly KEYDOWN: number;
  8570. /**
  8571. * The keyup event is fired when a key has been released.
  8572. */
  8573. static readonly KEYUP: number;
  8574. }
  8575. /**
  8576. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8577. */
  8578. export class KeyboardInfo {
  8579. /**
  8580. * Defines the type of event (KeyboardEventTypes)
  8581. */
  8582. type: number;
  8583. /**
  8584. * Defines the related dom event
  8585. */
  8586. event: KeyboardEvent;
  8587. /**
  8588. * Instantiates a new keyboard info.
  8589. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8590. * @param type Defines the type of event (KeyboardEventTypes)
  8591. * @param event Defines the related dom event
  8592. */
  8593. constructor(
  8594. /**
  8595. * Defines the type of event (KeyboardEventTypes)
  8596. */
  8597. type: number,
  8598. /**
  8599. * Defines the related dom event
  8600. */
  8601. event: KeyboardEvent);
  8602. }
  8603. /**
  8604. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8605. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8606. */
  8607. export class KeyboardInfoPre extends KeyboardInfo {
  8608. /**
  8609. * Defines the type of event (KeyboardEventTypes)
  8610. */
  8611. type: number;
  8612. /**
  8613. * Defines the related dom event
  8614. */
  8615. event: KeyboardEvent;
  8616. /**
  8617. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8618. */
  8619. skipOnPointerObservable: boolean;
  8620. /**
  8621. * Instantiates a new keyboard pre info.
  8622. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8623. * @param type Defines the type of event (KeyboardEventTypes)
  8624. * @param event Defines the related dom event
  8625. */
  8626. constructor(
  8627. /**
  8628. * Defines the type of event (KeyboardEventTypes)
  8629. */
  8630. type: number,
  8631. /**
  8632. * Defines the related dom event
  8633. */
  8634. event: KeyboardEvent);
  8635. }
  8636. }
  8637. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8638. import { Nullable } from "babylonjs/types";
  8639. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8640. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8641. /**
  8642. * Manage the keyboard inputs to control the movement of a free camera.
  8643. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8644. */
  8645. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8646. /**
  8647. * Defines the camera the input is attached to.
  8648. */
  8649. camera: FreeCamera;
  8650. /**
  8651. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8652. */
  8653. keysUp: number[];
  8654. /**
  8655. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8656. */
  8657. keysDown: number[];
  8658. /**
  8659. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8660. */
  8661. keysLeft: number[];
  8662. /**
  8663. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8664. */
  8665. keysRight: number[];
  8666. private _keys;
  8667. private _onCanvasBlurObserver;
  8668. private _onKeyboardObserver;
  8669. private _engine;
  8670. private _scene;
  8671. /**
  8672. * Attach the input controls to a specific dom element to get the input from.
  8673. * @param element Defines the element the controls should be listened from
  8674. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8675. */
  8676. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8677. /**
  8678. * Detach the current controls from the specified dom element.
  8679. * @param element Defines the element to stop listening the inputs from
  8680. */
  8681. detachControl(element: Nullable<HTMLElement>): void;
  8682. /**
  8683. * Update the current camera state depending on the inputs that have been used this frame.
  8684. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8685. */
  8686. checkInputs(): void;
  8687. /**
  8688. * Gets the class name of the current intput.
  8689. * @returns the class name
  8690. */
  8691. getClassName(): string;
  8692. /** @hidden */
  8693. _onLostFocus(): void;
  8694. /**
  8695. * Get the friendly name associated with the input class.
  8696. * @returns the input friendly name
  8697. */
  8698. getSimpleName(): string;
  8699. }
  8700. }
  8701. declare module "babylonjs/Lights/shadowLight" {
  8702. import { Camera } from "babylonjs/Cameras/camera";
  8703. import { Scene } from "babylonjs/scene";
  8704. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8705. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8706. import { Light } from "babylonjs/Lights/light";
  8707. /**
  8708. * Interface describing all the common properties and methods a shadow light needs to implement.
  8709. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8710. * as well as binding the different shadow properties to the effects.
  8711. */
  8712. export interface IShadowLight extends Light {
  8713. /**
  8714. * The light id in the scene (used in scene.findLighById for instance)
  8715. */
  8716. id: string;
  8717. /**
  8718. * The position the shdow will be casted from.
  8719. */
  8720. position: Vector3;
  8721. /**
  8722. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8723. */
  8724. direction: Vector3;
  8725. /**
  8726. * The transformed position. Position of the light in world space taking parenting in account.
  8727. */
  8728. transformedPosition: Vector3;
  8729. /**
  8730. * The transformed direction. Direction of the light in world space taking parenting in account.
  8731. */
  8732. transformedDirection: Vector3;
  8733. /**
  8734. * The friendly name of the light in the scene.
  8735. */
  8736. name: string;
  8737. /**
  8738. * Defines the shadow projection clipping minimum z value.
  8739. */
  8740. shadowMinZ: number;
  8741. /**
  8742. * Defines the shadow projection clipping maximum z value.
  8743. */
  8744. shadowMaxZ: number;
  8745. /**
  8746. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8747. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8748. */
  8749. computeTransformedInformation(): boolean;
  8750. /**
  8751. * Gets the scene the light belongs to.
  8752. * @returns The scene
  8753. */
  8754. getScene(): Scene;
  8755. /**
  8756. * Callback defining a custom Projection Matrix Builder.
  8757. * This can be used to override the default projection matrix computation.
  8758. */
  8759. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8760. /**
  8761. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8762. * @param matrix The materix to updated with the projection information
  8763. * @param viewMatrix The transform matrix of the light
  8764. * @param renderList The list of mesh to render in the map
  8765. * @returns The current light
  8766. */
  8767. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8768. /**
  8769. * Gets the current depth scale used in ESM.
  8770. * @returns The scale
  8771. */
  8772. getDepthScale(): number;
  8773. /**
  8774. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8775. * @returns true if a cube texture needs to be use
  8776. */
  8777. needCube(): boolean;
  8778. /**
  8779. * Detects if the projection matrix requires to be recomputed this frame.
  8780. * @returns true if it requires to be recomputed otherwise, false.
  8781. */
  8782. needProjectionMatrixCompute(): boolean;
  8783. /**
  8784. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8785. */
  8786. forceProjectionMatrixCompute(): void;
  8787. /**
  8788. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8789. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8790. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8791. */
  8792. getShadowDirection(faceIndex?: number): Vector3;
  8793. /**
  8794. * Gets the minZ used for shadow according to both the scene and the light.
  8795. * @param activeCamera The camera we are returning the min for
  8796. * @returns the depth min z
  8797. */
  8798. getDepthMinZ(activeCamera: Camera): number;
  8799. /**
  8800. * Gets the maxZ used for shadow according to both the scene and the light.
  8801. * @param activeCamera The camera we are returning the max for
  8802. * @returns the depth max z
  8803. */
  8804. getDepthMaxZ(activeCamera: Camera): number;
  8805. }
  8806. /**
  8807. * Base implementation IShadowLight
  8808. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8809. */
  8810. export abstract class ShadowLight extends Light implements IShadowLight {
  8811. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8812. protected _position: Vector3;
  8813. protected _setPosition(value: Vector3): void;
  8814. /**
  8815. * Sets the position the shadow will be casted from. Also use as the light position for both
  8816. * point and spot lights.
  8817. */
  8818. /**
  8819. * Sets the position the shadow will be casted from. Also use as the light position for both
  8820. * point and spot lights.
  8821. */
  8822. position: Vector3;
  8823. protected _direction: Vector3;
  8824. protected _setDirection(value: Vector3): void;
  8825. /**
  8826. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8827. * Also use as the light direction on spot and directional lights.
  8828. */
  8829. /**
  8830. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8831. * Also use as the light direction on spot and directional lights.
  8832. */
  8833. direction: Vector3;
  8834. private _shadowMinZ;
  8835. /**
  8836. * Gets the shadow projection clipping minimum z value.
  8837. */
  8838. /**
  8839. * Sets the shadow projection clipping minimum z value.
  8840. */
  8841. shadowMinZ: number;
  8842. private _shadowMaxZ;
  8843. /**
  8844. * Sets the shadow projection clipping maximum z value.
  8845. */
  8846. /**
  8847. * Gets the shadow projection clipping maximum z value.
  8848. */
  8849. shadowMaxZ: number;
  8850. /**
  8851. * Callback defining a custom Projection Matrix Builder.
  8852. * This can be used to override the default projection matrix computation.
  8853. */
  8854. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8855. /**
  8856. * The transformed position. Position of the light in world space taking parenting in account.
  8857. */
  8858. transformedPosition: Vector3;
  8859. /**
  8860. * The transformed direction. Direction of the light in world space taking parenting in account.
  8861. */
  8862. transformedDirection: Vector3;
  8863. private _needProjectionMatrixCompute;
  8864. /**
  8865. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8866. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8867. */
  8868. computeTransformedInformation(): boolean;
  8869. /**
  8870. * Return the depth scale used for the shadow map.
  8871. * @returns the depth scale.
  8872. */
  8873. getDepthScale(): number;
  8874. /**
  8875. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8876. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8877. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8878. */
  8879. getShadowDirection(faceIndex?: number): Vector3;
  8880. /**
  8881. * Returns the ShadowLight absolute position in the World.
  8882. * @returns the position vector in world space
  8883. */
  8884. getAbsolutePosition(): Vector3;
  8885. /**
  8886. * Sets the ShadowLight direction toward the passed target.
  8887. * @param target The point to target in local space
  8888. * @returns the updated ShadowLight direction
  8889. */
  8890. setDirectionToTarget(target: Vector3): Vector3;
  8891. /**
  8892. * Returns the light rotation in euler definition.
  8893. * @returns the x y z rotation in local space.
  8894. */
  8895. getRotation(): Vector3;
  8896. /**
  8897. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8898. * @returns true if a cube texture needs to be use
  8899. */
  8900. needCube(): boolean;
  8901. /**
  8902. * Detects if the projection matrix requires to be recomputed this frame.
  8903. * @returns true if it requires to be recomputed otherwise, false.
  8904. */
  8905. needProjectionMatrixCompute(): boolean;
  8906. /**
  8907. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8908. */
  8909. forceProjectionMatrixCompute(): void;
  8910. /** @hidden */
  8911. _initCache(): void;
  8912. /** @hidden */
  8913. _isSynchronized(): boolean;
  8914. /**
  8915. * Computes the world matrix of the node
  8916. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8917. * @returns the world matrix
  8918. */
  8919. computeWorldMatrix(force?: boolean): Matrix;
  8920. /**
  8921. * Gets the minZ used for shadow according to both the scene and the light.
  8922. * @param activeCamera The camera we are returning the min for
  8923. * @returns the depth min z
  8924. */
  8925. getDepthMinZ(activeCamera: Camera): number;
  8926. /**
  8927. * Gets the maxZ used for shadow according to both the scene and the light.
  8928. * @param activeCamera The camera we are returning the max for
  8929. * @returns the depth max z
  8930. */
  8931. getDepthMaxZ(activeCamera: Camera): number;
  8932. /**
  8933. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8934. * @param matrix The materix to updated with the projection information
  8935. * @param viewMatrix The transform matrix of the light
  8936. * @param renderList The list of mesh to render in the map
  8937. * @returns The current light
  8938. */
  8939. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8940. }
  8941. }
  8942. declare module "babylonjs/Materials/effectFallbacks" {
  8943. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  8944. import { Effect } from "babylonjs/Materials/effect";
  8945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8946. /**
  8947. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  8948. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8949. */
  8950. export class EffectFallbacks implements IEffectFallbacks {
  8951. private _defines;
  8952. private _currentRank;
  8953. private _maxRank;
  8954. private _mesh;
  8955. /**
  8956. * Removes the fallback from the bound mesh.
  8957. */
  8958. unBindMesh(): void;
  8959. /**
  8960. * Adds a fallback on the specified property.
  8961. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8962. * @param define The name of the define in the shader
  8963. */
  8964. addFallback(rank: number, define: string): void;
  8965. /**
  8966. * Sets the mesh to use CPU skinning when needing to fallback.
  8967. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8968. * @param mesh The mesh to use the fallbacks.
  8969. */
  8970. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  8971. /**
  8972. * Checks to see if more fallbacks are still availible.
  8973. */
  8974. readonly hasMoreFallbacks: boolean;
  8975. /**
  8976. * Removes the defines that should be removed when falling back.
  8977. * @param currentDefines defines the current define statements for the shader.
  8978. * @param effect defines the current effect we try to compile
  8979. * @returns The resulting defines with defines of the current rank removed.
  8980. */
  8981. reduce(currentDefines: string, effect: Effect): string;
  8982. }
  8983. }
  8984. declare module "babylonjs/Materials/materialHelper" {
  8985. import { Nullable } from "babylonjs/types";
  8986. import { Scene } from "babylonjs/scene";
  8987. import { Engine } from "babylonjs/Engines/engine";
  8988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8989. import { Light } from "babylonjs/Lights/light";
  8990. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8991. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  8992. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8994. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  8995. /**
  8996. * "Static Class" containing the most commonly used helper while dealing with material for
  8997. * rendering purpose.
  8998. *
  8999. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9000. *
  9001. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9002. */
  9003. export class MaterialHelper {
  9004. /**
  9005. * Bind the current view position to an effect.
  9006. * @param effect The effect to be bound
  9007. * @param scene The scene the eyes position is used from
  9008. */
  9009. static BindEyePosition(effect: Effect, scene: Scene): void;
  9010. /**
  9011. * Helps preparing the defines values about the UVs in used in the effect.
  9012. * UVs are shared as much as we can accross channels in the shaders.
  9013. * @param texture The texture we are preparing the UVs for
  9014. * @param defines The defines to update
  9015. * @param key The channel key "diffuse", "specular"... used in the shader
  9016. */
  9017. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9018. /**
  9019. * Binds a texture matrix value to its corrsponding uniform
  9020. * @param texture The texture to bind the matrix for
  9021. * @param uniformBuffer The uniform buffer receivin the data
  9022. * @param key The channel key "diffuse", "specular"... used in the shader
  9023. */
  9024. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9025. /**
  9026. * Gets the current status of the fog (should it be enabled?)
  9027. * @param mesh defines the mesh to evaluate for fog support
  9028. * @param scene defines the hosting scene
  9029. * @returns true if fog must be enabled
  9030. */
  9031. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9032. /**
  9033. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9034. * @param mesh defines the current mesh
  9035. * @param scene defines the current scene
  9036. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9037. * @param pointsCloud defines if point cloud rendering has to be turned on
  9038. * @param fogEnabled defines if fog has to be turned on
  9039. * @param alphaTest defines if alpha testing has to be turned on
  9040. * @param defines defines the current list of defines
  9041. */
  9042. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9043. /**
  9044. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9045. * @param scene defines the current scene
  9046. * @param engine defines the current engine
  9047. * @param defines specifies the list of active defines
  9048. * @param useInstances defines if instances have to be turned on
  9049. * @param useClipPlane defines if clip plane have to be turned on
  9050. */
  9051. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9052. /**
  9053. * Prepares the defines for bones
  9054. * @param mesh The mesh containing the geometry data we will draw
  9055. * @param defines The defines to update
  9056. */
  9057. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9058. /**
  9059. * Prepares the defines for morph targets
  9060. * @param mesh The mesh containing the geometry data we will draw
  9061. * @param defines The defines to update
  9062. */
  9063. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9064. /**
  9065. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9066. * @param mesh The mesh containing the geometry data we will draw
  9067. * @param defines The defines to update
  9068. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9069. * @param useBones Precise whether bones should be used or not (override mesh info)
  9070. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9071. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9072. * @returns false if defines are considered not dirty and have not been checked
  9073. */
  9074. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9075. /**
  9076. * Prepares the defines related to multiview
  9077. * @param scene The scene we are intending to draw
  9078. * @param defines The defines to update
  9079. */
  9080. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9081. /**
  9082. * Prepares the defines related to the light information passed in parameter
  9083. * @param scene The scene we are intending to draw
  9084. * @param mesh The mesh the effect is compiling for
  9085. * @param light The light the effect is compiling for
  9086. * @param lightIndex The index of the light
  9087. * @param defines The defines to update
  9088. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9089. * @param state Defines the current state regarding what is needed (normals, etc...)
  9090. */
  9091. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9092. needNormals: boolean;
  9093. needRebuild: boolean;
  9094. shadowEnabled: boolean;
  9095. specularEnabled: boolean;
  9096. lightmapMode: boolean;
  9097. }): void;
  9098. /**
  9099. * Prepares the defines related to the light information passed in parameter
  9100. * @param scene The scene we are intending to draw
  9101. * @param mesh The mesh the effect is compiling for
  9102. * @param defines The defines to update
  9103. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9104. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9105. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9106. * @returns true if normals will be required for the rest of the effect
  9107. */
  9108. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9109. /**
  9110. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9111. * @param lightIndex defines the light index
  9112. * @param uniformsList The uniform list
  9113. * @param samplersList The sampler list
  9114. * @param projectedLightTexture defines if projected texture must be used
  9115. * @param uniformBuffersList defines an optional list of uniform buffers
  9116. */
  9117. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9118. /**
  9119. * Prepares the uniforms and samplers list to be used in the effect
  9120. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9121. * @param samplersList The sampler list
  9122. * @param defines The defines helping in the list generation
  9123. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9124. */
  9125. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9126. /**
  9127. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9128. * @param defines The defines to update while falling back
  9129. * @param fallbacks The authorized effect fallbacks
  9130. * @param maxSimultaneousLights The maximum number of lights allowed
  9131. * @param rank the current rank of the Effect
  9132. * @returns The newly affected rank
  9133. */
  9134. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9135. private static _TmpMorphInfluencers;
  9136. /**
  9137. * Prepares the list of attributes required for morph targets according to the effect defines.
  9138. * @param attribs The current list of supported attribs
  9139. * @param mesh The mesh to prepare the morph targets attributes for
  9140. * @param influencers The number of influencers
  9141. */
  9142. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9143. /**
  9144. * Prepares the list of attributes required for morph targets according to the effect defines.
  9145. * @param attribs The current list of supported attribs
  9146. * @param mesh The mesh to prepare the morph targets attributes for
  9147. * @param defines The current Defines of the effect
  9148. */
  9149. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9150. /**
  9151. * Prepares the list of attributes required for bones according to the effect defines.
  9152. * @param attribs The current list of supported attribs
  9153. * @param mesh The mesh to prepare the bones attributes for
  9154. * @param defines The current Defines of the effect
  9155. * @param fallbacks The current efffect fallback strategy
  9156. */
  9157. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9158. /**
  9159. * Check and prepare the list of attributes required for instances according to the effect defines.
  9160. * @param attribs The current list of supported attribs
  9161. * @param defines The current MaterialDefines of the effect
  9162. */
  9163. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9164. /**
  9165. * Add the list of attributes required for instances to the attribs array.
  9166. * @param attribs The current list of supported attribs
  9167. */
  9168. static PushAttributesForInstances(attribs: string[]): void;
  9169. /**
  9170. * Binds the light information to the effect.
  9171. * @param light The light containing the generator
  9172. * @param effect The effect we are binding the data to
  9173. * @param lightIndex The light index in the effect used to render
  9174. */
  9175. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9176. /**
  9177. * Binds the lights information from the scene to the effect for the given mesh.
  9178. * @param light Light to bind
  9179. * @param lightIndex Light index
  9180. * @param scene The scene where the light belongs to
  9181. * @param effect The effect we are binding the data to
  9182. * @param useSpecular Defines if specular is supported
  9183. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9184. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9185. */
  9186. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9187. /**
  9188. * Binds the lights information from the scene to the effect for the given mesh.
  9189. * @param scene The scene the lights belongs to
  9190. * @param mesh The mesh we are binding the information to render
  9191. * @param effect The effect we are binding the data to
  9192. * @param defines The generated defines for the effect
  9193. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9194. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9195. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9196. */
  9197. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9198. private static _tempFogColor;
  9199. /**
  9200. * Binds the fog information from the scene to the effect for the given mesh.
  9201. * @param scene The scene the lights belongs to
  9202. * @param mesh The mesh we are binding the information to render
  9203. * @param effect The effect we are binding the data to
  9204. * @param linearSpace Defines if the fog effect is applied in linear space
  9205. */
  9206. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9207. /**
  9208. * Binds the bones information from the mesh to the effect.
  9209. * @param mesh The mesh we are binding the information to render
  9210. * @param effect The effect we are binding the data to
  9211. */
  9212. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9213. /**
  9214. * Binds the morph targets information from the mesh to the effect.
  9215. * @param abstractMesh The mesh we are binding the information to render
  9216. * @param effect The effect we are binding the data to
  9217. */
  9218. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9219. /**
  9220. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9221. * @param defines The generated defines used in the effect
  9222. * @param effect The effect we are binding the data to
  9223. * @param scene The scene we are willing to render with logarithmic scale for
  9224. */
  9225. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9226. /**
  9227. * Binds the clip plane information from the scene to the effect.
  9228. * @param scene The scene the clip plane information are extracted from
  9229. * @param effect The effect we are binding the data to
  9230. */
  9231. static BindClipPlane(effect: Effect, scene: Scene): void;
  9232. }
  9233. }
  9234. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9235. /** @hidden */
  9236. export var packingFunctions: {
  9237. name: string;
  9238. shader: string;
  9239. };
  9240. }
  9241. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9242. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9243. /** @hidden */
  9244. export var shadowMapPixelShader: {
  9245. name: string;
  9246. shader: string;
  9247. };
  9248. }
  9249. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9250. /** @hidden */
  9251. export var bonesDeclaration: {
  9252. name: string;
  9253. shader: string;
  9254. };
  9255. }
  9256. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9257. /** @hidden */
  9258. export var morphTargetsVertexGlobalDeclaration: {
  9259. name: string;
  9260. shader: string;
  9261. };
  9262. }
  9263. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9264. /** @hidden */
  9265. export var morphTargetsVertexDeclaration: {
  9266. name: string;
  9267. shader: string;
  9268. };
  9269. }
  9270. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9271. /** @hidden */
  9272. export var instancesDeclaration: {
  9273. name: string;
  9274. shader: string;
  9275. };
  9276. }
  9277. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9278. /** @hidden */
  9279. export var helperFunctions: {
  9280. name: string;
  9281. shader: string;
  9282. };
  9283. }
  9284. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9285. /** @hidden */
  9286. export var morphTargetsVertex: {
  9287. name: string;
  9288. shader: string;
  9289. };
  9290. }
  9291. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9292. /** @hidden */
  9293. export var instancesVertex: {
  9294. name: string;
  9295. shader: string;
  9296. };
  9297. }
  9298. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9299. /** @hidden */
  9300. export var bonesVertex: {
  9301. name: string;
  9302. shader: string;
  9303. };
  9304. }
  9305. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9306. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9308. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9309. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9310. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9312. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9313. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9314. /** @hidden */
  9315. export var shadowMapVertexShader: {
  9316. name: string;
  9317. shader: string;
  9318. };
  9319. }
  9320. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9321. /** @hidden */
  9322. export var depthBoxBlurPixelShader: {
  9323. name: string;
  9324. shader: string;
  9325. };
  9326. }
  9327. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9328. import { Nullable } from "babylonjs/types";
  9329. import { Scene } from "babylonjs/scene";
  9330. import { Matrix } from "babylonjs/Maths/math.vector";
  9331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9333. import { Mesh } from "babylonjs/Meshes/mesh";
  9334. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9335. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9336. import { Effect } from "babylonjs/Materials/effect";
  9337. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9338. import "babylonjs/Shaders/shadowMap.fragment";
  9339. import "babylonjs/Shaders/shadowMap.vertex";
  9340. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9341. import { Observable } from "babylonjs/Misc/observable";
  9342. /**
  9343. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9344. */
  9345. export interface ICustomShaderOptions {
  9346. /**
  9347. * Gets or sets the custom shader name to use
  9348. */
  9349. shaderName: string;
  9350. /**
  9351. * The list of attribute names used in the shader
  9352. */
  9353. attributes?: string[];
  9354. /**
  9355. * The list of unifrom names used in the shader
  9356. */
  9357. uniforms?: string[];
  9358. /**
  9359. * The list of sampler names used in the shader
  9360. */
  9361. samplers?: string[];
  9362. /**
  9363. * The list of defines used in the shader
  9364. */
  9365. defines?: string[];
  9366. }
  9367. /**
  9368. * Interface to implement to create a shadow generator compatible with BJS.
  9369. */
  9370. export interface IShadowGenerator {
  9371. /**
  9372. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9373. * @returns The render target texture if present otherwise, null
  9374. */
  9375. getShadowMap(): Nullable<RenderTargetTexture>;
  9376. /**
  9377. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9378. * @returns The render target texture if the shadow map is present otherwise, null
  9379. */
  9380. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9381. /**
  9382. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9383. * @param subMesh The submesh we want to render in the shadow map
  9384. * @param useInstances Defines wether will draw in the map using instances
  9385. * @returns true if ready otherwise, false
  9386. */
  9387. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9388. /**
  9389. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9390. * @param defines Defines of the material we want to update
  9391. * @param lightIndex Index of the light in the enabled light list of the material
  9392. */
  9393. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9394. /**
  9395. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9396. * defined in the generator but impacting the effect).
  9397. * It implies the unifroms available on the materials are the standard BJS ones.
  9398. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9399. * @param effect The effect we are binfing the information for
  9400. */
  9401. bindShadowLight(lightIndex: string, effect: Effect): void;
  9402. /**
  9403. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9404. * (eq to shadow prjection matrix * light transform matrix)
  9405. * @returns The transform matrix used to create the shadow map
  9406. */
  9407. getTransformMatrix(): Matrix;
  9408. /**
  9409. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9410. * Cube and 2D textures for instance.
  9411. */
  9412. recreateShadowMap(): void;
  9413. /**
  9414. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9415. * @param onCompiled Callback triggered at the and of the effects compilation
  9416. * @param options Sets of optional options forcing the compilation with different modes
  9417. */
  9418. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9419. useInstances: boolean;
  9420. }>): void;
  9421. /**
  9422. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9423. * @param options Sets of optional options forcing the compilation with different modes
  9424. * @returns A promise that resolves when the compilation completes
  9425. */
  9426. forceCompilationAsync(options?: Partial<{
  9427. useInstances: boolean;
  9428. }>): Promise<void>;
  9429. /**
  9430. * Serializes the shadow generator setup to a json object.
  9431. * @returns The serialized JSON object
  9432. */
  9433. serialize(): any;
  9434. /**
  9435. * Disposes the Shadow map and related Textures and effects.
  9436. */
  9437. dispose(): void;
  9438. }
  9439. /**
  9440. * Default implementation IShadowGenerator.
  9441. * This is the main object responsible of generating shadows in the framework.
  9442. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9443. */
  9444. export class ShadowGenerator implements IShadowGenerator {
  9445. /**
  9446. * Shadow generator mode None: no filtering applied.
  9447. */
  9448. static readonly FILTER_NONE: number;
  9449. /**
  9450. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9451. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9452. */
  9453. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9454. /**
  9455. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9456. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9457. */
  9458. static readonly FILTER_POISSONSAMPLING: number;
  9459. /**
  9460. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9461. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9462. */
  9463. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9464. /**
  9465. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9466. * edge artifacts on steep falloff.
  9467. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9468. */
  9469. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9470. /**
  9471. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9472. * edge artifacts on steep falloff.
  9473. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9474. */
  9475. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9476. /**
  9477. * Shadow generator mode PCF: Percentage Closer Filtering
  9478. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9479. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9480. */
  9481. static readonly FILTER_PCF: number;
  9482. /**
  9483. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9484. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9485. * Contact Hardening
  9486. */
  9487. static readonly FILTER_PCSS: number;
  9488. /**
  9489. * Reserved for PCF and PCSS
  9490. * Highest Quality.
  9491. *
  9492. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9493. *
  9494. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9495. */
  9496. static readonly QUALITY_HIGH: number;
  9497. /**
  9498. * Reserved for PCF and PCSS
  9499. * Good tradeoff for quality/perf cross devices
  9500. *
  9501. * Execute PCF on a 3*3 kernel.
  9502. *
  9503. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9504. */
  9505. static readonly QUALITY_MEDIUM: number;
  9506. /**
  9507. * Reserved for PCF and PCSS
  9508. * The lowest quality but the fastest.
  9509. *
  9510. * Execute PCF on a 1*1 kernel.
  9511. *
  9512. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9513. */
  9514. static readonly QUALITY_LOW: number;
  9515. /** Gets or sets the custom shader name to use */
  9516. customShaderOptions: ICustomShaderOptions;
  9517. /**
  9518. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9519. */
  9520. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9521. /**
  9522. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9523. */
  9524. onAfterShadowMapRenderObservable: Observable<Effect>;
  9525. /**
  9526. * Observable triggered before a mesh is rendered in the shadow map.
  9527. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9528. */
  9529. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9530. /**
  9531. * Observable triggered after a mesh is rendered in the shadow map.
  9532. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9533. */
  9534. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9535. private _bias;
  9536. /**
  9537. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9538. */
  9539. /**
  9540. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9541. */
  9542. bias: number;
  9543. private _normalBias;
  9544. /**
  9545. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9546. */
  9547. /**
  9548. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9549. */
  9550. normalBias: number;
  9551. private _blurBoxOffset;
  9552. /**
  9553. * Gets the blur box offset: offset applied during the blur pass.
  9554. * Only useful if useKernelBlur = false
  9555. */
  9556. /**
  9557. * Sets the blur box offset: offset applied during the blur pass.
  9558. * Only useful if useKernelBlur = false
  9559. */
  9560. blurBoxOffset: number;
  9561. private _blurScale;
  9562. /**
  9563. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9564. * 2 means half of the size.
  9565. */
  9566. /**
  9567. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9568. * 2 means half of the size.
  9569. */
  9570. blurScale: number;
  9571. private _blurKernel;
  9572. /**
  9573. * Gets the blur kernel: kernel size of the blur pass.
  9574. * Only useful if useKernelBlur = true
  9575. */
  9576. /**
  9577. * Sets the blur kernel: kernel size of the blur pass.
  9578. * Only useful if useKernelBlur = true
  9579. */
  9580. blurKernel: number;
  9581. private _useKernelBlur;
  9582. /**
  9583. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9584. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9585. */
  9586. /**
  9587. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9588. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9589. */
  9590. useKernelBlur: boolean;
  9591. private _depthScale;
  9592. /**
  9593. * Gets the depth scale used in ESM mode.
  9594. */
  9595. /**
  9596. * Sets the depth scale used in ESM mode.
  9597. * This can override the scale stored on the light.
  9598. */
  9599. depthScale: number;
  9600. private _filter;
  9601. /**
  9602. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9603. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9604. */
  9605. /**
  9606. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9607. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9608. */
  9609. filter: number;
  9610. /**
  9611. * Gets if the current filter is set to Poisson Sampling.
  9612. */
  9613. /**
  9614. * Sets the current filter to Poisson Sampling.
  9615. */
  9616. usePoissonSampling: boolean;
  9617. /**
  9618. * Gets if the current filter is set to ESM.
  9619. */
  9620. /**
  9621. * Sets the current filter is to ESM.
  9622. */
  9623. useExponentialShadowMap: boolean;
  9624. /**
  9625. * Gets if the current filter is set to filtered ESM.
  9626. */
  9627. /**
  9628. * Gets if the current filter is set to filtered ESM.
  9629. */
  9630. useBlurExponentialShadowMap: boolean;
  9631. /**
  9632. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9633. * exponential to prevent steep falloff artifacts).
  9634. */
  9635. /**
  9636. * Sets the current filter to "close ESM" (using the inverse of the
  9637. * exponential to prevent steep falloff artifacts).
  9638. */
  9639. useCloseExponentialShadowMap: boolean;
  9640. /**
  9641. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9642. * exponential to prevent steep falloff artifacts).
  9643. */
  9644. /**
  9645. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9646. * exponential to prevent steep falloff artifacts).
  9647. */
  9648. useBlurCloseExponentialShadowMap: boolean;
  9649. /**
  9650. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9651. */
  9652. /**
  9653. * Sets the current filter to "PCF" (percentage closer filtering).
  9654. */
  9655. usePercentageCloserFiltering: boolean;
  9656. private _filteringQuality;
  9657. /**
  9658. * Gets the PCF or PCSS Quality.
  9659. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9660. */
  9661. /**
  9662. * Sets the PCF or PCSS Quality.
  9663. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9664. */
  9665. filteringQuality: number;
  9666. /**
  9667. * Gets if the current filter is set to "PCSS" (contact hardening).
  9668. */
  9669. /**
  9670. * Sets the current filter to "PCSS" (contact hardening).
  9671. */
  9672. useContactHardeningShadow: boolean;
  9673. private _contactHardeningLightSizeUVRatio;
  9674. /**
  9675. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9676. * Using a ratio helps keeping shape stability independently of the map size.
  9677. *
  9678. * It does not account for the light projection as it was having too much
  9679. * instability during the light setup or during light position changes.
  9680. *
  9681. * Only valid if useContactHardeningShadow is true.
  9682. */
  9683. /**
  9684. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9685. * Using a ratio helps keeping shape stability independently of the map size.
  9686. *
  9687. * It does not account for the light projection as it was having too much
  9688. * instability during the light setup or during light position changes.
  9689. *
  9690. * Only valid if useContactHardeningShadow is true.
  9691. */
  9692. contactHardeningLightSizeUVRatio: number;
  9693. private _darkness;
  9694. /** Gets or sets the actual darkness of a shadow */
  9695. darkness: number;
  9696. /**
  9697. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9698. * 0 means strongest and 1 would means no shadow.
  9699. * @returns the darkness.
  9700. */
  9701. getDarkness(): number;
  9702. /**
  9703. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9704. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9705. * @returns the shadow generator allowing fluent coding.
  9706. */
  9707. setDarkness(darkness: number): ShadowGenerator;
  9708. private _transparencyShadow;
  9709. /** Gets or sets the ability to have transparent shadow */
  9710. transparencyShadow: boolean;
  9711. /**
  9712. * Sets the ability to have transparent shadow (boolean).
  9713. * @param transparent True if transparent else False
  9714. * @returns the shadow generator allowing fluent coding
  9715. */
  9716. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9717. private _shadowMap;
  9718. private _shadowMap2;
  9719. /**
  9720. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9721. * @returns The render target texture if present otherwise, null
  9722. */
  9723. getShadowMap(): Nullable<RenderTargetTexture>;
  9724. /**
  9725. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9726. * @returns The render target texture if the shadow map is present otherwise, null
  9727. */
  9728. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9729. /**
  9730. * Gets the class name of that object
  9731. * @returns "ShadowGenerator"
  9732. */
  9733. getClassName(): string;
  9734. /**
  9735. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9736. * @param mesh Mesh to add
  9737. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9738. * @returns the Shadow Generator itself
  9739. */
  9740. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9741. /**
  9742. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9743. * @param mesh Mesh to remove
  9744. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9745. * @returns the Shadow Generator itself
  9746. */
  9747. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9748. /**
  9749. * Controls the extent to which the shadows fade out at the edge of the frustum
  9750. * Used only by directionals and spots
  9751. */
  9752. frustumEdgeFalloff: number;
  9753. private _light;
  9754. /**
  9755. * Returns the associated light object.
  9756. * @returns the light generating the shadow
  9757. */
  9758. getLight(): IShadowLight;
  9759. /**
  9760. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9761. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9762. * It might on the other hand introduce peter panning.
  9763. */
  9764. forceBackFacesOnly: boolean;
  9765. private _scene;
  9766. private _lightDirection;
  9767. private _effect;
  9768. private _viewMatrix;
  9769. private _projectionMatrix;
  9770. private _transformMatrix;
  9771. private _cachedPosition;
  9772. private _cachedDirection;
  9773. private _cachedDefines;
  9774. private _currentRenderID;
  9775. private _boxBlurPostprocess;
  9776. private _kernelBlurXPostprocess;
  9777. private _kernelBlurYPostprocess;
  9778. private _blurPostProcesses;
  9779. private _mapSize;
  9780. private _currentFaceIndex;
  9781. private _currentFaceIndexCache;
  9782. private _textureType;
  9783. private _defaultTextureMatrix;
  9784. private _storedUniqueId;
  9785. /** @hidden */
  9786. static _SceneComponentInitialization: (scene: Scene) => void;
  9787. /**
  9788. * Creates a ShadowGenerator object.
  9789. * A ShadowGenerator is the required tool to use the shadows.
  9790. * Each light casting shadows needs to use its own ShadowGenerator.
  9791. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9792. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9793. * @param light The light object generating the shadows.
  9794. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9795. */
  9796. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9797. private _initializeGenerator;
  9798. private _initializeShadowMap;
  9799. private _initializeBlurRTTAndPostProcesses;
  9800. private _renderForShadowMap;
  9801. private _renderSubMeshForShadowMap;
  9802. private _applyFilterValues;
  9803. /**
  9804. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9805. * @param onCompiled Callback triggered at the and of the effects compilation
  9806. * @param options Sets of optional options forcing the compilation with different modes
  9807. */
  9808. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9809. useInstances: boolean;
  9810. }>): void;
  9811. /**
  9812. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9813. * @param options Sets of optional options forcing the compilation with different modes
  9814. * @returns A promise that resolves when the compilation completes
  9815. */
  9816. forceCompilationAsync(options?: Partial<{
  9817. useInstances: boolean;
  9818. }>): Promise<void>;
  9819. /**
  9820. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9821. * @param subMesh The submesh we want to render in the shadow map
  9822. * @param useInstances Defines wether will draw in the map using instances
  9823. * @returns true if ready otherwise, false
  9824. */
  9825. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9826. /**
  9827. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9828. * @param defines Defines of the material we want to update
  9829. * @param lightIndex Index of the light in the enabled light list of the material
  9830. */
  9831. prepareDefines(defines: any, lightIndex: number): void;
  9832. /**
  9833. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9834. * defined in the generator but impacting the effect).
  9835. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9836. * @param effect The effect we are binfing the information for
  9837. */
  9838. bindShadowLight(lightIndex: string, effect: Effect): void;
  9839. /**
  9840. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9841. * (eq to shadow prjection matrix * light transform matrix)
  9842. * @returns The transform matrix used to create the shadow map
  9843. */
  9844. getTransformMatrix(): Matrix;
  9845. /**
  9846. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9847. * Cube and 2D textures for instance.
  9848. */
  9849. recreateShadowMap(): void;
  9850. private _disposeBlurPostProcesses;
  9851. private _disposeRTTandPostProcesses;
  9852. /**
  9853. * Disposes the ShadowGenerator.
  9854. * Returns nothing.
  9855. */
  9856. dispose(): void;
  9857. /**
  9858. * Serializes the shadow generator setup to a json object.
  9859. * @returns The serialized JSON object
  9860. */
  9861. serialize(): any;
  9862. /**
  9863. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9864. * @param parsedShadowGenerator The JSON object to parse
  9865. * @param scene The scene to create the shadow map for
  9866. * @returns The parsed shadow generator
  9867. */
  9868. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9869. }
  9870. }
  9871. declare module "babylonjs/Lights/light" {
  9872. import { Nullable } from "babylonjs/types";
  9873. import { Scene } from "babylonjs/scene";
  9874. import { Vector3 } from "babylonjs/Maths/math.vector";
  9875. import { Color3 } from "babylonjs/Maths/math.color";
  9876. import { Node } from "babylonjs/node";
  9877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9878. import { Effect } from "babylonjs/Materials/effect";
  9879. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9880. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9881. /**
  9882. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9883. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9884. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9885. */
  9886. export abstract class Light extends Node {
  9887. /**
  9888. * Falloff Default: light is falling off following the material specification:
  9889. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9890. */
  9891. static readonly FALLOFF_DEFAULT: number;
  9892. /**
  9893. * Falloff Physical: light is falling off following the inverse squared distance law.
  9894. */
  9895. static readonly FALLOFF_PHYSICAL: number;
  9896. /**
  9897. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9898. * to enhance interoperability with other engines.
  9899. */
  9900. static readonly FALLOFF_GLTF: number;
  9901. /**
  9902. * Falloff Standard: light is falling off like in the standard material
  9903. * to enhance interoperability with other materials.
  9904. */
  9905. static readonly FALLOFF_STANDARD: number;
  9906. /**
  9907. * If every light affecting the material is in this lightmapMode,
  9908. * material.lightmapTexture adds or multiplies
  9909. * (depends on material.useLightmapAsShadowmap)
  9910. * after every other light calculations.
  9911. */
  9912. static readonly LIGHTMAP_DEFAULT: number;
  9913. /**
  9914. * material.lightmapTexture as only diffuse lighting from this light
  9915. * adds only specular lighting from this light
  9916. * adds dynamic shadows
  9917. */
  9918. static readonly LIGHTMAP_SPECULAR: number;
  9919. /**
  9920. * material.lightmapTexture as only lighting
  9921. * no light calculation from this light
  9922. * only adds dynamic shadows from this light
  9923. */
  9924. static readonly LIGHTMAP_SHADOWSONLY: number;
  9925. /**
  9926. * Each light type uses the default quantity according to its type:
  9927. * point/spot lights use luminous intensity
  9928. * directional lights use illuminance
  9929. */
  9930. static readonly INTENSITYMODE_AUTOMATIC: number;
  9931. /**
  9932. * lumen (lm)
  9933. */
  9934. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9935. /**
  9936. * candela (lm/sr)
  9937. */
  9938. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9939. /**
  9940. * lux (lm/m^2)
  9941. */
  9942. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9943. /**
  9944. * nit (cd/m^2)
  9945. */
  9946. static readonly INTENSITYMODE_LUMINANCE: number;
  9947. /**
  9948. * Light type const id of the point light.
  9949. */
  9950. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9951. /**
  9952. * Light type const id of the directional light.
  9953. */
  9954. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9955. /**
  9956. * Light type const id of the spot light.
  9957. */
  9958. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9959. /**
  9960. * Light type const id of the hemispheric light.
  9961. */
  9962. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9963. /**
  9964. * Diffuse gives the basic color to an object.
  9965. */
  9966. diffuse: Color3;
  9967. /**
  9968. * Specular produces a highlight color on an object.
  9969. * Note: This is note affecting PBR materials.
  9970. */
  9971. specular: Color3;
  9972. /**
  9973. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9974. * falling off base on range or angle.
  9975. * This can be set to any values in Light.FALLOFF_x.
  9976. *
  9977. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9978. * other types of materials.
  9979. */
  9980. falloffType: number;
  9981. /**
  9982. * Strength of the light.
  9983. * Note: By default it is define in the framework own unit.
  9984. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9985. */
  9986. intensity: number;
  9987. private _range;
  9988. protected _inverseSquaredRange: number;
  9989. /**
  9990. * Defines how far from the source the light is impacting in scene units.
  9991. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9992. */
  9993. /**
  9994. * Defines how far from the source the light is impacting in scene units.
  9995. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9996. */
  9997. range: number;
  9998. /**
  9999. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10000. * of light.
  10001. */
  10002. private _photometricScale;
  10003. private _intensityMode;
  10004. /**
  10005. * Gets the photometric scale used to interpret the intensity.
  10006. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10007. */
  10008. /**
  10009. * Sets the photometric scale used to interpret the intensity.
  10010. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10011. */
  10012. intensityMode: number;
  10013. private _radius;
  10014. /**
  10015. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10016. */
  10017. /**
  10018. * sets the light radius used by PBR Materials to simulate soft area lights.
  10019. */
  10020. radius: number;
  10021. private _renderPriority;
  10022. /**
  10023. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10024. * exceeding the number allowed of the materials.
  10025. */
  10026. renderPriority: number;
  10027. private _shadowEnabled;
  10028. /**
  10029. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10030. * the current shadow generator.
  10031. */
  10032. /**
  10033. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10034. * the current shadow generator.
  10035. */
  10036. shadowEnabled: boolean;
  10037. private _includedOnlyMeshes;
  10038. /**
  10039. * Gets the only meshes impacted by this light.
  10040. */
  10041. /**
  10042. * Sets the only meshes impacted by this light.
  10043. */
  10044. includedOnlyMeshes: AbstractMesh[];
  10045. private _excludedMeshes;
  10046. /**
  10047. * Gets the meshes not impacted by this light.
  10048. */
  10049. /**
  10050. * Sets the meshes not impacted by this light.
  10051. */
  10052. excludedMeshes: AbstractMesh[];
  10053. private _excludeWithLayerMask;
  10054. /**
  10055. * Gets the layer id use to find what meshes are not impacted by the light.
  10056. * Inactive if 0
  10057. */
  10058. /**
  10059. * Sets the layer id use to find what meshes are not impacted by the light.
  10060. * Inactive if 0
  10061. */
  10062. excludeWithLayerMask: number;
  10063. private _includeOnlyWithLayerMask;
  10064. /**
  10065. * Gets the layer id use to find what meshes are impacted by the light.
  10066. * Inactive if 0
  10067. */
  10068. /**
  10069. * Sets the layer id use to find what meshes are impacted by the light.
  10070. * Inactive if 0
  10071. */
  10072. includeOnlyWithLayerMask: number;
  10073. private _lightmapMode;
  10074. /**
  10075. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10076. */
  10077. /**
  10078. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10079. */
  10080. lightmapMode: number;
  10081. /**
  10082. * Shadow generator associted to the light.
  10083. * @hidden Internal use only.
  10084. */
  10085. _shadowGenerator: Nullable<IShadowGenerator>;
  10086. /**
  10087. * @hidden Internal use only.
  10088. */
  10089. _excludedMeshesIds: string[];
  10090. /**
  10091. * @hidden Internal use only.
  10092. */
  10093. _includedOnlyMeshesIds: string[];
  10094. /**
  10095. * The current light unifom buffer.
  10096. * @hidden Internal use only.
  10097. */
  10098. _uniformBuffer: UniformBuffer;
  10099. /** @hidden */
  10100. _renderId: number;
  10101. /**
  10102. * Creates a Light object in the scene.
  10103. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10104. * @param name The firendly name of the light
  10105. * @param scene The scene the light belongs too
  10106. */
  10107. constructor(name: string, scene: Scene);
  10108. protected abstract _buildUniformLayout(): void;
  10109. /**
  10110. * Sets the passed Effect "effect" with the Light information.
  10111. * @param effect The effect to update
  10112. * @param lightIndex The index of the light in the effect to update
  10113. * @returns The light
  10114. */
  10115. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10116. /**
  10117. * Sets the passed Effect "effect" with the Light information.
  10118. * @param effect The effect to update
  10119. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10120. * @returns The light
  10121. */
  10122. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10123. /**
  10124. * Returns the string "Light".
  10125. * @returns the class name
  10126. */
  10127. getClassName(): string;
  10128. /** @hidden */
  10129. readonly _isLight: boolean;
  10130. /**
  10131. * Converts the light information to a readable string for debug purpose.
  10132. * @param fullDetails Supports for multiple levels of logging within scene loading
  10133. * @returns the human readable light info
  10134. */
  10135. toString(fullDetails?: boolean): string;
  10136. /** @hidden */
  10137. protected _syncParentEnabledState(): void;
  10138. /**
  10139. * Set the enabled state of this node.
  10140. * @param value - the new enabled state
  10141. */
  10142. setEnabled(value: boolean): void;
  10143. /**
  10144. * Returns the Light associated shadow generator if any.
  10145. * @return the associated shadow generator.
  10146. */
  10147. getShadowGenerator(): Nullable<IShadowGenerator>;
  10148. /**
  10149. * Returns a Vector3, the absolute light position in the World.
  10150. * @returns the world space position of the light
  10151. */
  10152. getAbsolutePosition(): Vector3;
  10153. /**
  10154. * Specifies if the light will affect the passed mesh.
  10155. * @param mesh The mesh to test against the light
  10156. * @return true the mesh is affected otherwise, false.
  10157. */
  10158. canAffectMesh(mesh: AbstractMesh): boolean;
  10159. /**
  10160. * Sort function to order lights for rendering.
  10161. * @param a First Light object to compare to second.
  10162. * @param b Second Light object to compare first.
  10163. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10164. */
  10165. static CompareLightsPriority(a: Light, b: Light): number;
  10166. /**
  10167. * Releases resources associated with this node.
  10168. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10169. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10170. */
  10171. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10172. /**
  10173. * Returns the light type ID (integer).
  10174. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10175. */
  10176. getTypeID(): number;
  10177. /**
  10178. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10179. * @returns the scaled intensity in intensity mode unit
  10180. */
  10181. getScaledIntensity(): number;
  10182. /**
  10183. * Returns a new Light object, named "name", from the current one.
  10184. * @param name The name of the cloned light
  10185. * @returns the new created light
  10186. */
  10187. clone(name: string): Nullable<Light>;
  10188. /**
  10189. * Serializes the current light into a Serialization object.
  10190. * @returns the serialized object.
  10191. */
  10192. serialize(): any;
  10193. /**
  10194. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10195. * This new light is named "name" and added to the passed scene.
  10196. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10197. * @param name The friendly name of the light
  10198. * @param scene The scene the new light will belong to
  10199. * @returns the constructor function
  10200. */
  10201. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10202. /**
  10203. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10204. * @param parsedLight The JSON representation of the light
  10205. * @param scene The scene to create the parsed light in
  10206. * @returns the created light after parsing
  10207. */
  10208. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10209. private _hookArrayForExcluded;
  10210. private _hookArrayForIncludedOnly;
  10211. private _resyncMeshes;
  10212. /**
  10213. * Forces the meshes to update their light related information in their rendering used effects
  10214. * @hidden Internal Use Only
  10215. */
  10216. _markMeshesAsLightDirty(): void;
  10217. /**
  10218. * Recomputes the cached photometric scale if needed.
  10219. */
  10220. private _computePhotometricScale;
  10221. /**
  10222. * Returns the Photometric Scale according to the light type and intensity mode.
  10223. */
  10224. private _getPhotometricScale;
  10225. /**
  10226. * Reorder the light in the scene according to their defined priority.
  10227. * @hidden Internal Use Only
  10228. */
  10229. _reorderLightsInScene(): void;
  10230. /**
  10231. * Prepares the list of defines specific to the light type.
  10232. * @param defines the list of defines
  10233. * @param lightIndex defines the index of the light for the effect
  10234. */
  10235. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10236. }
  10237. }
  10238. declare module "babylonjs/Actions/action" {
  10239. import { Observable } from "babylonjs/Misc/observable";
  10240. import { Condition } from "babylonjs/Actions/condition";
  10241. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10242. import { ActionManager } from "babylonjs/Actions/actionManager";
  10243. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10244. /**
  10245. * Interface used to define Action
  10246. */
  10247. export interface IAction {
  10248. /**
  10249. * Trigger for the action
  10250. */
  10251. trigger: number;
  10252. /** Options of the trigger */
  10253. triggerOptions: any;
  10254. /**
  10255. * Gets the trigger parameters
  10256. * @returns the trigger parameters
  10257. */
  10258. getTriggerParameter(): any;
  10259. /**
  10260. * Internal only - executes current action event
  10261. * @hidden
  10262. */
  10263. _executeCurrent(evt?: ActionEvent): void;
  10264. /**
  10265. * Serialize placeholder for child classes
  10266. * @param parent of child
  10267. * @returns the serialized object
  10268. */
  10269. serialize(parent: any): any;
  10270. /**
  10271. * Internal only
  10272. * @hidden
  10273. */
  10274. _prepare(): void;
  10275. /**
  10276. * Internal only - manager for action
  10277. * @hidden
  10278. */
  10279. _actionManager: AbstractActionManager;
  10280. /**
  10281. * Adds action to chain of actions, may be a DoNothingAction
  10282. * @param action defines the next action to execute
  10283. * @returns The action passed in
  10284. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10285. */
  10286. then(action: IAction): IAction;
  10287. }
  10288. /**
  10289. * The action to be carried out following a trigger
  10290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10291. */
  10292. export class Action implements IAction {
  10293. /** the trigger, with or without parameters, for the action */
  10294. triggerOptions: any;
  10295. /**
  10296. * Trigger for the action
  10297. */
  10298. trigger: number;
  10299. /**
  10300. * Internal only - manager for action
  10301. * @hidden
  10302. */
  10303. _actionManager: ActionManager;
  10304. private _nextActiveAction;
  10305. private _child;
  10306. private _condition?;
  10307. private _triggerParameter;
  10308. /**
  10309. * An event triggered prior to action being executed.
  10310. */
  10311. onBeforeExecuteObservable: Observable<Action>;
  10312. /**
  10313. * Creates a new Action
  10314. * @param triggerOptions the trigger, with or without parameters, for the action
  10315. * @param condition an optional determinant of action
  10316. */
  10317. constructor(
  10318. /** the trigger, with or without parameters, for the action */
  10319. triggerOptions: any, condition?: Condition);
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. _prepare(): void;
  10325. /**
  10326. * Gets the trigger parameters
  10327. * @returns the trigger parameters
  10328. */
  10329. getTriggerParameter(): any;
  10330. /**
  10331. * Internal only - executes current action event
  10332. * @hidden
  10333. */
  10334. _executeCurrent(evt?: ActionEvent): void;
  10335. /**
  10336. * Execute placeholder for child classes
  10337. * @param evt optional action event
  10338. */
  10339. execute(evt?: ActionEvent): void;
  10340. /**
  10341. * Skips to next active action
  10342. */
  10343. skipToNextActiveAction(): void;
  10344. /**
  10345. * Adds action to chain of actions, may be a DoNothingAction
  10346. * @param action defines the next action to execute
  10347. * @returns The action passed in
  10348. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10349. */
  10350. then(action: Action): Action;
  10351. /**
  10352. * Internal only
  10353. * @hidden
  10354. */
  10355. _getProperty(propertyPath: string): string;
  10356. /**
  10357. * Internal only
  10358. * @hidden
  10359. */
  10360. _getEffectiveTarget(target: any, propertyPath: string): any;
  10361. /**
  10362. * Serialize placeholder for child classes
  10363. * @param parent of child
  10364. * @returns the serialized object
  10365. */
  10366. serialize(parent: any): any;
  10367. /**
  10368. * Internal only called by serialize
  10369. * @hidden
  10370. */
  10371. protected _serialize(serializedAction: any, parent?: any): any;
  10372. /**
  10373. * Internal only
  10374. * @hidden
  10375. */
  10376. static _SerializeValueAsString: (value: any) => string;
  10377. /**
  10378. * Internal only
  10379. * @hidden
  10380. */
  10381. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10382. name: string;
  10383. targetType: string;
  10384. value: string;
  10385. };
  10386. }
  10387. }
  10388. declare module "babylonjs/Actions/condition" {
  10389. import { ActionManager } from "babylonjs/Actions/actionManager";
  10390. /**
  10391. * A Condition applied to an Action
  10392. */
  10393. export class Condition {
  10394. /**
  10395. * Internal only - manager for action
  10396. * @hidden
  10397. */
  10398. _actionManager: ActionManager;
  10399. /**
  10400. * Internal only
  10401. * @hidden
  10402. */
  10403. _evaluationId: number;
  10404. /**
  10405. * Internal only
  10406. * @hidden
  10407. */
  10408. _currentResult: boolean;
  10409. /**
  10410. * Creates a new Condition
  10411. * @param actionManager the manager of the action the condition is applied to
  10412. */
  10413. constructor(actionManager: ActionManager);
  10414. /**
  10415. * Check if the current condition is valid
  10416. * @returns a boolean
  10417. */
  10418. isValid(): boolean;
  10419. /**
  10420. * Internal only
  10421. * @hidden
  10422. */
  10423. _getProperty(propertyPath: string): string;
  10424. /**
  10425. * Internal only
  10426. * @hidden
  10427. */
  10428. _getEffectiveTarget(target: any, propertyPath: string): any;
  10429. /**
  10430. * Serialize placeholder for child classes
  10431. * @returns the serialized object
  10432. */
  10433. serialize(): any;
  10434. /**
  10435. * Internal only
  10436. * @hidden
  10437. */
  10438. protected _serialize(serializedCondition: any): any;
  10439. }
  10440. /**
  10441. * Defines specific conditional operators as extensions of Condition
  10442. */
  10443. export class ValueCondition extends Condition {
  10444. /** path to specify the property of the target the conditional operator uses */
  10445. propertyPath: string;
  10446. /** the value compared by the conditional operator against the current value of the property */
  10447. value: any;
  10448. /** the conditional operator, default ValueCondition.IsEqual */
  10449. operator: number;
  10450. /**
  10451. * Internal only
  10452. * @hidden
  10453. */
  10454. private static _IsEqual;
  10455. /**
  10456. * Internal only
  10457. * @hidden
  10458. */
  10459. private static _IsDifferent;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private static _IsGreater;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. private static _IsLesser;
  10470. /**
  10471. * returns the number for IsEqual
  10472. */
  10473. static readonly IsEqual: number;
  10474. /**
  10475. * Returns the number for IsDifferent
  10476. */
  10477. static readonly IsDifferent: number;
  10478. /**
  10479. * Returns the number for IsGreater
  10480. */
  10481. static readonly IsGreater: number;
  10482. /**
  10483. * Returns the number for IsLesser
  10484. */
  10485. static readonly IsLesser: number;
  10486. /**
  10487. * Internal only The action manager for the condition
  10488. * @hidden
  10489. */
  10490. _actionManager: ActionManager;
  10491. /**
  10492. * Internal only
  10493. * @hidden
  10494. */
  10495. private _target;
  10496. /**
  10497. * Internal only
  10498. * @hidden
  10499. */
  10500. private _effectiveTarget;
  10501. /**
  10502. * Internal only
  10503. * @hidden
  10504. */
  10505. private _property;
  10506. /**
  10507. * Creates a new ValueCondition
  10508. * @param actionManager manager for the action the condition applies to
  10509. * @param target for the action
  10510. * @param propertyPath path to specify the property of the target the conditional operator uses
  10511. * @param value the value compared by the conditional operator against the current value of the property
  10512. * @param operator the conditional operator, default ValueCondition.IsEqual
  10513. */
  10514. constructor(actionManager: ActionManager, target: any,
  10515. /** path to specify the property of the target the conditional operator uses */
  10516. propertyPath: string,
  10517. /** the value compared by the conditional operator against the current value of the property */
  10518. value: any,
  10519. /** the conditional operator, default ValueCondition.IsEqual */
  10520. operator?: number);
  10521. /**
  10522. * Compares the given value with the property value for the specified conditional operator
  10523. * @returns the result of the comparison
  10524. */
  10525. isValid(): boolean;
  10526. /**
  10527. * Serialize the ValueCondition into a JSON compatible object
  10528. * @returns serialization object
  10529. */
  10530. serialize(): any;
  10531. /**
  10532. * Gets the name of the conditional operator for the ValueCondition
  10533. * @param operator the conditional operator
  10534. * @returns the name
  10535. */
  10536. static GetOperatorName(operator: number): string;
  10537. }
  10538. /**
  10539. * Defines a predicate condition as an extension of Condition
  10540. */
  10541. export class PredicateCondition extends Condition {
  10542. /** defines the predicate function used to validate the condition */
  10543. predicate: () => boolean;
  10544. /**
  10545. * Internal only - manager for action
  10546. * @hidden
  10547. */
  10548. _actionManager: ActionManager;
  10549. /**
  10550. * Creates a new PredicateCondition
  10551. * @param actionManager manager for the action the condition applies to
  10552. * @param predicate defines the predicate function used to validate the condition
  10553. */
  10554. constructor(actionManager: ActionManager,
  10555. /** defines the predicate function used to validate the condition */
  10556. predicate: () => boolean);
  10557. /**
  10558. * @returns the validity of the predicate condition
  10559. */
  10560. isValid(): boolean;
  10561. }
  10562. /**
  10563. * Defines a state condition as an extension of Condition
  10564. */
  10565. export class StateCondition extends Condition {
  10566. /** Value to compare with target state */
  10567. value: string;
  10568. /**
  10569. * Internal only - manager for action
  10570. * @hidden
  10571. */
  10572. _actionManager: ActionManager;
  10573. /**
  10574. * Internal only
  10575. * @hidden
  10576. */
  10577. private _target;
  10578. /**
  10579. * Creates a new StateCondition
  10580. * @param actionManager manager for the action the condition applies to
  10581. * @param target of the condition
  10582. * @param value to compare with target state
  10583. */
  10584. constructor(actionManager: ActionManager, target: any,
  10585. /** Value to compare with target state */
  10586. value: string);
  10587. /**
  10588. * Gets a boolean indicating if the current condition is met
  10589. * @returns the validity of the state
  10590. */
  10591. isValid(): boolean;
  10592. /**
  10593. * Serialize the StateCondition into a JSON compatible object
  10594. * @returns serialization object
  10595. */
  10596. serialize(): any;
  10597. }
  10598. }
  10599. declare module "babylonjs/Actions/directActions" {
  10600. import { Action } from "babylonjs/Actions/action";
  10601. import { Condition } from "babylonjs/Actions/condition";
  10602. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10603. /**
  10604. * This defines an action responsible to toggle a boolean once triggered.
  10605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10606. */
  10607. export class SwitchBooleanAction extends Action {
  10608. /**
  10609. * The path to the boolean property in the target object
  10610. */
  10611. propertyPath: string;
  10612. private _target;
  10613. private _effectiveTarget;
  10614. private _property;
  10615. /**
  10616. * Instantiate the action
  10617. * @param triggerOptions defines the trigger options
  10618. * @param target defines the object containing the boolean
  10619. * @param propertyPath defines the path to the boolean property in the target object
  10620. * @param condition defines the trigger related conditions
  10621. */
  10622. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10623. /** @hidden */
  10624. _prepare(): void;
  10625. /**
  10626. * Execute the action toggle the boolean value.
  10627. */
  10628. execute(): void;
  10629. /**
  10630. * Serializes the actions and its related information.
  10631. * @param parent defines the object to serialize in
  10632. * @returns the serialized object
  10633. */
  10634. serialize(parent: any): any;
  10635. }
  10636. /**
  10637. * This defines an action responsible to set a the state field of the target
  10638. * to a desired value once triggered.
  10639. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10640. */
  10641. export class SetStateAction extends Action {
  10642. /**
  10643. * The value to store in the state field.
  10644. */
  10645. value: string;
  10646. private _target;
  10647. /**
  10648. * Instantiate the action
  10649. * @param triggerOptions defines the trigger options
  10650. * @param target defines the object containing the state property
  10651. * @param value defines the value to store in the state field
  10652. * @param condition defines the trigger related conditions
  10653. */
  10654. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10655. /**
  10656. * Execute the action and store the value on the target state property.
  10657. */
  10658. execute(): void;
  10659. /**
  10660. * Serializes the actions and its related information.
  10661. * @param parent defines the object to serialize in
  10662. * @returns the serialized object
  10663. */
  10664. serialize(parent: any): any;
  10665. }
  10666. /**
  10667. * This defines an action responsible to set a property of the target
  10668. * to a desired value once triggered.
  10669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10670. */
  10671. export class SetValueAction extends Action {
  10672. /**
  10673. * The path of the property to set in the target.
  10674. */
  10675. propertyPath: string;
  10676. /**
  10677. * The value to set in the property
  10678. */
  10679. value: any;
  10680. private _target;
  10681. private _effectiveTarget;
  10682. private _property;
  10683. /**
  10684. * Instantiate the action
  10685. * @param triggerOptions defines the trigger options
  10686. * @param target defines the object containing the property
  10687. * @param propertyPath defines the path of the property to set in the target
  10688. * @param value defines the value to set in the property
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10692. /** @hidden */
  10693. _prepare(): void;
  10694. /**
  10695. * Execute the action and set the targetted property to the desired value.
  10696. */
  10697. execute(): void;
  10698. /**
  10699. * Serializes the actions and its related information.
  10700. * @param parent defines the object to serialize in
  10701. * @returns the serialized object
  10702. */
  10703. serialize(parent: any): any;
  10704. }
  10705. /**
  10706. * This defines an action responsible to increment the target value
  10707. * to a desired value once triggered.
  10708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10709. */
  10710. export class IncrementValueAction extends Action {
  10711. /**
  10712. * The path of the property to increment in the target.
  10713. */
  10714. propertyPath: string;
  10715. /**
  10716. * The value we should increment the property by.
  10717. */
  10718. value: any;
  10719. private _target;
  10720. private _effectiveTarget;
  10721. private _property;
  10722. /**
  10723. * Instantiate the action
  10724. * @param triggerOptions defines the trigger options
  10725. * @param target defines the object containing the property
  10726. * @param propertyPath defines the path of the property to increment in the target
  10727. * @param value defines the value value we should increment the property by
  10728. * @param condition defines the trigger related conditions
  10729. */
  10730. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10731. /** @hidden */
  10732. _prepare(): void;
  10733. /**
  10734. * Execute the action and increment the target of the value amount.
  10735. */
  10736. execute(): void;
  10737. /**
  10738. * Serializes the actions and its related information.
  10739. * @param parent defines the object to serialize in
  10740. * @returns the serialized object
  10741. */
  10742. serialize(parent: any): any;
  10743. }
  10744. /**
  10745. * This defines an action responsible to start an animation once triggered.
  10746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10747. */
  10748. export class PlayAnimationAction extends Action {
  10749. /**
  10750. * Where the animation should start (animation frame)
  10751. */
  10752. from: number;
  10753. /**
  10754. * Where the animation should stop (animation frame)
  10755. */
  10756. to: number;
  10757. /**
  10758. * Define if the animation should loop or stop after the first play.
  10759. */
  10760. loop?: boolean;
  10761. private _target;
  10762. /**
  10763. * Instantiate the action
  10764. * @param triggerOptions defines the trigger options
  10765. * @param target defines the target animation or animation name
  10766. * @param from defines from where the animation should start (animation frame)
  10767. * @param end defines where the animation should stop (animation frame)
  10768. * @param loop defines if the animation should loop or stop after the first play
  10769. * @param condition defines the trigger related conditions
  10770. */
  10771. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10772. /** @hidden */
  10773. _prepare(): void;
  10774. /**
  10775. * Execute the action and play the animation.
  10776. */
  10777. execute(): void;
  10778. /**
  10779. * Serializes the actions and its related information.
  10780. * @param parent defines the object to serialize in
  10781. * @returns the serialized object
  10782. */
  10783. serialize(parent: any): any;
  10784. }
  10785. /**
  10786. * This defines an action responsible to stop an animation once triggered.
  10787. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10788. */
  10789. export class StopAnimationAction extends Action {
  10790. private _target;
  10791. /**
  10792. * Instantiate the action
  10793. * @param triggerOptions defines the trigger options
  10794. * @param target defines the target animation or animation name
  10795. * @param condition defines the trigger related conditions
  10796. */
  10797. constructor(triggerOptions: any, target: any, condition?: Condition);
  10798. /** @hidden */
  10799. _prepare(): void;
  10800. /**
  10801. * Execute the action and stop the animation.
  10802. */
  10803. execute(): void;
  10804. /**
  10805. * Serializes the actions and its related information.
  10806. * @param parent defines the object to serialize in
  10807. * @returns the serialized object
  10808. */
  10809. serialize(parent: any): any;
  10810. }
  10811. /**
  10812. * This defines an action responsible that does nothing once triggered.
  10813. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10814. */
  10815. export class DoNothingAction extends Action {
  10816. /**
  10817. * Instantiate the action
  10818. * @param triggerOptions defines the trigger options
  10819. * @param condition defines the trigger related conditions
  10820. */
  10821. constructor(triggerOptions?: any, condition?: Condition);
  10822. /**
  10823. * Execute the action and do nothing.
  10824. */
  10825. execute(): void;
  10826. /**
  10827. * Serializes the actions and its related information.
  10828. * @param parent defines the object to serialize in
  10829. * @returns the serialized object
  10830. */
  10831. serialize(parent: any): any;
  10832. }
  10833. /**
  10834. * This defines an action responsible to trigger several actions once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class CombineAction extends Action {
  10838. /**
  10839. * The list of aggregated animations to run.
  10840. */
  10841. children: Action[];
  10842. /**
  10843. * Instantiate the action
  10844. * @param triggerOptions defines the trigger options
  10845. * @param children defines the list of aggregated animations to run
  10846. * @param condition defines the trigger related conditions
  10847. */
  10848. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10849. /** @hidden */
  10850. _prepare(): void;
  10851. /**
  10852. * Execute the action and executes all the aggregated actions.
  10853. */
  10854. execute(evt: ActionEvent): void;
  10855. /**
  10856. * Serializes the actions and its related information.
  10857. * @param parent defines the object to serialize in
  10858. * @returns the serialized object
  10859. */
  10860. serialize(parent: any): any;
  10861. }
  10862. /**
  10863. * This defines an action responsible to run code (external event) once triggered.
  10864. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10865. */
  10866. export class ExecuteCodeAction extends Action {
  10867. /**
  10868. * The callback function to run.
  10869. */
  10870. func: (evt: ActionEvent) => void;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param func defines the callback function to run
  10875. * @param condition defines the trigger related conditions
  10876. */
  10877. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10878. /**
  10879. * Execute the action and run the attached code.
  10880. */
  10881. execute(evt: ActionEvent): void;
  10882. }
  10883. /**
  10884. * This defines an action responsible to set the parent property of the target once triggered.
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10886. */
  10887. export class SetParentAction extends Action {
  10888. private _parent;
  10889. private _target;
  10890. /**
  10891. * Instantiate the action
  10892. * @param triggerOptions defines the trigger options
  10893. * @param target defines the target containing the parent property
  10894. * @param parent defines from where the animation should start (animation frame)
  10895. * @param condition defines the trigger related conditions
  10896. */
  10897. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10898. /** @hidden */
  10899. _prepare(): void;
  10900. /**
  10901. * Execute the action and set the parent property.
  10902. */
  10903. execute(): void;
  10904. /**
  10905. * Serializes the actions and its related information.
  10906. * @param parent defines the object to serialize in
  10907. * @returns the serialized object
  10908. */
  10909. serialize(parent: any): any;
  10910. }
  10911. }
  10912. declare module "babylonjs/Actions/actionManager" {
  10913. import { Nullable } from "babylonjs/types";
  10914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10915. import { Scene } from "babylonjs/scene";
  10916. import { IAction } from "babylonjs/Actions/action";
  10917. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10918. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10919. /**
  10920. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10921. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class ActionManager extends AbstractActionManager {
  10925. /**
  10926. * Nothing
  10927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10928. */
  10929. static readonly NothingTrigger: number;
  10930. /**
  10931. * On pick
  10932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10933. */
  10934. static readonly OnPickTrigger: number;
  10935. /**
  10936. * On left pick
  10937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10938. */
  10939. static readonly OnLeftPickTrigger: number;
  10940. /**
  10941. * On right pick
  10942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10943. */
  10944. static readonly OnRightPickTrigger: number;
  10945. /**
  10946. * On center pick
  10947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10948. */
  10949. static readonly OnCenterPickTrigger: number;
  10950. /**
  10951. * On pick down
  10952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10953. */
  10954. static readonly OnPickDownTrigger: number;
  10955. /**
  10956. * On double pick
  10957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10958. */
  10959. static readonly OnDoublePickTrigger: number;
  10960. /**
  10961. * On pick up
  10962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10963. */
  10964. static readonly OnPickUpTrigger: number;
  10965. /**
  10966. * On pick out.
  10967. * This trigger will only be raised if you also declared a OnPickDown
  10968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10969. */
  10970. static readonly OnPickOutTrigger: number;
  10971. /**
  10972. * On long press
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10974. */
  10975. static readonly OnLongPressTrigger: number;
  10976. /**
  10977. * On pointer over
  10978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10979. */
  10980. static readonly OnPointerOverTrigger: number;
  10981. /**
  10982. * On pointer out
  10983. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10984. */
  10985. static readonly OnPointerOutTrigger: number;
  10986. /**
  10987. * On every frame
  10988. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10989. */
  10990. static readonly OnEveryFrameTrigger: number;
  10991. /**
  10992. * On intersection enter
  10993. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10994. */
  10995. static readonly OnIntersectionEnterTrigger: number;
  10996. /**
  10997. * On intersection exit
  10998. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10999. */
  11000. static readonly OnIntersectionExitTrigger: number;
  11001. /**
  11002. * On key down
  11003. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11004. */
  11005. static readonly OnKeyDownTrigger: number;
  11006. /**
  11007. * On key up
  11008. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11009. */
  11010. static readonly OnKeyUpTrigger: number;
  11011. private _scene;
  11012. /**
  11013. * Creates a new action manager
  11014. * @param scene defines the hosting scene
  11015. */
  11016. constructor(scene: Scene);
  11017. /**
  11018. * Releases all associated resources
  11019. */
  11020. dispose(): void;
  11021. /**
  11022. * Gets hosting scene
  11023. * @returns the hosting scene
  11024. */
  11025. getScene(): Scene;
  11026. /**
  11027. * Does this action manager handles actions of any of the given triggers
  11028. * @param triggers defines the triggers to be tested
  11029. * @return a boolean indicating whether one (or more) of the triggers is handled
  11030. */
  11031. hasSpecificTriggers(triggers: number[]): boolean;
  11032. /**
  11033. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11034. * speed.
  11035. * @param triggerA defines the trigger to be tested
  11036. * @param triggerB defines the trigger to be tested
  11037. * @return a boolean indicating whether one (or more) of the triggers is handled
  11038. */
  11039. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11040. /**
  11041. * Does this action manager handles actions of a given trigger
  11042. * @param trigger defines the trigger to be tested
  11043. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11044. * @return whether the trigger is handled
  11045. */
  11046. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11047. /**
  11048. * Does this action manager has pointer triggers
  11049. */
  11050. readonly hasPointerTriggers: boolean;
  11051. /**
  11052. * Does this action manager has pick triggers
  11053. */
  11054. readonly hasPickTriggers: boolean;
  11055. /**
  11056. * Registers an action to this action manager
  11057. * @param action defines the action to be registered
  11058. * @return the action amended (prepared) after registration
  11059. */
  11060. registerAction(action: IAction): Nullable<IAction>;
  11061. /**
  11062. * Unregisters an action to this action manager
  11063. * @param action defines the action to be unregistered
  11064. * @return a boolean indicating whether the action has been unregistered
  11065. */
  11066. unregisterAction(action: IAction): Boolean;
  11067. /**
  11068. * Process a specific trigger
  11069. * @param trigger defines the trigger to process
  11070. * @param evt defines the event details to be processed
  11071. */
  11072. processTrigger(trigger: number, evt?: IActionEvent): void;
  11073. /** @hidden */
  11074. _getEffectiveTarget(target: any, propertyPath: string): any;
  11075. /** @hidden */
  11076. _getProperty(propertyPath: string): string;
  11077. /**
  11078. * Serialize this manager to a JSON object
  11079. * @param name defines the property name to store this manager
  11080. * @returns a JSON representation of this manager
  11081. */
  11082. serialize(name: string): any;
  11083. /**
  11084. * Creates a new ActionManager from a JSON data
  11085. * @param parsedActions defines the JSON data to read from
  11086. * @param object defines the hosting mesh
  11087. * @param scene defines the hosting scene
  11088. */
  11089. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11090. /**
  11091. * Get a trigger name by index
  11092. * @param trigger defines the trigger index
  11093. * @returns a trigger name
  11094. */
  11095. static GetTriggerName(trigger: number): string;
  11096. }
  11097. }
  11098. declare module "babylonjs/Culling/ray" {
  11099. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11100. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11102. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11103. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11104. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11105. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11106. import { Plane } from "babylonjs/Maths/math.plane";
  11107. /**
  11108. * Class representing a ray with position and direction
  11109. */
  11110. export class Ray {
  11111. /** origin point */
  11112. origin: Vector3;
  11113. /** direction */
  11114. direction: Vector3;
  11115. /** length of the ray */
  11116. length: number;
  11117. private static readonly TmpVector3;
  11118. private _tmpRay;
  11119. /**
  11120. * Creates a new ray
  11121. * @param origin origin point
  11122. * @param direction direction
  11123. * @param length length of the ray
  11124. */
  11125. constructor(
  11126. /** origin point */
  11127. origin: Vector3,
  11128. /** direction */
  11129. direction: Vector3,
  11130. /** length of the ray */
  11131. length?: number);
  11132. /**
  11133. * Checks if the ray intersects a box
  11134. * @param minimum bound of the box
  11135. * @param maximum bound of the box
  11136. * @param intersectionTreshold extra extend to be added to the box in all direction
  11137. * @returns if the box was hit
  11138. */
  11139. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11140. /**
  11141. * Checks if the ray intersects a box
  11142. * @param box the bounding box to check
  11143. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11144. * @returns if the box was hit
  11145. */
  11146. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11147. /**
  11148. * If the ray hits a sphere
  11149. * @param sphere the bounding sphere to check
  11150. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11151. * @returns true if it hits the sphere
  11152. */
  11153. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11154. /**
  11155. * If the ray hits a triange
  11156. * @param vertex0 triangle vertex
  11157. * @param vertex1 triangle vertex
  11158. * @param vertex2 triangle vertex
  11159. * @returns intersection information if hit
  11160. */
  11161. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11162. /**
  11163. * Checks if ray intersects a plane
  11164. * @param plane the plane to check
  11165. * @returns the distance away it was hit
  11166. */
  11167. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11168. /**
  11169. * Calculate the intercept of a ray on a given axis
  11170. * @param axis to check 'x' | 'y' | 'z'
  11171. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11172. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11173. */
  11174. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11175. /**
  11176. * Checks if ray intersects a mesh
  11177. * @param mesh the mesh to check
  11178. * @param fastCheck if only the bounding box should checked
  11179. * @returns picking info of the intersecton
  11180. */
  11181. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11182. /**
  11183. * Checks if ray intersects a mesh
  11184. * @param meshes the meshes to check
  11185. * @param fastCheck if only the bounding box should checked
  11186. * @param results array to store result in
  11187. * @returns Array of picking infos
  11188. */
  11189. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11190. private _comparePickingInfo;
  11191. private static smallnum;
  11192. private static rayl;
  11193. /**
  11194. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11195. * @param sega the first point of the segment to test the intersection against
  11196. * @param segb the second point of the segment to test the intersection against
  11197. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11198. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11199. */
  11200. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11201. /**
  11202. * Update the ray from viewport position
  11203. * @param x position
  11204. * @param y y position
  11205. * @param viewportWidth viewport width
  11206. * @param viewportHeight viewport height
  11207. * @param world world matrix
  11208. * @param view view matrix
  11209. * @param projection projection matrix
  11210. * @returns this ray updated
  11211. */
  11212. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11213. /**
  11214. * Creates a ray with origin and direction of 0,0,0
  11215. * @returns the new ray
  11216. */
  11217. static Zero(): Ray;
  11218. /**
  11219. * Creates a new ray from screen space and viewport
  11220. * @param x position
  11221. * @param y y position
  11222. * @param viewportWidth viewport width
  11223. * @param viewportHeight viewport height
  11224. * @param world world matrix
  11225. * @param view view matrix
  11226. * @param projection projection matrix
  11227. * @returns new ray
  11228. */
  11229. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11230. /**
  11231. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11232. * transformed to the given world matrix.
  11233. * @param origin The origin point
  11234. * @param end The end point
  11235. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11236. * @returns the new ray
  11237. */
  11238. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11239. /**
  11240. * Transforms a ray by a matrix
  11241. * @param ray ray to transform
  11242. * @param matrix matrix to apply
  11243. * @returns the resulting new ray
  11244. */
  11245. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11246. /**
  11247. * Transforms a ray by a matrix
  11248. * @param ray ray to transform
  11249. * @param matrix matrix to apply
  11250. * @param result ray to store result in
  11251. */
  11252. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11253. /**
  11254. * Unproject a ray from screen space to object space
  11255. * @param sourceX defines the screen space x coordinate to use
  11256. * @param sourceY defines the screen space y coordinate to use
  11257. * @param viewportWidth defines the current width of the viewport
  11258. * @param viewportHeight defines the current height of the viewport
  11259. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11260. * @param view defines the view matrix to use
  11261. * @param projection defines the projection matrix to use
  11262. */
  11263. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11264. }
  11265. /**
  11266. * Type used to define predicate used to select faces when a mesh intersection is detected
  11267. */
  11268. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11269. module "babylonjs/scene" {
  11270. interface Scene {
  11271. /** @hidden */
  11272. _tempPickingRay: Nullable<Ray>;
  11273. /** @hidden */
  11274. _cachedRayForTransform: Ray;
  11275. /** @hidden */
  11276. _pickWithRayInverseMatrix: Matrix;
  11277. /** @hidden */
  11278. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11279. /** @hidden */
  11280. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11281. }
  11282. }
  11283. }
  11284. declare module "babylonjs/sceneComponent" {
  11285. import { Scene } from "babylonjs/scene";
  11286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11287. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11288. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11289. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11290. import { Nullable } from "babylonjs/types";
  11291. import { Camera } from "babylonjs/Cameras/camera";
  11292. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11293. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11294. import { AbstractScene } from "babylonjs/abstractScene";
  11295. import { Mesh } from "babylonjs/Meshes/mesh";
  11296. /**
  11297. * Groups all the scene component constants in one place to ease maintenance.
  11298. * @hidden
  11299. */
  11300. export class SceneComponentConstants {
  11301. static readonly NAME_EFFECTLAYER: string;
  11302. static readonly NAME_LAYER: string;
  11303. static readonly NAME_LENSFLARESYSTEM: string;
  11304. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11305. static readonly NAME_PARTICLESYSTEM: string;
  11306. static readonly NAME_GAMEPAD: string;
  11307. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11308. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11309. static readonly NAME_DEPTHRENDERER: string;
  11310. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11311. static readonly NAME_SPRITE: string;
  11312. static readonly NAME_OUTLINERENDERER: string;
  11313. static readonly NAME_PROCEDURALTEXTURE: string;
  11314. static readonly NAME_SHADOWGENERATOR: string;
  11315. static readonly NAME_OCTREE: string;
  11316. static readonly NAME_PHYSICSENGINE: string;
  11317. static readonly NAME_AUDIO: string;
  11318. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11319. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11320. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11321. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11322. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11323. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11324. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11325. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11326. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11327. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11328. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11329. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11330. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11331. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11332. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11333. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11334. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11335. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11336. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11337. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11338. static readonly STEP_AFTERRENDER_AUDIO: number;
  11339. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11340. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11341. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11342. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11343. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11344. static readonly STEP_POINTERMOVE_SPRITE: number;
  11345. static readonly STEP_POINTERDOWN_SPRITE: number;
  11346. static readonly STEP_POINTERUP_SPRITE: number;
  11347. }
  11348. /**
  11349. * This represents a scene component.
  11350. *
  11351. * This is used to decouple the dependency the scene is having on the different workloads like
  11352. * layers, post processes...
  11353. */
  11354. export interface ISceneComponent {
  11355. /**
  11356. * The name of the component. Each component must have a unique name.
  11357. */
  11358. name: string;
  11359. /**
  11360. * The scene the component belongs to.
  11361. */
  11362. scene: Scene;
  11363. /**
  11364. * Register the component to one instance of a scene.
  11365. */
  11366. register(): void;
  11367. /**
  11368. * Rebuilds the elements related to this component in case of
  11369. * context lost for instance.
  11370. */
  11371. rebuild(): void;
  11372. /**
  11373. * Disposes the component and the associated ressources.
  11374. */
  11375. dispose(): void;
  11376. }
  11377. /**
  11378. * This represents a SERIALIZABLE scene component.
  11379. *
  11380. * This extends Scene Component to add Serialization methods on top.
  11381. */
  11382. export interface ISceneSerializableComponent extends ISceneComponent {
  11383. /**
  11384. * Adds all the elements from the container to the scene
  11385. * @param container the container holding the elements
  11386. */
  11387. addFromContainer(container: AbstractScene): void;
  11388. /**
  11389. * Removes all the elements in the container from the scene
  11390. * @param container contains the elements to remove
  11391. * @param dispose if the removed element should be disposed (default: false)
  11392. */
  11393. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11394. /**
  11395. * Serializes the component data to the specified json object
  11396. * @param serializationObject The object to serialize to
  11397. */
  11398. serialize(serializationObject: any): void;
  11399. }
  11400. /**
  11401. * Strong typing of a Mesh related stage step action
  11402. */
  11403. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11404. /**
  11405. * Strong typing of a Evaluate Sub Mesh related stage step action
  11406. */
  11407. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11408. /**
  11409. * Strong typing of a Active Mesh related stage step action
  11410. */
  11411. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11412. /**
  11413. * Strong typing of a Camera related stage step action
  11414. */
  11415. export type CameraStageAction = (camera: Camera) => void;
  11416. /**
  11417. * Strong typing of a Camera Frame buffer related stage step action
  11418. */
  11419. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11420. /**
  11421. * Strong typing of a Render Target related stage step action
  11422. */
  11423. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11424. /**
  11425. * Strong typing of a RenderingGroup related stage step action
  11426. */
  11427. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11428. /**
  11429. * Strong typing of a Mesh Render related stage step action
  11430. */
  11431. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11432. /**
  11433. * Strong typing of a simple stage step action
  11434. */
  11435. export type SimpleStageAction = () => void;
  11436. /**
  11437. * Strong typing of a render target action.
  11438. */
  11439. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11440. /**
  11441. * Strong typing of a pointer move action.
  11442. */
  11443. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11444. /**
  11445. * Strong typing of a pointer up/down action.
  11446. */
  11447. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11448. /**
  11449. * Representation of a stage in the scene (Basically a list of ordered steps)
  11450. * @hidden
  11451. */
  11452. export class Stage<T extends Function> extends Array<{
  11453. index: number;
  11454. component: ISceneComponent;
  11455. action: T;
  11456. }> {
  11457. /**
  11458. * Hide ctor from the rest of the world.
  11459. * @param items The items to add.
  11460. */
  11461. private constructor();
  11462. /**
  11463. * Creates a new Stage.
  11464. * @returns A new instance of a Stage
  11465. */
  11466. static Create<T extends Function>(): Stage<T>;
  11467. /**
  11468. * Registers a step in an ordered way in the targeted stage.
  11469. * @param index Defines the position to register the step in
  11470. * @param component Defines the component attached to the step
  11471. * @param action Defines the action to launch during the step
  11472. */
  11473. registerStep(index: number, component: ISceneComponent, action: T): void;
  11474. /**
  11475. * Clears all the steps from the stage.
  11476. */
  11477. clear(): void;
  11478. }
  11479. }
  11480. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11481. import { Nullable } from "babylonjs/types";
  11482. import { Observable } from "babylonjs/Misc/observable";
  11483. import { Scene } from "babylonjs/scene";
  11484. import { Sprite } from "babylonjs/Sprites/sprite";
  11485. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11486. import { Ray } from "babylonjs/Culling/ray";
  11487. import { Camera } from "babylonjs/Cameras/camera";
  11488. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11489. import { ISceneComponent } from "babylonjs/sceneComponent";
  11490. module "babylonjs/scene" {
  11491. interface Scene {
  11492. /** @hidden */
  11493. _pointerOverSprite: Nullable<Sprite>;
  11494. /** @hidden */
  11495. _pickedDownSprite: Nullable<Sprite>;
  11496. /** @hidden */
  11497. _tempSpritePickingRay: Nullable<Ray>;
  11498. /**
  11499. * All of the sprite managers added to this scene
  11500. * @see http://doc.babylonjs.com/babylon101/sprites
  11501. */
  11502. spriteManagers: Array<ISpriteManager>;
  11503. /**
  11504. * An event triggered when sprites rendering is about to start
  11505. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11506. */
  11507. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11508. /**
  11509. * An event triggered when sprites rendering is done
  11510. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11511. */
  11512. onAfterSpritesRenderingObservable: Observable<Scene>;
  11513. /** @hidden */
  11514. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11515. /** Launch a ray to try to pick a sprite in the scene
  11516. * @param x position on screen
  11517. * @param y position on screen
  11518. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11519. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11520. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11521. * @returns a PickingInfo
  11522. */
  11523. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11524. /** Use the given ray to pick a sprite in the scene
  11525. * @param ray The ray (in world space) to use to pick meshes
  11526. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11527. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11528. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11529. * @returns a PickingInfo
  11530. */
  11531. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11532. /** @hidden */
  11533. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11534. /** Launch a ray to try to pick sprites in the scene
  11535. * @param x position on screen
  11536. * @param y position on screen
  11537. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11538. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11539. * @returns a PickingInfo array
  11540. */
  11541. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11542. /** Use the given ray to pick sprites in the scene
  11543. * @param ray The ray (in world space) to use to pick meshes
  11544. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11545. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11546. * @returns a PickingInfo array
  11547. */
  11548. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11549. /**
  11550. * Force the sprite under the pointer
  11551. * @param sprite defines the sprite to use
  11552. */
  11553. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11554. /**
  11555. * Gets the sprite under the pointer
  11556. * @returns a Sprite or null if no sprite is under the pointer
  11557. */
  11558. getPointerOverSprite(): Nullable<Sprite>;
  11559. }
  11560. }
  11561. /**
  11562. * Defines the sprite scene component responsible to manage sprites
  11563. * in a given scene.
  11564. */
  11565. export class SpriteSceneComponent implements ISceneComponent {
  11566. /**
  11567. * The component name helpfull to identify the component in the list of scene components.
  11568. */
  11569. readonly name: string;
  11570. /**
  11571. * The scene the component belongs to.
  11572. */
  11573. scene: Scene;
  11574. /** @hidden */
  11575. private _spritePredicate;
  11576. /**
  11577. * Creates a new instance of the component for the given scene
  11578. * @param scene Defines the scene to register the component in
  11579. */
  11580. constructor(scene: Scene);
  11581. /**
  11582. * Registers the component in a given scene
  11583. */
  11584. register(): void;
  11585. /**
  11586. * Rebuilds the elements related to this component in case of
  11587. * context lost for instance.
  11588. */
  11589. rebuild(): void;
  11590. /**
  11591. * Disposes the component and the associated ressources.
  11592. */
  11593. dispose(): void;
  11594. private _pickSpriteButKeepRay;
  11595. private _pointerMove;
  11596. private _pointerDown;
  11597. private _pointerUp;
  11598. }
  11599. }
  11600. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11601. /** @hidden */
  11602. export var fogFragmentDeclaration: {
  11603. name: string;
  11604. shader: string;
  11605. };
  11606. }
  11607. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11608. /** @hidden */
  11609. export var fogFragment: {
  11610. name: string;
  11611. shader: string;
  11612. };
  11613. }
  11614. declare module "babylonjs/Shaders/sprites.fragment" {
  11615. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11616. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11617. /** @hidden */
  11618. export var spritesPixelShader: {
  11619. name: string;
  11620. shader: string;
  11621. };
  11622. }
  11623. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11624. /** @hidden */
  11625. export var fogVertexDeclaration: {
  11626. name: string;
  11627. shader: string;
  11628. };
  11629. }
  11630. declare module "babylonjs/Shaders/sprites.vertex" {
  11631. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11632. /** @hidden */
  11633. export var spritesVertexShader: {
  11634. name: string;
  11635. shader: string;
  11636. };
  11637. }
  11638. declare module "babylonjs/Sprites/spriteManager" {
  11639. import { IDisposable, Scene } from "babylonjs/scene";
  11640. import { Nullable } from "babylonjs/types";
  11641. import { Observable } from "babylonjs/Misc/observable";
  11642. import { Sprite } from "babylonjs/Sprites/sprite";
  11643. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11644. import { Camera } from "babylonjs/Cameras/camera";
  11645. import { Texture } from "babylonjs/Materials/Textures/texture";
  11646. import "babylonjs/Shaders/sprites.fragment";
  11647. import "babylonjs/Shaders/sprites.vertex";
  11648. import { Ray } from "babylonjs/Culling/ray";
  11649. /**
  11650. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11651. */
  11652. export interface ISpriteManager extends IDisposable {
  11653. /**
  11654. * Restricts the camera to viewing objects with the same layerMask.
  11655. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11656. */
  11657. layerMask: number;
  11658. /**
  11659. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11660. */
  11661. isPickable: boolean;
  11662. /**
  11663. * Specifies the rendering group id for this mesh (0 by default)
  11664. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11665. */
  11666. renderingGroupId: number;
  11667. /**
  11668. * Defines the list of sprites managed by the manager.
  11669. */
  11670. sprites: Array<Sprite>;
  11671. /**
  11672. * Tests the intersection of a sprite with a specific ray.
  11673. * @param ray The ray we are sending to test the collision
  11674. * @param camera The camera space we are sending rays in
  11675. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11676. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11677. * @returns picking info or null.
  11678. */
  11679. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11680. /**
  11681. * Intersects the sprites with a ray
  11682. * @param ray defines the ray to intersect with
  11683. * @param camera defines the current active camera
  11684. * @param predicate defines a predicate used to select candidate sprites
  11685. * @returns null if no hit or a PickingInfo array
  11686. */
  11687. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11688. /**
  11689. * Renders the list of sprites on screen.
  11690. */
  11691. render(): void;
  11692. }
  11693. /**
  11694. * Class used to manage multiple sprites on the same spritesheet
  11695. * @see http://doc.babylonjs.com/babylon101/sprites
  11696. */
  11697. export class SpriteManager implements ISpriteManager {
  11698. /** defines the manager's name */
  11699. name: string;
  11700. /** Gets the list of sprites */
  11701. sprites: Sprite[];
  11702. /** Gets or sets the rendering group id (0 by default) */
  11703. renderingGroupId: number;
  11704. /** Gets or sets camera layer mask */
  11705. layerMask: number;
  11706. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11707. fogEnabled: boolean;
  11708. /** Gets or sets a boolean indicating if the sprites are pickable */
  11709. isPickable: boolean;
  11710. /** Defines the default width of a cell in the spritesheet */
  11711. cellWidth: number;
  11712. /** Defines the default height of a cell in the spritesheet */
  11713. cellHeight: number;
  11714. /** Associative array from JSON sprite data file */
  11715. private _cellData;
  11716. /** Array of sprite names from JSON sprite data file */
  11717. private _spriteMap;
  11718. /** True when packed cell data from JSON file is ready*/
  11719. private _packedAndReady;
  11720. /**
  11721. * An event triggered when the manager is disposed.
  11722. */
  11723. onDisposeObservable: Observable<SpriteManager>;
  11724. private _onDisposeObserver;
  11725. /**
  11726. * Callback called when the manager is disposed
  11727. */
  11728. onDispose: () => void;
  11729. private _capacity;
  11730. private _fromPacked;
  11731. private _spriteTexture;
  11732. private _epsilon;
  11733. private _scene;
  11734. private _vertexData;
  11735. private _buffer;
  11736. private _vertexBuffers;
  11737. private _indexBuffer;
  11738. private _effectBase;
  11739. private _effectFog;
  11740. /**
  11741. * Gets or sets the spritesheet texture
  11742. */
  11743. texture: Texture;
  11744. /**
  11745. * Creates a new sprite manager
  11746. * @param name defines the manager's name
  11747. * @param imgUrl defines the sprite sheet url
  11748. * @param capacity defines the maximum allowed number of sprites
  11749. * @param cellSize defines the size of a sprite cell
  11750. * @param scene defines the hosting scene
  11751. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11752. * @param samplingMode defines the smapling mode to use with spritesheet
  11753. * @param fromPacked set to false; do not alter
  11754. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11755. */
  11756. constructor(
  11757. /** defines the manager's name */
  11758. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11759. private _makePacked;
  11760. private _appendSpriteVertex;
  11761. /**
  11762. * Intersects the sprites with a ray
  11763. * @param ray defines the ray to intersect with
  11764. * @param camera defines the current active camera
  11765. * @param predicate defines a predicate used to select candidate sprites
  11766. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11767. * @returns null if no hit or a PickingInfo
  11768. */
  11769. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11770. /**
  11771. * Intersects the sprites with a ray
  11772. * @param ray defines the ray to intersect with
  11773. * @param camera defines the current active camera
  11774. * @param predicate defines a predicate used to select candidate sprites
  11775. * @returns null if no hit or a PickingInfo array
  11776. */
  11777. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11778. /**
  11779. * Render all child sprites
  11780. */
  11781. render(): void;
  11782. /**
  11783. * Release associated resources
  11784. */
  11785. dispose(): void;
  11786. }
  11787. }
  11788. declare module "babylonjs/Sprites/sprite" {
  11789. import { Vector3 } from "babylonjs/Maths/math.vector";
  11790. import { Nullable } from "babylonjs/types";
  11791. import { ActionManager } from "babylonjs/Actions/actionManager";
  11792. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11793. import { Color4 } from "babylonjs/Maths/math.color";
  11794. /**
  11795. * Class used to represent a sprite
  11796. * @see http://doc.babylonjs.com/babylon101/sprites
  11797. */
  11798. export class Sprite {
  11799. /** defines the name */
  11800. name: string;
  11801. /** Gets or sets the current world position */
  11802. position: Vector3;
  11803. /** Gets or sets the main color */
  11804. color: Color4;
  11805. /** Gets or sets the width */
  11806. width: number;
  11807. /** Gets or sets the height */
  11808. height: number;
  11809. /** Gets or sets rotation angle */
  11810. angle: number;
  11811. /** Gets or sets the cell index in the sprite sheet */
  11812. cellIndex: number;
  11813. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11814. cellRef: string;
  11815. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11816. invertU: number;
  11817. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11818. invertV: number;
  11819. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11820. disposeWhenFinishedAnimating: boolean;
  11821. /** Gets the list of attached animations */
  11822. animations: Animation[];
  11823. /** Gets or sets a boolean indicating if the sprite can be picked */
  11824. isPickable: boolean;
  11825. /**
  11826. * Gets or sets the associated action manager
  11827. */
  11828. actionManager: Nullable<ActionManager>;
  11829. private _animationStarted;
  11830. private _loopAnimation;
  11831. private _fromIndex;
  11832. private _toIndex;
  11833. private _delay;
  11834. private _direction;
  11835. private _manager;
  11836. private _time;
  11837. private _onAnimationEnd;
  11838. /**
  11839. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11840. */
  11841. isVisible: boolean;
  11842. /**
  11843. * Gets or sets the sprite size
  11844. */
  11845. size: number;
  11846. /**
  11847. * Creates a new Sprite
  11848. * @param name defines the name
  11849. * @param manager defines the manager
  11850. */
  11851. constructor(
  11852. /** defines the name */
  11853. name: string, manager: ISpriteManager);
  11854. /**
  11855. * Starts an animation
  11856. * @param from defines the initial key
  11857. * @param to defines the end key
  11858. * @param loop defines if the animation must loop
  11859. * @param delay defines the start delay (in ms)
  11860. * @param onAnimationEnd defines a callback to call when animation ends
  11861. */
  11862. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11863. /** Stops current animation (if any) */
  11864. stopAnimation(): void;
  11865. /** @hidden */
  11866. _animate(deltaTime: number): void;
  11867. /** Release associated resources */
  11868. dispose(): void;
  11869. }
  11870. }
  11871. declare module "babylonjs/Collisions/pickingInfo" {
  11872. import { Nullable } from "babylonjs/types";
  11873. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11875. import { Sprite } from "babylonjs/Sprites/sprite";
  11876. import { Ray } from "babylonjs/Culling/ray";
  11877. /**
  11878. * Information about the result of picking within a scene
  11879. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11880. */
  11881. export class PickingInfo {
  11882. /** @hidden */
  11883. _pickingUnavailable: boolean;
  11884. /**
  11885. * If the pick collided with an object
  11886. */
  11887. hit: boolean;
  11888. /**
  11889. * Distance away where the pick collided
  11890. */
  11891. distance: number;
  11892. /**
  11893. * The location of pick collision
  11894. */
  11895. pickedPoint: Nullable<Vector3>;
  11896. /**
  11897. * The mesh corresponding the the pick collision
  11898. */
  11899. pickedMesh: Nullable<AbstractMesh>;
  11900. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11901. bu: number;
  11902. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11903. bv: number;
  11904. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11905. faceId: number;
  11906. /** Id of the the submesh that was picked */
  11907. subMeshId: number;
  11908. /** If a sprite was picked, this will be the sprite the pick collided with */
  11909. pickedSprite: Nullable<Sprite>;
  11910. /**
  11911. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11912. */
  11913. originMesh: Nullable<AbstractMesh>;
  11914. /**
  11915. * The ray that was used to perform the picking.
  11916. */
  11917. ray: Nullable<Ray>;
  11918. /**
  11919. * Gets the normal correspodning to the face the pick collided with
  11920. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11921. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11922. * @returns The normal correspodning to the face the pick collided with
  11923. */
  11924. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11925. /**
  11926. * Gets the texture coordinates of where the pick occured
  11927. * @returns the vector containing the coordnates of the texture
  11928. */
  11929. getTextureCoordinates(): Nullable<Vector2>;
  11930. }
  11931. }
  11932. declare module "babylonjs/Events/pointerEvents" {
  11933. import { Nullable } from "babylonjs/types";
  11934. import { Vector2 } from "babylonjs/Maths/math.vector";
  11935. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11936. import { Ray } from "babylonjs/Culling/ray";
  11937. /**
  11938. * Gather the list of pointer event types as constants.
  11939. */
  11940. export class PointerEventTypes {
  11941. /**
  11942. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11943. */
  11944. static readonly POINTERDOWN: number;
  11945. /**
  11946. * The pointerup event is fired when a pointer is no longer active.
  11947. */
  11948. static readonly POINTERUP: number;
  11949. /**
  11950. * The pointermove event is fired when a pointer changes coordinates.
  11951. */
  11952. static readonly POINTERMOVE: number;
  11953. /**
  11954. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11955. */
  11956. static readonly POINTERWHEEL: number;
  11957. /**
  11958. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11959. */
  11960. static readonly POINTERPICK: number;
  11961. /**
  11962. * The pointertap event is fired when a the object has been touched and released without drag.
  11963. */
  11964. static readonly POINTERTAP: number;
  11965. /**
  11966. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11967. */
  11968. static readonly POINTERDOUBLETAP: number;
  11969. }
  11970. /**
  11971. * Base class of pointer info types.
  11972. */
  11973. export class PointerInfoBase {
  11974. /**
  11975. * Defines the type of event (PointerEventTypes)
  11976. */
  11977. type: number;
  11978. /**
  11979. * Defines the related dom event
  11980. */
  11981. event: PointerEvent | MouseWheelEvent;
  11982. /**
  11983. * Instantiates the base class of pointers info.
  11984. * @param type Defines the type of event (PointerEventTypes)
  11985. * @param event Defines the related dom event
  11986. */
  11987. constructor(
  11988. /**
  11989. * Defines the type of event (PointerEventTypes)
  11990. */
  11991. type: number,
  11992. /**
  11993. * Defines the related dom event
  11994. */
  11995. event: PointerEvent | MouseWheelEvent);
  11996. }
  11997. /**
  11998. * This class is used to store pointer related info for the onPrePointerObservable event.
  11999. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12000. */
  12001. export class PointerInfoPre extends PointerInfoBase {
  12002. /**
  12003. * Ray from a pointer if availible (eg. 6dof controller)
  12004. */
  12005. ray: Nullable<Ray>;
  12006. /**
  12007. * Defines the local position of the pointer on the canvas.
  12008. */
  12009. localPosition: Vector2;
  12010. /**
  12011. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12012. */
  12013. skipOnPointerObservable: boolean;
  12014. /**
  12015. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12016. * @param type Defines the type of event (PointerEventTypes)
  12017. * @param event Defines the related dom event
  12018. * @param localX Defines the local x coordinates of the pointer when the event occured
  12019. * @param localY Defines the local y coordinates of the pointer when the event occured
  12020. */
  12021. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12022. }
  12023. /**
  12024. * This type contains all the data related to a pointer event in Babylon.js.
  12025. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  12026. */
  12027. export class PointerInfo extends PointerInfoBase {
  12028. /**
  12029. * Defines the picking info associated to the info (if any)\
  12030. */
  12031. pickInfo: Nullable<PickingInfo>;
  12032. /**
  12033. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12034. * @param type Defines the type of event (PointerEventTypes)
  12035. * @param event Defines the related dom event
  12036. * @param pickInfo Defines the picking info associated to the info (if any)\
  12037. */
  12038. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12039. /**
  12040. * Defines the picking info associated to the info (if any)\
  12041. */
  12042. pickInfo: Nullable<PickingInfo>);
  12043. }
  12044. /**
  12045. * Data relating to a touch event on the screen.
  12046. */
  12047. export interface PointerTouch {
  12048. /**
  12049. * X coordinate of touch.
  12050. */
  12051. x: number;
  12052. /**
  12053. * Y coordinate of touch.
  12054. */
  12055. y: number;
  12056. /**
  12057. * Id of touch. Unique for each finger.
  12058. */
  12059. pointerId: number;
  12060. /**
  12061. * Event type passed from DOM.
  12062. */
  12063. type: any;
  12064. }
  12065. }
  12066. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12067. import { Observable } from "babylonjs/Misc/observable";
  12068. import { Nullable } from "babylonjs/types";
  12069. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12070. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12071. /**
  12072. * Manage the mouse inputs to control the movement of a free camera.
  12073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12074. */
  12075. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12076. /**
  12077. * Define if touch is enabled in the mouse input
  12078. */
  12079. touchEnabled: boolean;
  12080. /**
  12081. * Defines the camera the input is attached to.
  12082. */
  12083. camera: FreeCamera;
  12084. /**
  12085. * Defines the buttons associated with the input to handle camera move.
  12086. */
  12087. buttons: number[];
  12088. /**
  12089. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12090. */
  12091. angularSensibility: number;
  12092. private _pointerInput;
  12093. private _onMouseMove;
  12094. private _observer;
  12095. private previousPosition;
  12096. /**
  12097. * Observable for when a pointer move event occurs containing the move offset
  12098. */
  12099. onPointerMovedObservable: Observable<{
  12100. offsetX: number;
  12101. offsetY: number;
  12102. }>;
  12103. /**
  12104. * @hidden
  12105. * If the camera should be rotated automatically based on pointer movement
  12106. */
  12107. _allowCameraRotation: boolean;
  12108. /**
  12109. * Manage the mouse inputs to control the movement of a free camera.
  12110. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12111. * @param touchEnabled Defines if touch is enabled or not
  12112. */
  12113. constructor(
  12114. /**
  12115. * Define if touch is enabled in the mouse input
  12116. */
  12117. touchEnabled?: boolean);
  12118. /**
  12119. * Attach the input controls to a specific dom element to get the input from.
  12120. * @param element Defines the element the controls should be listened from
  12121. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12122. */
  12123. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12124. /**
  12125. * Called on JS contextmenu event.
  12126. * Override this method to provide functionality.
  12127. */
  12128. protected onContextMenu(evt: PointerEvent): void;
  12129. /**
  12130. * Detach the current controls from the specified dom element.
  12131. * @param element Defines the element to stop listening the inputs from
  12132. */
  12133. detachControl(element: Nullable<HTMLElement>): void;
  12134. /**
  12135. * Gets the class name of the current intput.
  12136. * @returns the class name
  12137. */
  12138. getClassName(): string;
  12139. /**
  12140. * Get the friendly name associated with the input class.
  12141. * @returns the input friendly name
  12142. */
  12143. getSimpleName(): string;
  12144. }
  12145. }
  12146. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12147. import { Nullable } from "babylonjs/types";
  12148. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12149. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12150. /**
  12151. * Manage the touch inputs to control the movement of a free camera.
  12152. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12153. */
  12154. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12155. /**
  12156. * Defines the camera the input is attached to.
  12157. */
  12158. camera: FreeCamera;
  12159. /**
  12160. * Defines the touch sensibility for rotation.
  12161. * The higher the faster.
  12162. */
  12163. touchAngularSensibility: number;
  12164. /**
  12165. * Defines the touch sensibility for move.
  12166. * The higher the faster.
  12167. */
  12168. touchMoveSensibility: number;
  12169. private _offsetX;
  12170. private _offsetY;
  12171. private _pointerPressed;
  12172. private _pointerInput;
  12173. private _observer;
  12174. private _onLostFocus;
  12175. /**
  12176. * Attach the input controls to a specific dom element to get the input from.
  12177. * @param element Defines the element the controls should be listened from
  12178. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12179. */
  12180. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12181. /**
  12182. * Detach the current controls from the specified dom element.
  12183. * @param element Defines the element to stop listening the inputs from
  12184. */
  12185. detachControl(element: Nullable<HTMLElement>): void;
  12186. /**
  12187. * Update the current camera state depending on the inputs that have been used this frame.
  12188. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12189. */
  12190. checkInputs(): void;
  12191. /**
  12192. * Gets the class name of the current intput.
  12193. * @returns the class name
  12194. */
  12195. getClassName(): string;
  12196. /**
  12197. * Get the friendly name associated with the input class.
  12198. * @returns the input friendly name
  12199. */
  12200. getSimpleName(): string;
  12201. }
  12202. }
  12203. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12204. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12205. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12206. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12207. import { Nullable } from "babylonjs/types";
  12208. /**
  12209. * Default Inputs manager for the FreeCamera.
  12210. * It groups all the default supported inputs for ease of use.
  12211. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12212. */
  12213. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12214. /**
  12215. * @hidden
  12216. */
  12217. _mouseInput: Nullable<FreeCameraMouseInput>;
  12218. /**
  12219. * Instantiates a new FreeCameraInputsManager.
  12220. * @param camera Defines the camera the inputs belong to
  12221. */
  12222. constructor(camera: FreeCamera);
  12223. /**
  12224. * Add keyboard input support to the input manager.
  12225. * @returns the current input manager
  12226. */
  12227. addKeyboard(): FreeCameraInputsManager;
  12228. /**
  12229. * Add mouse input support to the input manager.
  12230. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12231. * @returns the current input manager
  12232. */
  12233. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12234. /**
  12235. * Removes the mouse input support from the manager
  12236. * @returns the current input manager
  12237. */
  12238. removeMouse(): FreeCameraInputsManager;
  12239. /**
  12240. * Add touch input support to the input manager.
  12241. * @returns the current input manager
  12242. */
  12243. addTouch(): FreeCameraInputsManager;
  12244. /**
  12245. * Remove all attached input methods from a camera
  12246. */
  12247. clear(): void;
  12248. }
  12249. }
  12250. declare module "babylonjs/Cameras/freeCamera" {
  12251. import { Vector3 } from "babylonjs/Maths/math.vector";
  12252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12253. import { Scene } from "babylonjs/scene";
  12254. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12255. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12256. /**
  12257. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12258. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12259. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12260. */
  12261. export class FreeCamera extends TargetCamera {
  12262. /**
  12263. * Define the collision ellipsoid of the camera.
  12264. * This is helpful to simulate a camera body like the player body around the camera
  12265. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12266. */
  12267. ellipsoid: Vector3;
  12268. /**
  12269. * Define an offset for the position of the ellipsoid around the camera.
  12270. * This can be helpful to determine the center of the body near the gravity center of the body
  12271. * instead of its head.
  12272. */
  12273. ellipsoidOffset: Vector3;
  12274. /**
  12275. * Enable or disable collisions of the camera with the rest of the scene objects.
  12276. */
  12277. checkCollisions: boolean;
  12278. /**
  12279. * Enable or disable gravity on the camera.
  12280. */
  12281. applyGravity: boolean;
  12282. /**
  12283. * Define the input manager associated to the camera.
  12284. */
  12285. inputs: FreeCameraInputsManager;
  12286. /**
  12287. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12288. * Higher values reduce sensitivity.
  12289. */
  12290. /**
  12291. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12292. * Higher values reduce sensitivity.
  12293. */
  12294. angularSensibility: number;
  12295. /**
  12296. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12297. */
  12298. keysUp: number[];
  12299. /**
  12300. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12301. */
  12302. keysDown: number[];
  12303. /**
  12304. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12305. */
  12306. keysLeft: number[];
  12307. /**
  12308. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12309. */
  12310. keysRight: number[];
  12311. /**
  12312. * Event raised when the camera collide with a mesh in the scene.
  12313. */
  12314. onCollide: (collidedMesh: AbstractMesh) => void;
  12315. private _collider;
  12316. private _needMoveForGravity;
  12317. private _oldPosition;
  12318. private _diffPosition;
  12319. private _newPosition;
  12320. /** @hidden */
  12321. _localDirection: Vector3;
  12322. /** @hidden */
  12323. _transformedDirection: Vector3;
  12324. /**
  12325. * Instantiates a Free Camera.
  12326. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12327. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12328. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12329. * @param name Define the name of the camera in the scene
  12330. * @param position Define the start position of the camera in the scene
  12331. * @param scene Define the scene the camera belongs to
  12332. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12333. */
  12334. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12335. /**
  12336. * Attached controls to the current camera.
  12337. * @param element Defines the element the controls should be listened from
  12338. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12339. */
  12340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12341. /**
  12342. * Detach the current controls from the camera.
  12343. * The camera will stop reacting to inputs.
  12344. * @param element Defines the element to stop listening the inputs from
  12345. */
  12346. detachControl(element: HTMLElement): void;
  12347. private _collisionMask;
  12348. /**
  12349. * Define a collision mask to limit the list of object the camera can collide with
  12350. */
  12351. collisionMask: number;
  12352. /** @hidden */
  12353. _collideWithWorld(displacement: Vector3): void;
  12354. private _onCollisionPositionChange;
  12355. /** @hidden */
  12356. _checkInputs(): void;
  12357. /** @hidden */
  12358. _decideIfNeedsToMove(): boolean;
  12359. /** @hidden */
  12360. _updatePosition(): void;
  12361. /**
  12362. * Destroy the camera and release the current resources hold by it.
  12363. */
  12364. dispose(): void;
  12365. /**
  12366. * Gets the current object class name.
  12367. * @return the class name
  12368. */
  12369. getClassName(): string;
  12370. }
  12371. }
  12372. declare module "babylonjs/Gamepads/gamepad" {
  12373. import { Observable } from "babylonjs/Misc/observable";
  12374. /**
  12375. * Represents a gamepad control stick position
  12376. */
  12377. export class StickValues {
  12378. /**
  12379. * The x component of the control stick
  12380. */
  12381. x: number;
  12382. /**
  12383. * The y component of the control stick
  12384. */
  12385. y: number;
  12386. /**
  12387. * Initializes the gamepad x and y control stick values
  12388. * @param x The x component of the gamepad control stick value
  12389. * @param y The y component of the gamepad control stick value
  12390. */
  12391. constructor(
  12392. /**
  12393. * The x component of the control stick
  12394. */
  12395. x: number,
  12396. /**
  12397. * The y component of the control stick
  12398. */
  12399. y: number);
  12400. }
  12401. /**
  12402. * An interface which manages callbacks for gamepad button changes
  12403. */
  12404. export interface GamepadButtonChanges {
  12405. /**
  12406. * Called when a gamepad has been changed
  12407. */
  12408. changed: boolean;
  12409. /**
  12410. * Called when a gamepad press event has been triggered
  12411. */
  12412. pressChanged: boolean;
  12413. /**
  12414. * Called when a touch event has been triggered
  12415. */
  12416. touchChanged: boolean;
  12417. /**
  12418. * Called when a value has changed
  12419. */
  12420. valueChanged: boolean;
  12421. }
  12422. /**
  12423. * Represents a gamepad
  12424. */
  12425. export class Gamepad {
  12426. /**
  12427. * The id of the gamepad
  12428. */
  12429. id: string;
  12430. /**
  12431. * The index of the gamepad
  12432. */
  12433. index: number;
  12434. /**
  12435. * The browser gamepad
  12436. */
  12437. browserGamepad: any;
  12438. /**
  12439. * Specifies what type of gamepad this represents
  12440. */
  12441. type: number;
  12442. private _leftStick;
  12443. private _rightStick;
  12444. /** @hidden */
  12445. _isConnected: boolean;
  12446. private _leftStickAxisX;
  12447. private _leftStickAxisY;
  12448. private _rightStickAxisX;
  12449. private _rightStickAxisY;
  12450. /**
  12451. * Triggered when the left control stick has been changed
  12452. */
  12453. private _onleftstickchanged;
  12454. /**
  12455. * Triggered when the right control stick has been changed
  12456. */
  12457. private _onrightstickchanged;
  12458. /**
  12459. * Represents a gamepad controller
  12460. */
  12461. static GAMEPAD: number;
  12462. /**
  12463. * Represents a generic controller
  12464. */
  12465. static GENERIC: number;
  12466. /**
  12467. * Represents an XBox controller
  12468. */
  12469. static XBOX: number;
  12470. /**
  12471. * Represents a pose-enabled controller
  12472. */
  12473. static POSE_ENABLED: number;
  12474. /**
  12475. * Represents an Dual Shock controller
  12476. */
  12477. static DUALSHOCK: number;
  12478. /**
  12479. * Specifies whether the left control stick should be Y-inverted
  12480. */
  12481. protected _invertLeftStickY: boolean;
  12482. /**
  12483. * Specifies if the gamepad has been connected
  12484. */
  12485. readonly isConnected: boolean;
  12486. /**
  12487. * Initializes the gamepad
  12488. * @param id The id of the gamepad
  12489. * @param index The index of the gamepad
  12490. * @param browserGamepad The browser gamepad
  12491. * @param leftStickX The x component of the left joystick
  12492. * @param leftStickY The y component of the left joystick
  12493. * @param rightStickX The x component of the right joystick
  12494. * @param rightStickY The y component of the right joystick
  12495. */
  12496. constructor(
  12497. /**
  12498. * The id of the gamepad
  12499. */
  12500. id: string,
  12501. /**
  12502. * The index of the gamepad
  12503. */
  12504. index: number,
  12505. /**
  12506. * The browser gamepad
  12507. */
  12508. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12509. /**
  12510. * Callback triggered when the left joystick has changed
  12511. * @param callback
  12512. */
  12513. onleftstickchanged(callback: (values: StickValues) => void): void;
  12514. /**
  12515. * Callback triggered when the right joystick has changed
  12516. * @param callback
  12517. */
  12518. onrightstickchanged(callback: (values: StickValues) => void): void;
  12519. /**
  12520. * Gets the left joystick
  12521. */
  12522. /**
  12523. * Sets the left joystick values
  12524. */
  12525. leftStick: StickValues;
  12526. /**
  12527. * Gets the right joystick
  12528. */
  12529. /**
  12530. * Sets the right joystick value
  12531. */
  12532. rightStick: StickValues;
  12533. /**
  12534. * Updates the gamepad joystick positions
  12535. */
  12536. update(): void;
  12537. /**
  12538. * Disposes the gamepad
  12539. */
  12540. dispose(): void;
  12541. }
  12542. /**
  12543. * Represents a generic gamepad
  12544. */
  12545. export class GenericPad extends Gamepad {
  12546. private _buttons;
  12547. private _onbuttondown;
  12548. private _onbuttonup;
  12549. /**
  12550. * Observable triggered when a button has been pressed
  12551. */
  12552. onButtonDownObservable: Observable<number>;
  12553. /**
  12554. * Observable triggered when a button has been released
  12555. */
  12556. onButtonUpObservable: Observable<number>;
  12557. /**
  12558. * Callback triggered when a button has been pressed
  12559. * @param callback Called when a button has been pressed
  12560. */
  12561. onbuttondown(callback: (buttonPressed: number) => void): void;
  12562. /**
  12563. * Callback triggered when a button has been released
  12564. * @param callback Called when a button has been released
  12565. */
  12566. onbuttonup(callback: (buttonReleased: number) => void): void;
  12567. /**
  12568. * Initializes the generic gamepad
  12569. * @param id The id of the generic gamepad
  12570. * @param index The index of the generic gamepad
  12571. * @param browserGamepad The browser gamepad
  12572. */
  12573. constructor(id: string, index: number, browserGamepad: any);
  12574. private _setButtonValue;
  12575. /**
  12576. * Updates the generic gamepad
  12577. */
  12578. update(): void;
  12579. /**
  12580. * Disposes the generic gamepad
  12581. */
  12582. dispose(): void;
  12583. }
  12584. }
  12585. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12586. import { Nullable } from "babylonjs/types";
  12587. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12588. import { Scene } from "babylonjs/scene";
  12589. module "babylonjs/Engines/engine" {
  12590. interface Engine {
  12591. /**
  12592. * Creates a raw texture
  12593. * @param data defines the data to store in the texture
  12594. * @param width defines the width of the texture
  12595. * @param height defines the height of the texture
  12596. * @param format defines the format of the data
  12597. * @param generateMipMaps defines if the engine should generate the mip levels
  12598. * @param invertY defines if data must be stored with Y axis inverted
  12599. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12600. * @param compression defines the compression used (null by default)
  12601. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12602. * @returns the raw texture inside an InternalTexture
  12603. */
  12604. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12605. /**
  12606. * Update a raw texture
  12607. * @param texture defines the texture to update
  12608. * @param data defines the data to store in the texture
  12609. * @param format defines the format of the data
  12610. * @param invertY defines if data must be stored with Y axis inverted
  12611. */
  12612. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12613. /**
  12614. * Update a raw texture
  12615. * @param texture defines the texture to update
  12616. * @param data defines the data to store in the texture
  12617. * @param format defines the format of the data
  12618. * @param invertY defines if data must be stored with Y axis inverted
  12619. * @param compression defines the compression used (null by default)
  12620. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12621. */
  12622. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12623. /**
  12624. * Creates a new raw cube texture
  12625. * @param data defines the array of data to use to create each face
  12626. * @param size defines the size of the textures
  12627. * @param format defines the format of the data
  12628. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12629. * @param generateMipMaps defines if the engine should generate the mip levels
  12630. * @param invertY defines if data must be stored with Y axis inverted
  12631. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12632. * @param compression defines the compression used (null by default)
  12633. * @returns the cube texture as an InternalTexture
  12634. */
  12635. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12636. /**
  12637. * Update a raw cube texture
  12638. * @param texture defines the texture to udpdate
  12639. * @param data defines the data to store
  12640. * @param format defines the data format
  12641. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12642. * @param invertY defines if data must be stored with Y axis inverted
  12643. */
  12644. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12645. /**
  12646. * Update a raw cube texture
  12647. * @param texture defines the texture to udpdate
  12648. * @param data defines the data to store
  12649. * @param format defines the data format
  12650. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12651. * @param invertY defines if data must be stored with Y axis inverted
  12652. * @param compression defines the compression used (null by default)
  12653. */
  12654. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12655. /**
  12656. * Update a raw cube texture
  12657. * @param texture defines the texture to udpdate
  12658. * @param data defines the data to store
  12659. * @param format defines the data format
  12660. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12661. * @param invertY defines if data must be stored with Y axis inverted
  12662. * @param compression defines the compression used (null by default)
  12663. * @param level defines which level of the texture to update
  12664. */
  12665. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12666. /**
  12667. * Creates a new raw cube texture from a specified url
  12668. * @param url defines the url where the data is located
  12669. * @param scene defines the current scene
  12670. * @param size defines the size of the textures
  12671. * @param format defines the format of the data
  12672. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12673. * @param noMipmap defines if the engine should avoid generating the mip levels
  12674. * @param callback defines a callback used to extract texture data from loaded data
  12675. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12676. * @param onLoad defines a callback called when texture is loaded
  12677. * @param onError defines a callback called if there is an error
  12678. * @returns the cube texture as an InternalTexture
  12679. */
  12680. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12681. /**
  12682. * Creates a new raw cube texture from a specified url
  12683. * @param url defines the url where the data is located
  12684. * @param scene defines the current scene
  12685. * @param size defines the size of the textures
  12686. * @param format defines the format of the data
  12687. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12688. * @param noMipmap defines if the engine should avoid generating the mip levels
  12689. * @param callback defines a callback used to extract texture data from loaded data
  12690. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12691. * @param onLoad defines a callback called when texture is loaded
  12692. * @param onError defines a callback called if there is an error
  12693. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12694. * @param invertY defines if data must be stored with Y axis inverted
  12695. * @returns the cube texture as an InternalTexture
  12696. */
  12697. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12698. /**
  12699. * Creates a new raw 3D texture
  12700. * @param data defines the data used to create the texture
  12701. * @param width defines the width of the texture
  12702. * @param height defines the height of the texture
  12703. * @param depth defines the depth of the texture
  12704. * @param format defines the format of the texture
  12705. * @param generateMipMaps defines if the engine must generate mip levels
  12706. * @param invertY defines if data must be stored with Y axis inverted
  12707. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12708. * @param compression defines the compressed used (can be null)
  12709. * @param textureType defines the compressed used (can be null)
  12710. * @returns a new raw 3D texture (stored in an InternalTexture)
  12711. */
  12712. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12713. /**
  12714. * Update a raw 3D texture
  12715. * @param texture defines the texture to update
  12716. * @param data defines the data to store
  12717. * @param format defines the data format
  12718. * @param invertY defines if data must be stored with Y axis inverted
  12719. */
  12720. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12721. /**
  12722. * Update a raw 3D texture
  12723. * @param texture defines the texture to update
  12724. * @param data defines the data to store
  12725. * @param format defines the data format
  12726. * @param invertY defines if data must be stored with Y axis inverted
  12727. * @param compression defines the used compression (can be null)
  12728. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12729. */
  12730. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12731. }
  12732. }
  12733. }
  12734. declare module "babylonjs/Materials/Textures/rawTexture" {
  12735. import { Scene } from "babylonjs/scene";
  12736. import { Texture } from "babylonjs/Materials/Textures/texture";
  12737. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12738. /**
  12739. * Raw texture can help creating a texture directly from an array of data.
  12740. * This can be super useful if you either get the data from an uncompressed source or
  12741. * if you wish to create your texture pixel by pixel.
  12742. */
  12743. export class RawTexture extends Texture {
  12744. /**
  12745. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12746. */
  12747. format: number;
  12748. private _engine;
  12749. /**
  12750. * Instantiates a new RawTexture.
  12751. * Raw texture can help creating a texture directly from an array of data.
  12752. * This can be super useful if you either get the data from an uncompressed source or
  12753. * if you wish to create your texture pixel by pixel.
  12754. * @param data define the array of data to use to create the texture
  12755. * @param width define the width of the texture
  12756. * @param height define the height of the texture
  12757. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12758. * @param scene define the scene the texture belongs to
  12759. * @param generateMipMaps define whether mip maps should be generated or not
  12760. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12761. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12762. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12763. */
  12764. constructor(data: ArrayBufferView, width: number, height: number,
  12765. /**
  12766. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12767. */
  12768. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12769. /**
  12770. * Updates the texture underlying data.
  12771. * @param data Define the new data of the texture
  12772. */
  12773. update(data: ArrayBufferView): void;
  12774. /**
  12775. * Creates a luminance texture from some data.
  12776. * @param data Define the texture data
  12777. * @param width Define the width of the texture
  12778. * @param height Define the height of the texture
  12779. * @param scene Define the scene the texture belongs to
  12780. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12781. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12782. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12783. * @returns the luminance texture
  12784. */
  12785. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12786. /**
  12787. * Creates a luminance alpha texture from some data.
  12788. * @param data Define the texture data
  12789. * @param width Define the width of the texture
  12790. * @param height Define the height of the texture
  12791. * @param scene Define the scene the texture belongs to
  12792. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12793. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12794. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12795. * @returns the luminance alpha texture
  12796. */
  12797. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12798. /**
  12799. * Creates an alpha texture from some data.
  12800. * @param data Define the texture data
  12801. * @param width Define the width of the texture
  12802. * @param height Define the height of the texture
  12803. * @param scene Define the scene the texture belongs to
  12804. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12805. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12806. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12807. * @returns the alpha texture
  12808. */
  12809. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12810. /**
  12811. * Creates a RGB texture from some data.
  12812. * @param data Define the texture data
  12813. * @param width Define the width of the texture
  12814. * @param height Define the height of the texture
  12815. * @param scene Define the scene the texture belongs to
  12816. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12817. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12818. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12819. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12820. * @returns the RGB alpha texture
  12821. */
  12822. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12823. /**
  12824. * Creates a RGBA texture from some data.
  12825. * @param data Define the texture data
  12826. * @param width Define the width of the texture
  12827. * @param height Define the height of the texture
  12828. * @param scene Define the scene the texture belongs to
  12829. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12830. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12831. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12832. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12833. * @returns the RGBA texture
  12834. */
  12835. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12836. /**
  12837. * Creates a R texture from some data.
  12838. * @param data Define the texture data
  12839. * @param width Define the width of the texture
  12840. * @param height Define the height of the texture
  12841. * @param scene Define the scene the texture belongs to
  12842. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12843. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12844. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12845. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12846. * @returns the R texture
  12847. */
  12848. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12849. }
  12850. }
  12851. declare module "babylonjs/Maths/math.size" {
  12852. /**
  12853. * Interface for the size containing width and height
  12854. */
  12855. export interface ISize {
  12856. /**
  12857. * Width
  12858. */
  12859. width: number;
  12860. /**
  12861. * Heighht
  12862. */
  12863. height: number;
  12864. }
  12865. /**
  12866. * Size containing widht and height
  12867. */
  12868. export class Size implements ISize {
  12869. /**
  12870. * Width
  12871. */
  12872. width: number;
  12873. /**
  12874. * Height
  12875. */
  12876. height: number;
  12877. /**
  12878. * Creates a Size object from the given width and height (floats).
  12879. * @param width width of the new size
  12880. * @param height height of the new size
  12881. */
  12882. constructor(width: number, height: number);
  12883. /**
  12884. * Returns a string with the Size width and height
  12885. * @returns a string with the Size width and height
  12886. */
  12887. toString(): string;
  12888. /**
  12889. * "Size"
  12890. * @returns the string "Size"
  12891. */
  12892. getClassName(): string;
  12893. /**
  12894. * Returns the Size hash code.
  12895. * @returns a hash code for a unique width and height
  12896. */
  12897. getHashCode(): number;
  12898. /**
  12899. * Updates the current size from the given one.
  12900. * @param src the given size
  12901. */
  12902. copyFrom(src: Size): void;
  12903. /**
  12904. * Updates in place the current Size from the given floats.
  12905. * @param width width of the new size
  12906. * @param height height of the new size
  12907. * @returns the updated Size.
  12908. */
  12909. copyFromFloats(width: number, height: number): Size;
  12910. /**
  12911. * Updates in place the current Size from the given floats.
  12912. * @param width width to set
  12913. * @param height height to set
  12914. * @returns the updated Size.
  12915. */
  12916. set(width: number, height: number): Size;
  12917. /**
  12918. * Multiplies the width and height by numbers
  12919. * @param w factor to multiple the width by
  12920. * @param h factor to multiple the height by
  12921. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12922. */
  12923. multiplyByFloats(w: number, h: number): Size;
  12924. /**
  12925. * Clones the size
  12926. * @returns a new Size copied from the given one.
  12927. */
  12928. clone(): Size;
  12929. /**
  12930. * True if the current Size and the given one width and height are strictly equal.
  12931. * @param other the other size to compare against
  12932. * @returns True if the current Size and the given one width and height are strictly equal.
  12933. */
  12934. equals(other: Size): boolean;
  12935. /**
  12936. * The surface of the Size : width * height (float).
  12937. */
  12938. readonly surface: number;
  12939. /**
  12940. * Create a new size of zero
  12941. * @returns a new Size set to (0.0, 0.0)
  12942. */
  12943. static Zero(): Size;
  12944. /**
  12945. * Sums the width and height of two sizes
  12946. * @param otherSize size to add to this size
  12947. * @returns a new Size set as the addition result of the current Size and the given one.
  12948. */
  12949. add(otherSize: Size): Size;
  12950. /**
  12951. * Subtracts the width and height of two
  12952. * @param otherSize size to subtract to this size
  12953. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12954. */
  12955. subtract(otherSize: Size): Size;
  12956. /**
  12957. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12958. * @param start starting size to lerp between
  12959. * @param end end size to lerp between
  12960. * @param amount amount to lerp between the start and end values
  12961. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12962. */
  12963. static Lerp(start: Size, end: Size, amount: number): Size;
  12964. }
  12965. }
  12966. declare module "babylonjs/Animations/runtimeAnimation" {
  12967. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12968. import { Animatable } from "babylonjs/Animations/animatable";
  12969. import { Scene } from "babylonjs/scene";
  12970. /**
  12971. * Defines a runtime animation
  12972. */
  12973. export class RuntimeAnimation {
  12974. private _events;
  12975. /**
  12976. * The current frame of the runtime animation
  12977. */
  12978. private _currentFrame;
  12979. /**
  12980. * The animation used by the runtime animation
  12981. */
  12982. private _animation;
  12983. /**
  12984. * The target of the runtime animation
  12985. */
  12986. private _target;
  12987. /**
  12988. * The initiating animatable
  12989. */
  12990. private _host;
  12991. /**
  12992. * The original value of the runtime animation
  12993. */
  12994. private _originalValue;
  12995. /**
  12996. * The original blend value of the runtime animation
  12997. */
  12998. private _originalBlendValue;
  12999. /**
  13000. * The offsets cache of the runtime animation
  13001. */
  13002. private _offsetsCache;
  13003. /**
  13004. * The high limits cache of the runtime animation
  13005. */
  13006. private _highLimitsCache;
  13007. /**
  13008. * Specifies if the runtime animation has been stopped
  13009. */
  13010. private _stopped;
  13011. /**
  13012. * The blending factor of the runtime animation
  13013. */
  13014. private _blendingFactor;
  13015. /**
  13016. * The BabylonJS scene
  13017. */
  13018. private _scene;
  13019. /**
  13020. * The current value of the runtime animation
  13021. */
  13022. private _currentValue;
  13023. /** @hidden */
  13024. _animationState: _IAnimationState;
  13025. /**
  13026. * The active target of the runtime animation
  13027. */
  13028. private _activeTargets;
  13029. private _currentActiveTarget;
  13030. private _directTarget;
  13031. /**
  13032. * The target path of the runtime animation
  13033. */
  13034. private _targetPath;
  13035. /**
  13036. * The weight of the runtime animation
  13037. */
  13038. private _weight;
  13039. /**
  13040. * The ratio offset of the runtime animation
  13041. */
  13042. private _ratioOffset;
  13043. /**
  13044. * The previous delay of the runtime animation
  13045. */
  13046. private _previousDelay;
  13047. /**
  13048. * The previous ratio of the runtime animation
  13049. */
  13050. private _previousRatio;
  13051. private _enableBlending;
  13052. private _keys;
  13053. private _minFrame;
  13054. private _maxFrame;
  13055. private _minValue;
  13056. private _maxValue;
  13057. private _targetIsArray;
  13058. /**
  13059. * Gets the current frame of the runtime animation
  13060. */
  13061. readonly currentFrame: number;
  13062. /**
  13063. * Gets the weight of the runtime animation
  13064. */
  13065. readonly weight: number;
  13066. /**
  13067. * Gets the current value of the runtime animation
  13068. */
  13069. readonly currentValue: any;
  13070. /**
  13071. * Gets the target path of the runtime animation
  13072. */
  13073. readonly targetPath: string;
  13074. /**
  13075. * Gets the actual target of the runtime animation
  13076. */
  13077. readonly target: any;
  13078. /** @hidden */
  13079. _onLoop: () => void;
  13080. /**
  13081. * Create a new RuntimeAnimation object
  13082. * @param target defines the target of the animation
  13083. * @param animation defines the source animation object
  13084. * @param scene defines the hosting scene
  13085. * @param host defines the initiating Animatable
  13086. */
  13087. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13088. private _preparePath;
  13089. /**
  13090. * Gets the animation from the runtime animation
  13091. */
  13092. readonly animation: Animation;
  13093. /**
  13094. * Resets the runtime animation to the beginning
  13095. * @param restoreOriginal defines whether to restore the target property to the original value
  13096. */
  13097. reset(restoreOriginal?: boolean): void;
  13098. /**
  13099. * Specifies if the runtime animation is stopped
  13100. * @returns Boolean specifying if the runtime animation is stopped
  13101. */
  13102. isStopped(): boolean;
  13103. /**
  13104. * Disposes of the runtime animation
  13105. */
  13106. dispose(): void;
  13107. /**
  13108. * Apply the interpolated value to the target
  13109. * @param currentValue defines the value computed by the animation
  13110. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13111. */
  13112. setValue(currentValue: any, weight: number): void;
  13113. private _getOriginalValues;
  13114. private _setValue;
  13115. /**
  13116. * Gets the loop pmode of the runtime animation
  13117. * @returns Loop Mode
  13118. */
  13119. private _getCorrectLoopMode;
  13120. /**
  13121. * Move the current animation to a given frame
  13122. * @param frame defines the frame to move to
  13123. */
  13124. goToFrame(frame: number): void;
  13125. /**
  13126. * @hidden Internal use only
  13127. */
  13128. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13129. /**
  13130. * Execute the current animation
  13131. * @param delay defines the delay to add to the current frame
  13132. * @param from defines the lower bound of the animation range
  13133. * @param to defines the upper bound of the animation range
  13134. * @param loop defines if the current animation must loop
  13135. * @param speedRatio defines the current speed ratio
  13136. * @param weight defines the weight of the animation (default is -1 so no weight)
  13137. * @param onLoop optional callback called when animation loops
  13138. * @returns a boolean indicating if the animation is running
  13139. */
  13140. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13141. }
  13142. }
  13143. declare module "babylonjs/Animations/animatable" {
  13144. import { Animation } from "babylonjs/Animations/animation";
  13145. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13146. import { Nullable } from "babylonjs/types";
  13147. import { Observable } from "babylonjs/Misc/observable";
  13148. import { Scene } from "babylonjs/scene";
  13149. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13150. import { Node } from "babylonjs/node";
  13151. /**
  13152. * Class used to store an actual running animation
  13153. */
  13154. export class Animatable {
  13155. /** defines the target object */
  13156. target: any;
  13157. /** defines the starting frame number (default is 0) */
  13158. fromFrame: number;
  13159. /** defines the ending frame number (default is 100) */
  13160. toFrame: number;
  13161. /** defines if the animation must loop (default is false) */
  13162. loopAnimation: boolean;
  13163. /** defines a callback to call when animation ends if it is not looping */
  13164. onAnimationEnd?: (() => void) | null | undefined;
  13165. /** defines a callback to call when animation loops */
  13166. onAnimationLoop?: (() => void) | null | undefined;
  13167. private _localDelayOffset;
  13168. private _pausedDelay;
  13169. private _runtimeAnimations;
  13170. private _paused;
  13171. private _scene;
  13172. private _speedRatio;
  13173. private _weight;
  13174. private _syncRoot;
  13175. /**
  13176. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13177. * This will only apply for non looping animation (default is true)
  13178. */
  13179. disposeOnEnd: boolean;
  13180. /**
  13181. * Gets a boolean indicating if the animation has started
  13182. */
  13183. animationStarted: boolean;
  13184. /**
  13185. * Observer raised when the animation ends
  13186. */
  13187. onAnimationEndObservable: Observable<Animatable>;
  13188. /**
  13189. * Observer raised when the animation loops
  13190. */
  13191. onAnimationLoopObservable: Observable<Animatable>;
  13192. /**
  13193. * Gets the root Animatable used to synchronize and normalize animations
  13194. */
  13195. readonly syncRoot: Nullable<Animatable>;
  13196. /**
  13197. * Gets the current frame of the first RuntimeAnimation
  13198. * Used to synchronize Animatables
  13199. */
  13200. readonly masterFrame: number;
  13201. /**
  13202. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13203. */
  13204. weight: number;
  13205. /**
  13206. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13207. */
  13208. speedRatio: number;
  13209. /**
  13210. * Creates a new Animatable
  13211. * @param scene defines the hosting scene
  13212. * @param target defines the target object
  13213. * @param fromFrame defines the starting frame number (default is 0)
  13214. * @param toFrame defines the ending frame number (default is 100)
  13215. * @param loopAnimation defines if the animation must loop (default is false)
  13216. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13217. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13218. * @param animations defines a group of animation to add to the new Animatable
  13219. * @param onAnimationLoop defines a callback to call when animation loops
  13220. */
  13221. constructor(scene: Scene,
  13222. /** defines the target object */
  13223. target: any,
  13224. /** defines the starting frame number (default is 0) */
  13225. fromFrame?: number,
  13226. /** defines the ending frame number (default is 100) */
  13227. toFrame?: number,
  13228. /** defines if the animation must loop (default is false) */
  13229. loopAnimation?: boolean, speedRatio?: number,
  13230. /** defines a callback to call when animation ends if it is not looping */
  13231. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13232. /** defines a callback to call when animation loops */
  13233. onAnimationLoop?: (() => void) | null | undefined);
  13234. /**
  13235. * Synchronize and normalize current Animatable with a source Animatable
  13236. * This is useful when using animation weights and when animations are not of the same length
  13237. * @param root defines the root Animatable to synchronize with
  13238. * @returns the current Animatable
  13239. */
  13240. syncWith(root: Animatable): Animatable;
  13241. /**
  13242. * Gets the list of runtime animations
  13243. * @returns an array of RuntimeAnimation
  13244. */
  13245. getAnimations(): RuntimeAnimation[];
  13246. /**
  13247. * Adds more animations to the current animatable
  13248. * @param target defines the target of the animations
  13249. * @param animations defines the new animations to add
  13250. */
  13251. appendAnimations(target: any, animations: Animation[]): void;
  13252. /**
  13253. * Gets the source animation for a specific property
  13254. * @param property defines the propertyu to look for
  13255. * @returns null or the source animation for the given property
  13256. */
  13257. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13258. /**
  13259. * Gets the runtime animation for a specific property
  13260. * @param property defines the propertyu to look for
  13261. * @returns null or the runtime animation for the given property
  13262. */
  13263. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13264. /**
  13265. * Resets the animatable to its original state
  13266. */
  13267. reset(): void;
  13268. /**
  13269. * Allows the animatable to blend with current running animations
  13270. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13271. * @param blendingSpeed defines the blending speed to use
  13272. */
  13273. enableBlending(blendingSpeed: number): void;
  13274. /**
  13275. * Disable animation blending
  13276. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13277. */
  13278. disableBlending(): void;
  13279. /**
  13280. * Jump directly to a given frame
  13281. * @param frame defines the frame to jump to
  13282. */
  13283. goToFrame(frame: number): void;
  13284. /**
  13285. * Pause the animation
  13286. */
  13287. pause(): void;
  13288. /**
  13289. * Restart the animation
  13290. */
  13291. restart(): void;
  13292. private _raiseOnAnimationEnd;
  13293. /**
  13294. * Stop and delete the current animation
  13295. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13296. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13297. */
  13298. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13299. /**
  13300. * Wait asynchronously for the animation to end
  13301. * @returns a promise which will be fullfilled when the animation ends
  13302. */
  13303. waitAsync(): Promise<Animatable>;
  13304. /** @hidden */
  13305. _animate(delay: number): boolean;
  13306. }
  13307. module "babylonjs/scene" {
  13308. interface Scene {
  13309. /** @hidden */
  13310. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13311. /** @hidden */
  13312. _processLateAnimationBindingsForMatrices(holder: {
  13313. totalWeight: number;
  13314. animations: RuntimeAnimation[];
  13315. originalValue: Matrix;
  13316. }): any;
  13317. /** @hidden */
  13318. _processLateAnimationBindingsForQuaternions(holder: {
  13319. totalWeight: number;
  13320. animations: RuntimeAnimation[];
  13321. originalValue: Quaternion;
  13322. }, refQuaternion: Quaternion): Quaternion;
  13323. /** @hidden */
  13324. _processLateAnimationBindings(): void;
  13325. /**
  13326. * Will start the animation sequence of a given target
  13327. * @param target defines the target
  13328. * @param from defines from which frame should animation start
  13329. * @param to defines until which frame should animation run.
  13330. * @param weight defines the weight to apply to the animation (1.0 by default)
  13331. * @param loop defines if the animation loops
  13332. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13333. * @param onAnimationEnd defines the function to be executed when the animation ends
  13334. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13335. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13336. * @param onAnimationLoop defines the callback to call when an animation loops
  13337. * @returns the animatable object created for this animation
  13338. */
  13339. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13340. /**
  13341. * Will start the animation sequence of a given target
  13342. * @param target defines the target
  13343. * @param from defines from which frame should animation start
  13344. * @param to defines until which frame should animation run.
  13345. * @param loop defines if the animation loops
  13346. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13347. * @param onAnimationEnd defines the function to be executed when the animation ends
  13348. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13349. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13350. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13351. * @param onAnimationLoop defines the callback to call when an animation loops
  13352. * @returns the animatable object created for this animation
  13353. */
  13354. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13355. /**
  13356. * Will start the animation sequence of a given target and its hierarchy
  13357. * @param target defines the target
  13358. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13359. * @param from defines from which frame should animation start
  13360. * @param to defines until which frame should animation run.
  13361. * @param loop defines if the animation loops
  13362. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13363. * @param onAnimationEnd defines the function to be executed when the animation ends
  13364. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13365. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13366. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13367. * @param onAnimationLoop defines the callback to call when an animation loops
  13368. * @returns the list of created animatables
  13369. */
  13370. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13371. /**
  13372. * Begin a new animation on a given node
  13373. * @param target defines the target where the animation will take place
  13374. * @param animations defines the list of animations to start
  13375. * @param from defines the initial value
  13376. * @param to defines the final value
  13377. * @param loop defines if you want animation to loop (off by default)
  13378. * @param speedRatio defines the speed ratio to apply to all animations
  13379. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13380. * @param onAnimationLoop defines the callback to call when an animation loops
  13381. * @returns the list of created animatables
  13382. */
  13383. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13384. /**
  13385. * Begin a new animation on a given node and its hierarchy
  13386. * @param target defines the root node where the animation will take place
  13387. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13388. * @param animations defines the list of animations to start
  13389. * @param from defines the initial value
  13390. * @param to defines the final value
  13391. * @param loop defines if you want animation to loop (off by default)
  13392. * @param speedRatio defines the speed ratio to apply to all animations
  13393. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13394. * @param onAnimationLoop defines the callback to call when an animation loops
  13395. * @returns the list of animatables created for all nodes
  13396. */
  13397. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13398. /**
  13399. * Gets the animatable associated with a specific target
  13400. * @param target defines the target of the animatable
  13401. * @returns the required animatable if found
  13402. */
  13403. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13404. /**
  13405. * Gets all animatables associated with a given target
  13406. * @param target defines the target to look animatables for
  13407. * @returns an array of Animatables
  13408. */
  13409. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13410. /**
  13411. * Stops and removes all animations that have been applied to the scene
  13412. */
  13413. stopAllAnimations(): void;
  13414. /**
  13415. * Gets the current delta time used by animation engine
  13416. */
  13417. deltaTime: number;
  13418. }
  13419. }
  13420. module "babylonjs/Bones/bone" {
  13421. interface Bone {
  13422. /**
  13423. * Copy an animation range from another bone
  13424. * @param source defines the source bone
  13425. * @param rangeName defines the range name to copy
  13426. * @param frameOffset defines the frame offset
  13427. * @param rescaleAsRequired defines if rescaling must be applied if required
  13428. * @param skelDimensionsRatio defines the scaling ratio
  13429. * @returns true if operation was successful
  13430. */
  13431. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13432. }
  13433. }
  13434. }
  13435. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13436. /**
  13437. * Class used to override all child animations of a given target
  13438. */
  13439. export class AnimationPropertiesOverride {
  13440. /**
  13441. * Gets or sets a value indicating if animation blending must be used
  13442. */
  13443. enableBlending: boolean;
  13444. /**
  13445. * Gets or sets the blending speed to use when enableBlending is true
  13446. */
  13447. blendingSpeed: number;
  13448. /**
  13449. * Gets or sets the default loop mode to use
  13450. */
  13451. loopMode: number;
  13452. }
  13453. }
  13454. declare module "babylonjs/Bones/skeleton" {
  13455. import { Bone } from "babylonjs/Bones/bone";
  13456. import { Observable } from "babylonjs/Misc/observable";
  13457. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13458. import { Scene } from "babylonjs/scene";
  13459. import { Nullable } from "babylonjs/types";
  13460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13461. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13462. import { Animatable } from "babylonjs/Animations/animatable";
  13463. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13464. import { Animation } from "babylonjs/Animations/animation";
  13465. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13466. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13467. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13468. /**
  13469. * Class used to handle skinning animations
  13470. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13471. */
  13472. export class Skeleton implements IAnimatable {
  13473. /** defines the skeleton name */
  13474. name: string;
  13475. /** defines the skeleton Id */
  13476. id: string;
  13477. /**
  13478. * Defines the list of child bones
  13479. */
  13480. bones: Bone[];
  13481. /**
  13482. * Defines an estimate of the dimension of the skeleton at rest
  13483. */
  13484. dimensionsAtRest: Vector3;
  13485. /**
  13486. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13487. */
  13488. needInitialSkinMatrix: boolean;
  13489. /**
  13490. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13491. */
  13492. overrideMesh: Nullable<AbstractMesh>;
  13493. /**
  13494. * Gets the list of animations attached to this skeleton
  13495. */
  13496. animations: Array<Animation>;
  13497. private _scene;
  13498. private _isDirty;
  13499. private _transformMatrices;
  13500. private _transformMatrixTexture;
  13501. private _meshesWithPoseMatrix;
  13502. private _animatables;
  13503. private _identity;
  13504. private _synchronizedWithMesh;
  13505. private _ranges;
  13506. private _lastAbsoluteTransformsUpdateId;
  13507. private _canUseTextureForBones;
  13508. private _uniqueId;
  13509. /** @hidden */
  13510. _numBonesWithLinkedTransformNode: number;
  13511. /** @hidden */
  13512. _hasWaitingData: Nullable<boolean>;
  13513. /**
  13514. * Specifies if the skeleton should be serialized
  13515. */
  13516. doNotSerialize: boolean;
  13517. private _useTextureToStoreBoneMatrices;
  13518. /**
  13519. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13520. * Please note that this option is not available if the hardware does not support it
  13521. */
  13522. useTextureToStoreBoneMatrices: boolean;
  13523. private _animationPropertiesOverride;
  13524. /**
  13525. * Gets or sets the animation properties override
  13526. */
  13527. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13528. /**
  13529. * List of inspectable custom properties (used by the Inspector)
  13530. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13531. */
  13532. inspectableCustomProperties: IInspectable[];
  13533. /**
  13534. * An observable triggered before computing the skeleton's matrices
  13535. */
  13536. onBeforeComputeObservable: Observable<Skeleton>;
  13537. /**
  13538. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13539. */
  13540. readonly isUsingTextureForMatrices: boolean;
  13541. /**
  13542. * Gets the unique ID of this skeleton
  13543. */
  13544. readonly uniqueId: number;
  13545. /**
  13546. * Creates a new skeleton
  13547. * @param name defines the skeleton name
  13548. * @param id defines the skeleton Id
  13549. * @param scene defines the hosting scene
  13550. */
  13551. constructor(
  13552. /** defines the skeleton name */
  13553. name: string,
  13554. /** defines the skeleton Id */
  13555. id: string, scene: Scene);
  13556. /**
  13557. * Gets the current object class name.
  13558. * @return the class name
  13559. */
  13560. getClassName(): string;
  13561. /**
  13562. * Returns an array containing the root bones
  13563. * @returns an array containing the root bones
  13564. */
  13565. getChildren(): Array<Bone>;
  13566. /**
  13567. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13568. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13569. * @returns a Float32Array containing matrices data
  13570. */
  13571. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13572. /**
  13573. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13574. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13575. * @returns a raw texture containing the data
  13576. */
  13577. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13578. /**
  13579. * Gets the current hosting scene
  13580. * @returns a scene object
  13581. */
  13582. getScene(): Scene;
  13583. /**
  13584. * Gets a string representing the current skeleton data
  13585. * @param fullDetails defines a boolean indicating if we want a verbose version
  13586. * @returns a string representing the current skeleton data
  13587. */
  13588. toString(fullDetails?: boolean): string;
  13589. /**
  13590. * Get bone's index searching by name
  13591. * @param name defines bone's name to search for
  13592. * @return the indice of the bone. Returns -1 if not found
  13593. */
  13594. getBoneIndexByName(name: string): number;
  13595. /**
  13596. * Creater a new animation range
  13597. * @param name defines the name of the range
  13598. * @param from defines the start key
  13599. * @param to defines the end key
  13600. */
  13601. createAnimationRange(name: string, from: number, to: number): void;
  13602. /**
  13603. * Delete a specific animation range
  13604. * @param name defines the name of the range
  13605. * @param deleteFrames defines if frames must be removed as well
  13606. */
  13607. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13608. /**
  13609. * Gets a specific animation range
  13610. * @param name defines the name of the range to look for
  13611. * @returns the requested animation range or null if not found
  13612. */
  13613. getAnimationRange(name: string): Nullable<AnimationRange>;
  13614. /**
  13615. * Gets the list of all animation ranges defined on this skeleton
  13616. * @returns an array
  13617. */
  13618. getAnimationRanges(): Nullable<AnimationRange>[];
  13619. /**
  13620. * Copy animation range from a source skeleton.
  13621. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13622. * @param source defines the source skeleton
  13623. * @param name defines the name of the range to copy
  13624. * @param rescaleAsRequired defines if rescaling must be applied if required
  13625. * @returns true if operation was successful
  13626. */
  13627. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13628. /**
  13629. * Forces the skeleton to go to rest pose
  13630. */
  13631. returnToRest(): void;
  13632. private _getHighestAnimationFrame;
  13633. /**
  13634. * Begin a specific animation range
  13635. * @param name defines the name of the range to start
  13636. * @param loop defines if looping must be turned on (false by default)
  13637. * @param speedRatio defines the speed ratio to apply (1 by default)
  13638. * @param onAnimationEnd defines a callback which will be called when animation will end
  13639. * @returns a new animatable
  13640. */
  13641. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13642. /** @hidden */
  13643. _markAsDirty(): void;
  13644. /** @hidden */
  13645. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13646. /** @hidden */
  13647. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13648. private _computeTransformMatrices;
  13649. /**
  13650. * Build all resources required to render a skeleton
  13651. */
  13652. prepare(): void;
  13653. /**
  13654. * Gets the list of animatables currently running for this skeleton
  13655. * @returns an array of animatables
  13656. */
  13657. getAnimatables(): IAnimatable[];
  13658. /**
  13659. * Clone the current skeleton
  13660. * @param name defines the name of the new skeleton
  13661. * @param id defines the id of the new skeleton
  13662. * @returns the new skeleton
  13663. */
  13664. clone(name: string, id?: string): Skeleton;
  13665. /**
  13666. * Enable animation blending for this skeleton
  13667. * @param blendingSpeed defines the blending speed to apply
  13668. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13669. */
  13670. enableBlending(blendingSpeed?: number): void;
  13671. /**
  13672. * Releases all resources associated with the current skeleton
  13673. */
  13674. dispose(): void;
  13675. /**
  13676. * Serialize the skeleton in a JSON object
  13677. * @returns a JSON object
  13678. */
  13679. serialize(): any;
  13680. /**
  13681. * Creates a new skeleton from serialized data
  13682. * @param parsedSkeleton defines the serialized data
  13683. * @param scene defines the hosting scene
  13684. * @returns a new skeleton
  13685. */
  13686. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13687. /**
  13688. * Compute all node absolute transforms
  13689. * @param forceUpdate defines if computation must be done even if cache is up to date
  13690. */
  13691. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13692. /**
  13693. * Gets the root pose matrix
  13694. * @returns a matrix
  13695. */
  13696. getPoseMatrix(): Nullable<Matrix>;
  13697. /**
  13698. * Sorts bones per internal index
  13699. */
  13700. sortBones(): void;
  13701. private _sortBones;
  13702. }
  13703. }
  13704. declare module "babylonjs/Bones/bone" {
  13705. import { Skeleton } from "babylonjs/Bones/skeleton";
  13706. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13707. import { Nullable } from "babylonjs/types";
  13708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13709. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13710. import { Node } from "babylonjs/node";
  13711. import { Space } from "babylonjs/Maths/math.axis";
  13712. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13713. /**
  13714. * Class used to store bone information
  13715. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13716. */
  13717. export class Bone extends Node {
  13718. /**
  13719. * defines the bone name
  13720. */
  13721. name: string;
  13722. private static _tmpVecs;
  13723. private static _tmpQuat;
  13724. private static _tmpMats;
  13725. /**
  13726. * Gets the list of child bones
  13727. */
  13728. children: Bone[];
  13729. /** Gets the animations associated with this bone */
  13730. animations: import("babylonjs/Animations/animation").Animation[];
  13731. /**
  13732. * Gets or sets bone length
  13733. */
  13734. length: number;
  13735. /**
  13736. * @hidden Internal only
  13737. * Set this value to map this bone to a different index in the transform matrices
  13738. * Set this value to -1 to exclude the bone from the transform matrices
  13739. */
  13740. _index: Nullable<number>;
  13741. private _skeleton;
  13742. private _localMatrix;
  13743. private _restPose;
  13744. private _baseMatrix;
  13745. private _absoluteTransform;
  13746. private _invertedAbsoluteTransform;
  13747. private _parent;
  13748. private _scalingDeterminant;
  13749. private _worldTransform;
  13750. private _localScaling;
  13751. private _localRotation;
  13752. private _localPosition;
  13753. private _needToDecompose;
  13754. private _needToCompose;
  13755. /** @hidden */
  13756. _linkedTransformNode: Nullable<TransformNode>;
  13757. /** @hidden */
  13758. _waitingTransformNodeId: Nullable<string>;
  13759. /** @hidden */
  13760. /** @hidden */
  13761. _matrix: Matrix;
  13762. /**
  13763. * Create a new bone
  13764. * @param name defines the bone name
  13765. * @param skeleton defines the parent skeleton
  13766. * @param parentBone defines the parent (can be null if the bone is the root)
  13767. * @param localMatrix defines the local matrix
  13768. * @param restPose defines the rest pose matrix
  13769. * @param baseMatrix defines the base matrix
  13770. * @param index defines index of the bone in the hiearchy
  13771. */
  13772. constructor(
  13773. /**
  13774. * defines the bone name
  13775. */
  13776. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13777. /**
  13778. * Gets the current object class name.
  13779. * @return the class name
  13780. */
  13781. getClassName(): string;
  13782. /**
  13783. * Gets the parent skeleton
  13784. * @returns a skeleton
  13785. */
  13786. getSkeleton(): Skeleton;
  13787. /**
  13788. * Gets parent bone
  13789. * @returns a bone or null if the bone is the root of the bone hierarchy
  13790. */
  13791. getParent(): Nullable<Bone>;
  13792. /**
  13793. * Returns an array containing the root bones
  13794. * @returns an array containing the root bones
  13795. */
  13796. getChildren(): Array<Bone>;
  13797. /**
  13798. * Gets the node index in matrix array generated for rendering
  13799. * @returns the node index
  13800. */
  13801. getIndex(): number;
  13802. /**
  13803. * Sets the parent bone
  13804. * @param parent defines the parent (can be null if the bone is the root)
  13805. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13806. */
  13807. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13808. /**
  13809. * Gets the local matrix
  13810. * @returns a matrix
  13811. */
  13812. getLocalMatrix(): Matrix;
  13813. /**
  13814. * Gets the base matrix (initial matrix which remains unchanged)
  13815. * @returns a matrix
  13816. */
  13817. getBaseMatrix(): Matrix;
  13818. /**
  13819. * Gets the rest pose matrix
  13820. * @returns a matrix
  13821. */
  13822. getRestPose(): Matrix;
  13823. /**
  13824. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13825. */
  13826. getWorldMatrix(): Matrix;
  13827. /**
  13828. * Sets the local matrix to rest pose matrix
  13829. */
  13830. returnToRest(): void;
  13831. /**
  13832. * Gets the inverse of the absolute transform matrix.
  13833. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13834. * @returns a matrix
  13835. */
  13836. getInvertedAbsoluteTransform(): Matrix;
  13837. /**
  13838. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13839. * @returns a matrix
  13840. */
  13841. getAbsoluteTransform(): Matrix;
  13842. /**
  13843. * Links with the given transform node.
  13844. * The local matrix of this bone is copied from the transform node every frame.
  13845. * @param transformNode defines the transform node to link to
  13846. */
  13847. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13848. /**
  13849. * Gets the node used to drive the bone's transformation
  13850. * @returns a transform node or null
  13851. */
  13852. getTransformNode(): Nullable<TransformNode>;
  13853. /** Gets or sets current position (in local space) */
  13854. position: Vector3;
  13855. /** Gets or sets current rotation (in local space) */
  13856. rotation: Vector3;
  13857. /** Gets or sets current rotation quaternion (in local space) */
  13858. rotationQuaternion: Quaternion;
  13859. /** Gets or sets current scaling (in local space) */
  13860. scaling: Vector3;
  13861. /**
  13862. * Gets the animation properties override
  13863. */
  13864. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13865. private _decompose;
  13866. private _compose;
  13867. /**
  13868. * Update the base and local matrices
  13869. * @param matrix defines the new base or local matrix
  13870. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13871. * @param updateLocalMatrix defines if the local matrix should be updated
  13872. */
  13873. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13874. /** @hidden */
  13875. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13876. /**
  13877. * Flag the bone as dirty (Forcing it to update everything)
  13878. */
  13879. markAsDirty(): void;
  13880. /** @hidden */
  13881. _markAsDirtyAndCompose(): void;
  13882. private _markAsDirtyAndDecompose;
  13883. /**
  13884. * Translate the bone in local or world space
  13885. * @param vec The amount to translate the bone
  13886. * @param space The space that the translation is in
  13887. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13888. */
  13889. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13890. /**
  13891. * Set the postion of the bone in local or world space
  13892. * @param position The position to set the bone
  13893. * @param space The space that the position is in
  13894. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13895. */
  13896. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13897. /**
  13898. * Set the absolute position of the bone (world space)
  13899. * @param position The position to set the bone
  13900. * @param mesh The mesh that this bone is attached to
  13901. */
  13902. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13903. /**
  13904. * Scale the bone on the x, y and z axes (in local space)
  13905. * @param x The amount to scale the bone on the x axis
  13906. * @param y The amount to scale the bone on the y axis
  13907. * @param z The amount to scale the bone on the z axis
  13908. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13909. */
  13910. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13911. /**
  13912. * Set the bone scaling in local space
  13913. * @param scale defines the scaling vector
  13914. */
  13915. setScale(scale: Vector3): void;
  13916. /**
  13917. * Gets the current scaling in local space
  13918. * @returns the current scaling vector
  13919. */
  13920. getScale(): Vector3;
  13921. /**
  13922. * Gets the current scaling in local space and stores it in a target vector
  13923. * @param result defines the target vector
  13924. */
  13925. getScaleToRef(result: Vector3): void;
  13926. /**
  13927. * Set the yaw, pitch, and roll of the bone in local or world space
  13928. * @param yaw The rotation of the bone on the y axis
  13929. * @param pitch The rotation of the bone on the x axis
  13930. * @param roll The rotation of the bone on the z axis
  13931. * @param space The space that the axes of rotation are in
  13932. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13933. */
  13934. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13935. /**
  13936. * Add a rotation to the bone on an axis in local or world space
  13937. * @param axis The axis to rotate the bone on
  13938. * @param amount The amount to rotate the bone
  13939. * @param space The space that the axis is in
  13940. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13941. */
  13942. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13943. /**
  13944. * Set the rotation of the bone to a particular axis angle in local or world space
  13945. * @param axis The axis to rotate the bone on
  13946. * @param angle The angle that the bone should be rotated to
  13947. * @param space The space that the axis is in
  13948. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13949. */
  13950. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13951. /**
  13952. * Set the euler rotation of the bone in local of world space
  13953. * @param rotation The euler rotation that the bone should be set to
  13954. * @param space The space that the rotation is in
  13955. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13956. */
  13957. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13958. /**
  13959. * Set the quaternion rotation of the bone in local of world space
  13960. * @param quat The quaternion rotation that the bone should be set to
  13961. * @param space The space that the rotation is in
  13962. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13963. */
  13964. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13965. /**
  13966. * Set the rotation matrix of the bone in local of world space
  13967. * @param rotMat The rotation matrix that the bone should be set to
  13968. * @param space The space that the rotation is in
  13969. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13970. */
  13971. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13972. private _rotateWithMatrix;
  13973. private _getNegativeRotationToRef;
  13974. /**
  13975. * Get the position of the bone in local or world space
  13976. * @param space The space that the returned position is in
  13977. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13978. * @returns The position of the bone
  13979. */
  13980. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13981. /**
  13982. * Copy the position of the bone to a vector3 in local or world space
  13983. * @param space The space that the returned position is in
  13984. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13985. * @param result The vector3 to copy the position to
  13986. */
  13987. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13988. /**
  13989. * Get the absolute position of the bone (world space)
  13990. * @param mesh The mesh that this bone is attached to
  13991. * @returns The absolute position of the bone
  13992. */
  13993. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13994. /**
  13995. * Copy the absolute position of the bone (world space) to the result param
  13996. * @param mesh The mesh that this bone is attached to
  13997. * @param result The vector3 to copy the absolute position to
  13998. */
  13999. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14000. /**
  14001. * Compute the absolute transforms of this bone and its children
  14002. */
  14003. computeAbsoluteTransforms(): void;
  14004. /**
  14005. * Get the world direction from an axis that is in the local space of the bone
  14006. * @param localAxis The local direction that is used to compute the world direction
  14007. * @param mesh The mesh that this bone is attached to
  14008. * @returns The world direction
  14009. */
  14010. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14011. /**
  14012. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14013. * @param localAxis The local direction that is used to compute the world direction
  14014. * @param mesh The mesh that this bone is attached to
  14015. * @param result The vector3 that the world direction will be copied to
  14016. */
  14017. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14018. /**
  14019. * Get the euler rotation of the bone in local or world space
  14020. * @param space The space that the rotation should be in
  14021. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14022. * @returns The euler rotation
  14023. */
  14024. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14025. /**
  14026. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14027. * @param space The space that the rotation should be in
  14028. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14029. * @param result The vector3 that the rotation should be copied to
  14030. */
  14031. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14032. /**
  14033. * Get the quaternion rotation of the bone in either local or world space
  14034. * @param space The space that the rotation should be in
  14035. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14036. * @returns The quaternion rotation
  14037. */
  14038. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14039. /**
  14040. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14041. * @param space The space that the rotation should be in
  14042. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14043. * @param result The quaternion that the rotation should be copied to
  14044. */
  14045. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14046. /**
  14047. * Get the rotation matrix of the bone in local or world space
  14048. * @param space The space that the rotation should be in
  14049. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14050. * @returns The rotation matrix
  14051. */
  14052. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14053. /**
  14054. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14055. * @param space The space that the rotation should be in
  14056. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14057. * @param result The quaternion that the rotation should be copied to
  14058. */
  14059. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14060. /**
  14061. * Get the world position of a point that is in the local space of the bone
  14062. * @param position The local position
  14063. * @param mesh The mesh that this bone is attached to
  14064. * @returns The world position
  14065. */
  14066. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14067. /**
  14068. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14069. * @param position The local position
  14070. * @param mesh The mesh that this bone is attached to
  14071. * @param result The vector3 that the world position should be copied to
  14072. */
  14073. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14074. /**
  14075. * Get the local position of a point that is in world space
  14076. * @param position The world position
  14077. * @param mesh The mesh that this bone is attached to
  14078. * @returns The local position
  14079. */
  14080. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14081. /**
  14082. * Get the local position of a point that is in world space and copy it to the result param
  14083. * @param position The world position
  14084. * @param mesh The mesh that this bone is attached to
  14085. * @param result The vector3 that the local position should be copied to
  14086. */
  14087. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14088. }
  14089. }
  14090. declare module "babylonjs/Meshes/transformNode" {
  14091. import { DeepImmutable } from "babylonjs/types";
  14092. import { Observable } from "babylonjs/Misc/observable";
  14093. import { Nullable } from "babylonjs/types";
  14094. import { Camera } from "babylonjs/Cameras/camera";
  14095. import { Scene } from "babylonjs/scene";
  14096. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14097. import { Node } from "babylonjs/node";
  14098. import { Bone } from "babylonjs/Bones/bone";
  14099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14100. import { Space } from "babylonjs/Maths/math.axis";
  14101. /**
  14102. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  14103. * @see https://doc.babylonjs.com/how_to/transformnode
  14104. */
  14105. export class TransformNode extends Node {
  14106. /**
  14107. * Object will not rotate to face the camera
  14108. */
  14109. static BILLBOARDMODE_NONE: number;
  14110. /**
  14111. * Object will rotate to face the camera but only on the x axis
  14112. */
  14113. static BILLBOARDMODE_X: number;
  14114. /**
  14115. * Object will rotate to face the camera but only on the y axis
  14116. */
  14117. static BILLBOARDMODE_Y: number;
  14118. /**
  14119. * Object will rotate to face the camera but only on the z axis
  14120. */
  14121. static BILLBOARDMODE_Z: number;
  14122. /**
  14123. * Object will rotate to face the camera
  14124. */
  14125. static BILLBOARDMODE_ALL: number;
  14126. /**
  14127. * Object will rotate to face the camera's position instead of orientation
  14128. */
  14129. static BILLBOARDMODE_USE_POSITION: number;
  14130. private _forward;
  14131. private _forwardInverted;
  14132. private _up;
  14133. private _right;
  14134. private _rightInverted;
  14135. private _position;
  14136. private _rotation;
  14137. private _rotationQuaternion;
  14138. protected _scaling: Vector3;
  14139. protected _isDirty: boolean;
  14140. private _transformToBoneReferal;
  14141. private _isAbsoluteSynced;
  14142. private _billboardMode;
  14143. /**
  14144. * Gets or sets the billboard mode. Default is 0.
  14145. *
  14146. * | Value | Type | Description |
  14147. * | --- | --- | --- |
  14148. * | 0 | BILLBOARDMODE_NONE | |
  14149. * | 1 | BILLBOARDMODE_X | |
  14150. * | 2 | BILLBOARDMODE_Y | |
  14151. * | 4 | BILLBOARDMODE_Z | |
  14152. * | 7 | BILLBOARDMODE_ALL | |
  14153. *
  14154. */
  14155. billboardMode: number;
  14156. private _preserveParentRotationForBillboard;
  14157. /**
  14158. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14159. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14160. */
  14161. preserveParentRotationForBillboard: boolean;
  14162. /**
  14163. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  14164. */
  14165. scalingDeterminant: number;
  14166. private _infiniteDistance;
  14167. /**
  14168. * Gets or sets the distance of the object to max, often used by skybox
  14169. */
  14170. infiniteDistance: boolean;
  14171. /**
  14172. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14173. * By default the system will update normals to compensate
  14174. */
  14175. ignoreNonUniformScaling: boolean;
  14176. /**
  14177. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  14178. */
  14179. reIntegrateRotationIntoRotationQuaternion: boolean;
  14180. /** @hidden */
  14181. _poseMatrix: Nullable<Matrix>;
  14182. /** @hidden */
  14183. _localMatrix: Matrix;
  14184. private _usePivotMatrix;
  14185. private _absolutePosition;
  14186. private _absoluteScaling;
  14187. private _absoluteRotationQuaternion;
  14188. private _pivotMatrix;
  14189. private _pivotMatrixInverse;
  14190. protected _postMultiplyPivotMatrix: boolean;
  14191. protected _isWorldMatrixFrozen: boolean;
  14192. /** @hidden */
  14193. _indexInSceneTransformNodesArray: number;
  14194. /**
  14195. * An event triggered after the world matrix is updated
  14196. */
  14197. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14198. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14199. /**
  14200. * Gets a string identifying the name of the class
  14201. * @returns "TransformNode" string
  14202. */
  14203. getClassName(): string;
  14204. /**
  14205. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14206. */
  14207. position: Vector3;
  14208. /**
  14209. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14210. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14211. */
  14212. rotation: Vector3;
  14213. /**
  14214. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14215. */
  14216. scaling: Vector3;
  14217. /**
  14218. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14219. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14220. */
  14221. rotationQuaternion: Nullable<Quaternion>;
  14222. /**
  14223. * The forward direction of that transform in world space.
  14224. */
  14225. readonly forward: Vector3;
  14226. /**
  14227. * The up direction of that transform in world space.
  14228. */
  14229. readonly up: Vector3;
  14230. /**
  14231. * The right direction of that transform in world space.
  14232. */
  14233. readonly right: Vector3;
  14234. /**
  14235. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14236. * @param matrix the matrix to copy the pose from
  14237. * @returns this TransformNode.
  14238. */
  14239. updatePoseMatrix(matrix: Matrix): TransformNode;
  14240. /**
  14241. * Returns the mesh Pose matrix.
  14242. * @returns the pose matrix
  14243. */
  14244. getPoseMatrix(): Matrix;
  14245. /** @hidden */
  14246. _isSynchronized(): boolean;
  14247. /** @hidden */
  14248. _initCache(): void;
  14249. /**
  14250. * Flag the transform node as dirty (Forcing it to update everything)
  14251. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14252. * @returns this transform node
  14253. */
  14254. markAsDirty(property: string): TransformNode;
  14255. /**
  14256. * Returns the current mesh absolute position.
  14257. * Returns a Vector3.
  14258. */
  14259. readonly absolutePosition: Vector3;
  14260. /**
  14261. * Returns the current mesh absolute scaling.
  14262. * Returns a Vector3.
  14263. */
  14264. readonly absoluteScaling: Vector3;
  14265. /**
  14266. * Returns the current mesh absolute rotation.
  14267. * Returns a Quaternion.
  14268. */
  14269. readonly absoluteRotationQuaternion: Quaternion;
  14270. /**
  14271. * Sets a new matrix to apply before all other transformation
  14272. * @param matrix defines the transform matrix
  14273. * @returns the current TransformNode
  14274. */
  14275. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14276. /**
  14277. * Sets a new pivot matrix to the current node
  14278. * @param matrix defines the new pivot matrix to use
  14279. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14280. * @returns the current TransformNode
  14281. */
  14282. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14283. /**
  14284. * Returns the mesh pivot matrix.
  14285. * Default : Identity.
  14286. * @returns the matrix
  14287. */
  14288. getPivotMatrix(): Matrix;
  14289. /**
  14290. * Instantiate (when possible) or clone that node with its hierarchy
  14291. * @param newParent defines the new parent to use for the instance (or clone)
  14292. * @param options defines options to configure how copy is done
  14293. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14294. * @returns an instance (or a clone) of the current node with its hiearchy
  14295. */
  14296. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14297. doNotInstantiate: boolean;
  14298. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14299. /**
  14300. * Prevents the World matrix to be computed any longer
  14301. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14302. * @returns the TransformNode.
  14303. */
  14304. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14305. /**
  14306. * Allows back the World matrix computation.
  14307. * @returns the TransformNode.
  14308. */
  14309. unfreezeWorldMatrix(): this;
  14310. /**
  14311. * True if the World matrix has been frozen.
  14312. */
  14313. readonly isWorldMatrixFrozen: boolean;
  14314. /**
  14315. * Retuns the mesh absolute position in the World.
  14316. * @returns a Vector3.
  14317. */
  14318. getAbsolutePosition(): Vector3;
  14319. /**
  14320. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14321. * @param absolutePosition the absolute position to set
  14322. * @returns the TransformNode.
  14323. */
  14324. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14325. /**
  14326. * Sets the mesh position in its local space.
  14327. * @param vector3 the position to set in localspace
  14328. * @returns the TransformNode.
  14329. */
  14330. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14331. /**
  14332. * Returns the mesh position in the local space from the current World matrix values.
  14333. * @returns a new Vector3.
  14334. */
  14335. getPositionExpressedInLocalSpace(): Vector3;
  14336. /**
  14337. * Translates the mesh along the passed Vector3 in its local space.
  14338. * @param vector3 the distance to translate in localspace
  14339. * @returns the TransformNode.
  14340. */
  14341. locallyTranslate(vector3: Vector3): TransformNode;
  14342. private static _lookAtVectorCache;
  14343. /**
  14344. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14345. * @param targetPoint the position (must be in same space as current mesh) to look at
  14346. * @param yawCor optional yaw (y-axis) correction in radians
  14347. * @param pitchCor optional pitch (x-axis) correction in radians
  14348. * @param rollCor optional roll (z-axis) correction in radians
  14349. * @param space the choosen space of the target
  14350. * @returns the TransformNode.
  14351. */
  14352. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14353. /**
  14354. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14355. * This Vector3 is expressed in the World space.
  14356. * @param localAxis axis to rotate
  14357. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14358. */
  14359. getDirection(localAxis: Vector3): Vector3;
  14360. /**
  14361. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14362. * localAxis is expressed in the mesh local space.
  14363. * result is computed in the Wordl space from the mesh World matrix.
  14364. * @param localAxis axis to rotate
  14365. * @param result the resulting transformnode
  14366. * @returns this TransformNode.
  14367. */
  14368. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14369. /**
  14370. * Sets this transform node rotation to the given local axis.
  14371. * @param localAxis the axis in local space
  14372. * @param yawCor optional yaw (y-axis) correction in radians
  14373. * @param pitchCor optional pitch (x-axis) correction in radians
  14374. * @param rollCor optional roll (z-axis) correction in radians
  14375. * @returns this TransformNode
  14376. */
  14377. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14378. /**
  14379. * Sets a new pivot point to the current node
  14380. * @param point defines the new pivot point to use
  14381. * @param space defines if the point is in world or local space (local by default)
  14382. * @returns the current TransformNode
  14383. */
  14384. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14385. /**
  14386. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14387. * @returns the pivot point
  14388. */
  14389. getPivotPoint(): Vector3;
  14390. /**
  14391. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14392. * @param result the vector3 to store the result
  14393. * @returns this TransformNode.
  14394. */
  14395. getPivotPointToRef(result: Vector3): TransformNode;
  14396. /**
  14397. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14398. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14399. */
  14400. getAbsolutePivotPoint(): Vector3;
  14401. /**
  14402. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14403. * @param result vector3 to store the result
  14404. * @returns this TransformNode.
  14405. */
  14406. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14407. /**
  14408. * Defines the passed node as the parent of the current node.
  14409. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14410. * @see https://doc.babylonjs.com/how_to/parenting
  14411. * @param node the node ot set as the parent
  14412. * @returns this TransformNode.
  14413. */
  14414. setParent(node: Nullable<Node>): TransformNode;
  14415. private _nonUniformScaling;
  14416. /**
  14417. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14418. */
  14419. readonly nonUniformScaling: boolean;
  14420. /** @hidden */
  14421. _updateNonUniformScalingState(value: boolean): boolean;
  14422. /**
  14423. * Attach the current TransformNode to another TransformNode associated with a bone
  14424. * @param bone Bone affecting the TransformNode
  14425. * @param affectedTransformNode TransformNode associated with the bone
  14426. * @returns this object
  14427. */
  14428. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14429. /**
  14430. * Detach the transform node if its associated with a bone
  14431. * @returns this object
  14432. */
  14433. detachFromBone(): TransformNode;
  14434. private static _rotationAxisCache;
  14435. /**
  14436. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14437. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14438. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14439. * The passed axis is also normalized.
  14440. * @param axis the axis to rotate around
  14441. * @param amount the amount to rotate in radians
  14442. * @param space Space to rotate in (Default: local)
  14443. * @returns the TransformNode.
  14444. */
  14445. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14446. /**
  14447. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14448. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14449. * The passed axis is also normalized. .
  14450. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14451. * @param point the point to rotate around
  14452. * @param axis the axis to rotate around
  14453. * @param amount the amount to rotate in radians
  14454. * @returns the TransformNode
  14455. */
  14456. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14457. /**
  14458. * Translates the mesh along the axis vector for the passed distance in the given space.
  14459. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14460. * @param axis the axis to translate in
  14461. * @param distance the distance to translate
  14462. * @param space Space to rotate in (Default: local)
  14463. * @returns the TransformNode.
  14464. */
  14465. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14466. /**
  14467. * Adds a rotation step to the mesh current rotation.
  14468. * x, y, z are Euler angles expressed in radians.
  14469. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14470. * This means this rotation is made in the mesh local space only.
  14471. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14472. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14473. * ```javascript
  14474. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14475. * ```
  14476. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14477. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14478. * @param x Rotation to add
  14479. * @param y Rotation to add
  14480. * @param z Rotation to add
  14481. * @returns the TransformNode.
  14482. */
  14483. addRotation(x: number, y: number, z: number): TransformNode;
  14484. /**
  14485. * @hidden
  14486. */
  14487. protected _getEffectiveParent(): Nullable<Node>;
  14488. /**
  14489. * Computes the world matrix of the node
  14490. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14491. * @returns the world matrix
  14492. */
  14493. computeWorldMatrix(force?: boolean): Matrix;
  14494. protected _afterComputeWorldMatrix(): void;
  14495. /**
  14496. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14497. * @param func callback function to add
  14498. *
  14499. * @returns the TransformNode.
  14500. */
  14501. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14502. /**
  14503. * Removes a registered callback function.
  14504. * @param func callback function to remove
  14505. * @returns the TransformNode.
  14506. */
  14507. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14508. /**
  14509. * Gets the position of the current mesh in camera space
  14510. * @param camera defines the camera to use
  14511. * @returns a position
  14512. */
  14513. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14514. /**
  14515. * Returns the distance from the mesh to the active camera
  14516. * @param camera defines the camera to use
  14517. * @returns the distance
  14518. */
  14519. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14520. /**
  14521. * Clone the current transform node
  14522. * @param name Name of the new clone
  14523. * @param newParent New parent for the clone
  14524. * @param doNotCloneChildren Do not clone children hierarchy
  14525. * @returns the new transform node
  14526. */
  14527. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14528. /**
  14529. * Serializes the objects information.
  14530. * @param currentSerializationObject defines the object to serialize in
  14531. * @returns the serialized object
  14532. */
  14533. serialize(currentSerializationObject?: any): any;
  14534. /**
  14535. * Returns a new TransformNode object parsed from the source provided.
  14536. * @param parsedTransformNode is the source.
  14537. * @param scene the scne the object belongs to
  14538. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14539. * @returns a new TransformNode object parsed from the source provided.
  14540. */
  14541. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14542. /**
  14543. * Get all child-transformNodes of this node
  14544. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14545. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14546. * @returns an array of TransformNode
  14547. */
  14548. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14549. /**
  14550. * Releases resources associated with this transform node.
  14551. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14552. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14553. */
  14554. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14555. /**
  14556. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14557. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14558. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14559. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14560. * @returns the current mesh
  14561. */
  14562. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14563. private _syncAbsoluteScalingAndRotation;
  14564. }
  14565. }
  14566. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14567. import { Observable } from "babylonjs/Misc/observable";
  14568. import { Nullable } from "babylonjs/types";
  14569. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14570. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14571. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14572. import { Ray } from "babylonjs/Culling/ray";
  14573. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14574. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14575. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14576. /**
  14577. * Defines the types of pose enabled controllers that are supported
  14578. */
  14579. export enum PoseEnabledControllerType {
  14580. /**
  14581. * HTC Vive
  14582. */
  14583. VIVE = 0,
  14584. /**
  14585. * Oculus Rift
  14586. */
  14587. OCULUS = 1,
  14588. /**
  14589. * Windows mixed reality
  14590. */
  14591. WINDOWS = 2,
  14592. /**
  14593. * Samsung gear VR
  14594. */
  14595. GEAR_VR = 3,
  14596. /**
  14597. * Google Daydream
  14598. */
  14599. DAYDREAM = 4,
  14600. /**
  14601. * Generic
  14602. */
  14603. GENERIC = 5
  14604. }
  14605. /**
  14606. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14607. */
  14608. export interface MutableGamepadButton {
  14609. /**
  14610. * Value of the button/trigger
  14611. */
  14612. value: number;
  14613. /**
  14614. * If the button/trigger is currently touched
  14615. */
  14616. touched: boolean;
  14617. /**
  14618. * If the button/trigger is currently pressed
  14619. */
  14620. pressed: boolean;
  14621. }
  14622. /**
  14623. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14624. * @hidden
  14625. */
  14626. export interface ExtendedGamepadButton extends GamepadButton {
  14627. /**
  14628. * If the button/trigger is currently pressed
  14629. */
  14630. readonly pressed: boolean;
  14631. /**
  14632. * If the button/trigger is currently touched
  14633. */
  14634. readonly touched: boolean;
  14635. /**
  14636. * Value of the button/trigger
  14637. */
  14638. readonly value: number;
  14639. }
  14640. /** @hidden */
  14641. export interface _GamePadFactory {
  14642. /**
  14643. * Returns wether or not the current gamepad can be created for this type of controller.
  14644. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14645. * @returns true if it can be created, otherwise false
  14646. */
  14647. canCreate(gamepadInfo: any): boolean;
  14648. /**
  14649. * Creates a new instance of the Gamepad.
  14650. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14651. * @returns the new gamepad instance
  14652. */
  14653. create(gamepadInfo: any): Gamepad;
  14654. }
  14655. /**
  14656. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14657. */
  14658. export class PoseEnabledControllerHelper {
  14659. /** @hidden */
  14660. static _ControllerFactories: _GamePadFactory[];
  14661. /** @hidden */
  14662. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14663. /**
  14664. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14665. * @param vrGamepad the gamepad to initialized
  14666. * @returns a vr controller of the type the gamepad identified as
  14667. */
  14668. static InitiateController(vrGamepad: any): Gamepad;
  14669. }
  14670. /**
  14671. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14672. */
  14673. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14674. /**
  14675. * If the controller is used in a webXR session
  14676. */
  14677. isXR: boolean;
  14678. private _deviceRoomPosition;
  14679. private _deviceRoomRotationQuaternion;
  14680. /**
  14681. * The device position in babylon space
  14682. */
  14683. devicePosition: Vector3;
  14684. /**
  14685. * The device rotation in babylon space
  14686. */
  14687. deviceRotationQuaternion: Quaternion;
  14688. /**
  14689. * The scale factor of the device in babylon space
  14690. */
  14691. deviceScaleFactor: number;
  14692. /**
  14693. * (Likely devicePosition should be used instead) The device position in its room space
  14694. */
  14695. position: Vector3;
  14696. /**
  14697. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14698. */
  14699. rotationQuaternion: Quaternion;
  14700. /**
  14701. * The type of controller (Eg. Windows mixed reality)
  14702. */
  14703. controllerType: PoseEnabledControllerType;
  14704. protected _calculatedPosition: Vector3;
  14705. private _calculatedRotation;
  14706. /**
  14707. * The raw pose from the device
  14708. */
  14709. rawPose: DevicePose;
  14710. private _trackPosition;
  14711. private _maxRotationDistFromHeadset;
  14712. private _draggedRoomRotation;
  14713. /**
  14714. * @hidden
  14715. */
  14716. _disableTrackPosition(fixedPosition: Vector3): void;
  14717. /**
  14718. * Internal, the mesh attached to the controller
  14719. * @hidden
  14720. */
  14721. _mesh: Nullable<AbstractMesh>;
  14722. private _poseControlledCamera;
  14723. private _leftHandSystemQuaternion;
  14724. /**
  14725. * Internal, matrix used to convert room space to babylon space
  14726. * @hidden
  14727. */
  14728. _deviceToWorld: Matrix;
  14729. /**
  14730. * Node to be used when casting a ray from the controller
  14731. * @hidden
  14732. */
  14733. _pointingPoseNode: Nullable<TransformNode>;
  14734. /**
  14735. * Name of the child mesh that can be used to cast a ray from the controller
  14736. */
  14737. static readonly POINTING_POSE: string;
  14738. /**
  14739. * Creates a new PoseEnabledController from a gamepad
  14740. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14741. */
  14742. constructor(browserGamepad: any);
  14743. private _workingMatrix;
  14744. /**
  14745. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14746. */
  14747. update(): void;
  14748. /**
  14749. * Updates only the pose device and mesh without doing any button event checking
  14750. */
  14751. protected _updatePoseAndMesh(): void;
  14752. /**
  14753. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14754. * @param poseData raw pose fromthe device
  14755. */
  14756. updateFromDevice(poseData: DevicePose): void;
  14757. /**
  14758. * @hidden
  14759. */
  14760. _meshAttachedObservable: Observable<AbstractMesh>;
  14761. /**
  14762. * Attaches a mesh to the controller
  14763. * @param mesh the mesh to be attached
  14764. */
  14765. attachToMesh(mesh: AbstractMesh): void;
  14766. /**
  14767. * Attaches the controllers mesh to a camera
  14768. * @param camera the camera the mesh should be attached to
  14769. */
  14770. attachToPoseControlledCamera(camera: TargetCamera): void;
  14771. /**
  14772. * Disposes of the controller
  14773. */
  14774. dispose(): void;
  14775. /**
  14776. * The mesh that is attached to the controller
  14777. */
  14778. readonly mesh: Nullable<AbstractMesh>;
  14779. /**
  14780. * Gets the ray of the controller in the direction the controller is pointing
  14781. * @param length the length the resulting ray should be
  14782. * @returns a ray in the direction the controller is pointing
  14783. */
  14784. getForwardRay(length?: number): Ray;
  14785. }
  14786. }
  14787. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14788. import { Observable } from "babylonjs/Misc/observable";
  14789. import { Scene } from "babylonjs/scene";
  14790. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14791. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14792. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14793. import { Nullable } from "babylonjs/types";
  14794. /**
  14795. * Defines the WebVRController object that represents controllers tracked in 3D space
  14796. */
  14797. export abstract class WebVRController extends PoseEnabledController {
  14798. /**
  14799. * Internal, the default controller model for the controller
  14800. */
  14801. protected _defaultModel: Nullable<AbstractMesh>;
  14802. /**
  14803. * Fired when the trigger state has changed
  14804. */
  14805. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14806. /**
  14807. * Fired when the main button state has changed
  14808. */
  14809. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14810. /**
  14811. * Fired when the secondary button state has changed
  14812. */
  14813. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14814. /**
  14815. * Fired when the pad state has changed
  14816. */
  14817. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14818. /**
  14819. * Fired when controllers stick values have changed
  14820. */
  14821. onPadValuesChangedObservable: Observable<StickValues>;
  14822. /**
  14823. * Array of button availible on the controller
  14824. */
  14825. protected _buttons: Array<MutableGamepadButton>;
  14826. private _onButtonStateChange;
  14827. /**
  14828. * Fired when a controller button's state has changed
  14829. * @param callback the callback containing the button that was modified
  14830. */
  14831. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14832. /**
  14833. * X and Y axis corresponding to the controllers joystick
  14834. */
  14835. pad: StickValues;
  14836. /**
  14837. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14838. */
  14839. hand: string;
  14840. /**
  14841. * The default controller model for the controller
  14842. */
  14843. readonly defaultModel: Nullable<AbstractMesh>;
  14844. /**
  14845. * Creates a new WebVRController from a gamepad
  14846. * @param vrGamepad the gamepad that the WebVRController should be created from
  14847. */
  14848. constructor(vrGamepad: any);
  14849. /**
  14850. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14851. */
  14852. update(): void;
  14853. /**
  14854. * Function to be called when a button is modified
  14855. */
  14856. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14857. /**
  14858. * Loads a mesh and attaches it to the controller
  14859. * @param scene the scene the mesh should be added to
  14860. * @param meshLoaded callback for when the mesh has been loaded
  14861. */
  14862. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14863. private _setButtonValue;
  14864. private _changes;
  14865. private _checkChanges;
  14866. /**
  14867. * Disposes of th webVRCOntroller
  14868. */
  14869. dispose(): void;
  14870. }
  14871. }
  14872. declare module "babylonjs/Lights/hemisphericLight" {
  14873. import { Nullable } from "babylonjs/types";
  14874. import { Scene } from "babylonjs/scene";
  14875. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14876. import { Color3 } from "babylonjs/Maths/math.color";
  14877. import { Effect } from "babylonjs/Materials/effect";
  14878. import { Light } from "babylonjs/Lights/light";
  14879. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14880. /**
  14881. * The HemisphericLight simulates the ambient environment light,
  14882. * so the passed direction is the light reflection direction, not the incoming direction.
  14883. */
  14884. export class HemisphericLight extends Light {
  14885. /**
  14886. * The groundColor is the light in the opposite direction to the one specified during creation.
  14887. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14888. */
  14889. groundColor: Color3;
  14890. /**
  14891. * The light reflection direction, not the incoming direction.
  14892. */
  14893. direction: Vector3;
  14894. /**
  14895. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14896. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14897. * The HemisphericLight can't cast shadows.
  14898. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14899. * @param name The friendly name of the light
  14900. * @param direction The direction of the light reflection
  14901. * @param scene The scene the light belongs to
  14902. */
  14903. constructor(name: string, direction: Vector3, scene: Scene);
  14904. protected _buildUniformLayout(): void;
  14905. /**
  14906. * Returns the string "HemisphericLight".
  14907. * @return The class name
  14908. */
  14909. getClassName(): string;
  14910. /**
  14911. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14912. * Returns the updated direction.
  14913. * @param target The target the direction should point to
  14914. * @return The computed direction
  14915. */
  14916. setDirectionToTarget(target: Vector3): Vector3;
  14917. /**
  14918. * Returns the shadow generator associated to the light.
  14919. * @returns Always null for hemispheric lights because it does not support shadows.
  14920. */
  14921. getShadowGenerator(): Nullable<IShadowGenerator>;
  14922. /**
  14923. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14924. * @param effect The effect to update
  14925. * @param lightIndex The index of the light in the effect to update
  14926. * @returns The hemispheric light
  14927. */
  14928. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14929. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14930. /**
  14931. * Computes the world matrix of the node
  14932. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14933. * @param useWasUpdatedFlag defines a reserved property
  14934. * @returns the world matrix
  14935. */
  14936. computeWorldMatrix(): Matrix;
  14937. /**
  14938. * Returns the integer 3.
  14939. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14940. */
  14941. getTypeID(): number;
  14942. /**
  14943. * Prepares the list of defines specific to the light type.
  14944. * @param defines the list of defines
  14945. * @param lightIndex defines the index of the light for the effect
  14946. */
  14947. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14948. }
  14949. }
  14950. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14951. /** @hidden */
  14952. export var vrMultiviewToSingleviewPixelShader: {
  14953. name: string;
  14954. shader: string;
  14955. };
  14956. }
  14957. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14958. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14959. import { Scene } from "babylonjs/scene";
  14960. /**
  14961. * Renders to multiple views with a single draw call
  14962. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14963. */
  14964. export class MultiviewRenderTarget extends RenderTargetTexture {
  14965. /**
  14966. * Creates a multiview render target
  14967. * @param scene scene used with the render target
  14968. * @param size the size of the render target (used for each view)
  14969. */
  14970. constructor(scene: Scene, size?: number | {
  14971. width: number;
  14972. height: number;
  14973. } | {
  14974. ratio: number;
  14975. });
  14976. /**
  14977. * @hidden
  14978. * @param faceIndex the face index, if its a cube texture
  14979. */
  14980. _bindFrameBuffer(faceIndex?: number): void;
  14981. /**
  14982. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14983. * @returns the view count
  14984. */
  14985. getViewCount(): number;
  14986. }
  14987. }
  14988. declare module "babylonjs/Maths/math.frustum" {
  14989. import { Matrix } from "babylonjs/Maths/math.vector";
  14990. import { DeepImmutable } from "babylonjs/types";
  14991. import { Plane } from "babylonjs/Maths/math.plane";
  14992. /**
  14993. * Represents a camera frustum
  14994. */
  14995. export class Frustum {
  14996. /**
  14997. * Gets the planes representing the frustum
  14998. * @param transform matrix to be applied to the returned planes
  14999. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15000. */
  15001. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15002. /**
  15003. * Gets the near frustum plane transformed by the transform matrix
  15004. * @param transform transformation matrix to be applied to the resulting frustum plane
  15005. * @param frustumPlane the resuling frustum plane
  15006. */
  15007. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15008. /**
  15009. * Gets the far frustum plane transformed by the transform matrix
  15010. * @param transform transformation matrix to be applied to the resulting frustum plane
  15011. * @param frustumPlane the resuling frustum plane
  15012. */
  15013. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15014. /**
  15015. * Gets the left frustum plane transformed by the transform matrix
  15016. * @param transform transformation matrix to be applied to the resulting frustum plane
  15017. * @param frustumPlane the resuling frustum plane
  15018. */
  15019. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15020. /**
  15021. * Gets the right frustum plane transformed by the transform matrix
  15022. * @param transform transformation matrix to be applied to the resulting frustum plane
  15023. * @param frustumPlane the resuling frustum plane
  15024. */
  15025. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15026. /**
  15027. * Gets the top frustum plane transformed by the transform matrix
  15028. * @param transform transformation matrix to be applied to the resulting frustum plane
  15029. * @param frustumPlane the resuling frustum plane
  15030. */
  15031. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15032. /**
  15033. * Gets the bottom frustum plane transformed by the transform matrix
  15034. * @param transform transformation matrix to be applied to the resulting frustum plane
  15035. * @param frustumPlane the resuling frustum plane
  15036. */
  15037. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15038. /**
  15039. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15040. * @param transform transformation matrix to be applied to the resulting frustum planes
  15041. * @param frustumPlanes the resuling frustum planes
  15042. */
  15043. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15044. }
  15045. }
  15046. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15047. import { Camera } from "babylonjs/Cameras/camera";
  15048. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15049. import { Nullable } from "babylonjs/types";
  15050. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15051. import { Matrix } from "babylonjs/Maths/math.vector";
  15052. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15053. module "babylonjs/Engines/engine" {
  15054. interface Engine {
  15055. /**
  15056. * Creates a new multiview render target
  15057. * @param width defines the width of the texture
  15058. * @param height defines the height of the texture
  15059. * @returns the created multiview texture
  15060. */
  15061. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15062. /**
  15063. * Binds a multiview framebuffer to be drawn to
  15064. * @param multiviewTexture texture to bind
  15065. */
  15066. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15067. }
  15068. }
  15069. module "babylonjs/Cameras/camera" {
  15070. interface Camera {
  15071. /**
  15072. * @hidden
  15073. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15074. */
  15075. _useMultiviewToSingleView: boolean;
  15076. /**
  15077. * @hidden
  15078. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15079. */
  15080. _multiviewTexture: Nullable<RenderTargetTexture>;
  15081. /**
  15082. * @hidden
  15083. * ensures the multiview texture of the camera exists and has the specified width/height
  15084. * @param width height to set on the multiview texture
  15085. * @param height width to set on the multiview texture
  15086. */
  15087. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15088. }
  15089. }
  15090. module "babylonjs/scene" {
  15091. interface Scene {
  15092. /** @hidden */
  15093. _transformMatrixR: Matrix;
  15094. /** @hidden */
  15095. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15096. /** @hidden */
  15097. _createMultiviewUbo(): void;
  15098. /** @hidden */
  15099. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15100. /** @hidden */
  15101. _renderMultiviewToSingleView(camera: Camera): void;
  15102. }
  15103. }
  15104. }
  15105. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15106. import { Camera } from "babylonjs/Cameras/camera";
  15107. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15108. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15109. import "babylonjs/Engines/Extensions/engine.multiview";
  15110. /**
  15111. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15112. * This will not be used for webXR as it supports displaying texture arrays directly
  15113. */
  15114. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15115. /**
  15116. * Initializes a VRMultiviewToSingleview
  15117. * @param name name of the post process
  15118. * @param camera camera to be applied to
  15119. * @param scaleFactor scaling factor to the size of the output texture
  15120. */
  15121. constructor(name: string, camera: Camera, scaleFactor: number);
  15122. }
  15123. }
  15124. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15125. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15126. import { Nullable } from "babylonjs/types";
  15127. import { Size } from "babylonjs/Maths/math.size";
  15128. import { Observable } from "babylonjs/Misc/observable";
  15129. /**
  15130. * Interface used to define additional presentation attributes
  15131. */
  15132. export interface IVRPresentationAttributes {
  15133. /**
  15134. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15135. */
  15136. highRefreshRate: boolean;
  15137. /**
  15138. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15139. */
  15140. foveationLevel: number;
  15141. }
  15142. module "babylonjs/Engines/engine" {
  15143. interface Engine {
  15144. /** @hidden */
  15145. _vrDisplay: any;
  15146. /** @hidden */
  15147. _vrSupported: boolean;
  15148. /** @hidden */
  15149. _oldSize: Size;
  15150. /** @hidden */
  15151. _oldHardwareScaleFactor: number;
  15152. /** @hidden */
  15153. _vrExclusivePointerMode: boolean;
  15154. /** @hidden */
  15155. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15156. /** @hidden */
  15157. _onVRDisplayPointerRestricted: () => void;
  15158. /** @hidden */
  15159. _onVRDisplayPointerUnrestricted: () => void;
  15160. /** @hidden */
  15161. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15162. /** @hidden */
  15163. _onVrDisplayDisconnect: Nullable<() => void>;
  15164. /** @hidden */
  15165. _onVrDisplayPresentChange: Nullable<() => void>;
  15166. /**
  15167. * Observable signaled when VR display mode changes
  15168. */
  15169. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15170. /**
  15171. * Observable signaled when VR request present is complete
  15172. */
  15173. onVRRequestPresentComplete: Observable<boolean>;
  15174. /**
  15175. * Observable signaled when VR request present starts
  15176. */
  15177. onVRRequestPresentStart: Observable<Engine>;
  15178. /**
  15179. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15180. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15181. */
  15182. isInVRExclusivePointerMode: boolean;
  15183. /**
  15184. * Gets a boolean indicating if a webVR device was detected
  15185. * @returns true if a webVR device was detected
  15186. */
  15187. isVRDevicePresent(): boolean;
  15188. /**
  15189. * Gets the current webVR device
  15190. * @returns the current webVR device (or null)
  15191. */
  15192. getVRDevice(): any;
  15193. /**
  15194. * Initializes a webVR display and starts listening to display change events
  15195. * The onVRDisplayChangedObservable will be notified upon these changes
  15196. * @returns A promise containing a VRDisplay and if vr is supported
  15197. */
  15198. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15199. /** @hidden */
  15200. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15201. /**
  15202. * Gets or sets the presentation attributes used to configure VR rendering
  15203. */
  15204. vrPresentationAttributes?: IVRPresentationAttributes;
  15205. /**
  15206. * Call this function to switch to webVR mode
  15207. * Will do nothing if webVR is not supported or if there is no webVR device
  15208. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15209. */
  15210. enableVR(): void;
  15211. /** @hidden */
  15212. _onVRFullScreenTriggered(): void;
  15213. }
  15214. }
  15215. }
  15216. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15217. import { Nullable } from "babylonjs/types";
  15218. import { Observable } from "babylonjs/Misc/observable";
  15219. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15220. import { Scene } from "babylonjs/scene";
  15221. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15222. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15223. import { Node } from "babylonjs/node";
  15224. import { Ray } from "babylonjs/Culling/ray";
  15225. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15226. import "babylonjs/Engines/Extensions/engine.webVR";
  15227. /**
  15228. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15229. * IMPORTANT!! The data is right-hand data.
  15230. * @export
  15231. * @interface DevicePose
  15232. */
  15233. export interface DevicePose {
  15234. /**
  15235. * The position of the device, values in array are [x,y,z].
  15236. */
  15237. readonly position: Nullable<Float32Array>;
  15238. /**
  15239. * The linearVelocity of the device, values in array are [x,y,z].
  15240. */
  15241. readonly linearVelocity: Nullable<Float32Array>;
  15242. /**
  15243. * The linearAcceleration of the device, values in array are [x,y,z].
  15244. */
  15245. readonly linearAcceleration: Nullable<Float32Array>;
  15246. /**
  15247. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15248. */
  15249. readonly orientation: Nullable<Float32Array>;
  15250. /**
  15251. * The angularVelocity of the device, values in array are [x,y,z].
  15252. */
  15253. readonly angularVelocity: Nullable<Float32Array>;
  15254. /**
  15255. * The angularAcceleration of the device, values in array are [x,y,z].
  15256. */
  15257. readonly angularAcceleration: Nullable<Float32Array>;
  15258. }
  15259. /**
  15260. * Interface representing a pose controlled object in Babylon.
  15261. * A pose controlled object has both regular pose values as well as pose values
  15262. * from an external device such as a VR head mounted display
  15263. */
  15264. export interface PoseControlled {
  15265. /**
  15266. * The position of the object in babylon space.
  15267. */
  15268. position: Vector3;
  15269. /**
  15270. * The rotation quaternion of the object in babylon space.
  15271. */
  15272. rotationQuaternion: Quaternion;
  15273. /**
  15274. * The position of the device in babylon space.
  15275. */
  15276. devicePosition?: Vector3;
  15277. /**
  15278. * The rotation quaternion of the device in babylon space.
  15279. */
  15280. deviceRotationQuaternion: Quaternion;
  15281. /**
  15282. * The raw pose coming from the device.
  15283. */
  15284. rawPose: Nullable<DevicePose>;
  15285. /**
  15286. * The scale of the device to be used when translating from device space to babylon space.
  15287. */
  15288. deviceScaleFactor: number;
  15289. /**
  15290. * Updates the poseControlled values based on the input device pose.
  15291. * @param poseData the pose data to update the object with
  15292. */
  15293. updateFromDevice(poseData: DevicePose): void;
  15294. }
  15295. /**
  15296. * Set of options to customize the webVRCamera
  15297. */
  15298. export interface WebVROptions {
  15299. /**
  15300. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15301. */
  15302. trackPosition?: boolean;
  15303. /**
  15304. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15305. */
  15306. positionScale?: number;
  15307. /**
  15308. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15309. */
  15310. displayName?: string;
  15311. /**
  15312. * Should the native controller meshes be initialized. (default: true)
  15313. */
  15314. controllerMeshes?: boolean;
  15315. /**
  15316. * Creating a default HemiLight only on controllers. (default: true)
  15317. */
  15318. defaultLightingOnControllers?: boolean;
  15319. /**
  15320. * If you don't want to use the default VR button of the helper. (default: false)
  15321. */
  15322. useCustomVRButton?: boolean;
  15323. /**
  15324. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15325. */
  15326. customVRButton?: HTMLButtonElement;
  15327. /**
  15328. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15329. */
  15330. rayLength?: number;
  15331. /**
  15332. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15333. */
  15334. defaultHeight?: number;
  15335. /**
  15336. * If multiview should be used if availible (default: false)
  15337. */
  15338. useMultiview?: boolean;
  15339. }
  15340. /**
  15341. * This represents a WebVR camera.
  15342. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15343. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15344. */
  15345. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15346. private webVROptions;
  15347. /**
  15348. * @hidden
  15349. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15350. */
  15351. _vrDevice: any;
  15352. /**
  15353. * The rawPose of the vrDevice.
  15354. */
  15355. rawPose: Nullable<DevicePose>;
  15356. private _onVREnabled;
  15357. private _specsVersion;
  15358. private _attached;
  15359. private _frameData;
  15360. protected _descendants: Array<Node>;
  15361. private _deviceRoomPosition;
  15362. /** @hidden */
  15363. _deviceRoomRotationQuaternion: Quaternion;
  15364. private _standingMatrix;
  15365. /**
  15366. * Represents device position in babylon space.
  15367. */
  15368. devicePosition: Vector3;
  15369. /**
  15370. * Represents device rotation in babylon space.
  15371. */
  15372. deviceRotationQuaternion: Quaternion;
  15373. /**
  15374. * The scale of the device to be used when translating from device space to babylon space.
  15375. */
  15376. deviceScaleFactor: number;
  15377. private _deviceToWorld;
  15378. private _worldToDevice;
  15379. /**
  15380. * References to the webVR controllers for the vrDevice.
  15381. */
  15382. controllers: Array<WebVRController>;
  15383. /**
  15384. * Emits an event when a controller is attached.
  15385. */
  15386. onControllersAttachedObservable: Observable<WebVRController[]>;
  15387. /**
  15388. * Emits an event when a controller's mesh has been loaded;
  15389. */
  15390. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15391. /**
  15392. * Emits an event when the HMD's pose has been updated.
  15393. */
  15394. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15395. private _poseSet;
  15396. /**
  15397. * If the rig cameras be used as parent instead of this camera.
  15398. */
  15399. rigParenting: boolean;
  15400. private _lightOnControllers;
  15401. private _defaultHeight?;
  15402. /**
  15403. * Instantiates a WebVRFreeCamera.
  15404. * @param name The name of the WebVRFreeCamera
  15405. * @param position The starting anchor position for the camera
  15406. * @param scene The scene the camera belongs to
  15407. * @param webVROptions a set of customizable options for the webVRCamera
  15408. */
  15409. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15410. /**
  15411. * Gets the device distance from the ground in meters.
  15412. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15413. */
  15414. deviceDistanceToRoomGround(): number;
  15415. /**
  15416. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15417. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15418. */
  15419. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15420. /**
  15421. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15422. * @returns A promise with a boolean set to if the standing matrix is supported.
  15423. */
  15424. useStandingMatrixAsync(): Promise<boolean>;
  15425. /**
  15426. * Disposes the camera
  15427. */
  15428. dispose(): void;
  15429. /**
  15430. * Gets a vrController by name.
  15431. * @param name The name of the controller to retreive
  15432. * @returns the controller matching the name specified or null if not found
  15433. */
  15434. getControllerByName(name: string): Nullable<WebVRController>;
  15435. private _leftController;
  15436. /**
  15437. * The controller corresponding to the users left hand.
  15438. */
  15439. readonly leftController: Nullable<WebVRController>;
  15440. private _rightController;
  15441. /**
  15442. * The controller corresponding to the users right hand.
  15443. */
  15444. readonly rightController: Nullable<WebVRController>;
  15445. /**
  15446. * Casts a ray forward from the vrCamera's gaze.
  15447. * @param length Length of the ray (default: 100)
  15448. * @returns the ray corresponding to the gaze
  15449. */
  15450. getForwardRay(length?: number): Ray;
  15451. /**
  15452. * @hidden
  15453. * Updates the camera based on device's frame data
  15454. */
  15455. _checkInputs(): void;
  15456. /**
  15457. * Updates the poseControlled values based on the input device pose.
  15458. * @param poseData Pose coming from the device
  15459. */
  15460. updateFromDevice(poseData: DevicePose): void;
  15461. private _htmlElementAttached;
  15462. private _detachIfAttached;
  15463. /**
  15464. * WebVR's attach control will start broadcasting frames to the device.
  15465. * Note that in certain browsers (chrome for example) this function must be called
  15466. * within a user-interaction callback. Example:
  15467. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15468. *
  15469. * @param element html element to attach the vrDevice to
  15470. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15471. */
  15472. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15473. /**
  15474. * Detaches the camera from the html element and disables VR
  15475. *
  15476. * @param element html element to detach from
  15477. */
  15478. detachControl(element: HTMLElement): void;
  15479. /**
  15480. * @returns the name of this class
  15481. */
  15482. getClassName(): string;
  15483. /**
  15484. * Calls resetPose on the vrDisplay
  15485. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15486. */
  15487. resetToCurrentRotation(): void;
  15488. /**
  15489. * @hidden
  15490. * Updates the rig cameras (left and right eye)
  15491. */
  15492. _updateRigCameras(): void;
  15493. private _workingVector;
  15494. private _oneVector;
  15495. private _workingMatrix;
  15496. private updateCacheCalled;
  15497. private _correctPositionIfNotTrackPosition;
  15498. /**
  15499. * @hidden
  15500. * Updates the cached values of the camera
  15501. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15502. */
  15503. _updateCache(ignoreParentClass?: boolean): void;
  15504. /**
  15505. * @hidden
  15506. * Get current device position in babylon world
  15507. */
  15508. _computeDevicePosition(): void;
  15509. /**
  15510. * Updates the current device position and rotation in the babylon world
  15511. */
  15512. update(): void;
  15513. /**
  15514. * @hidden
  15515. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15516. * @returns an identity matrix
  15517. */
  15518. _getViewMatrix(): Matrix;
  15519. private _tmpMatrix;
  15520. /**
  15521. * This function is called by the two RIG cameras.
  15522. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15523. * @hidden
  15524. */
  15525. _getWebVRViewMatrix(): Matrix;
  15526. /** @hidden */
  15527. _getWebVRProjectionMatrix(): Matrix;
  15528. private _onGamepadConnectedObserver;
  15529. private _onGamepadDisconnectedObserver;
  15530. private _updateCacheWhenTrackingDisabledObserver;
  15531. /**
  15532. * Initializes the controllers and their meshes
  15533. */
  15534. initControllers(): void;
  15535. }
  15536. }
  15537. declare module "babylonjs/PostProcesses/postProcess" {
  15538. import { Nullable } from "babylonjs/types";
  15539. import { SmartArray } from "babylonjs/Misc/smartArray";
  15540. import { Observable } from "babylonjs/Misc/observable";
  15541. import { Vector2 } from "babylonjs/Maths/math.vector";
  15542. import { Camera } from "babylonjs/Cameras/camera";
  15543. import { Effect } from "babylonjs/Materials/effect";
  15544. import "babylonjs/Shaders/postprocess.vertex";
  15545. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15546. import { Engine } from "babylonjs/Engines/engine";
  15547. import { Color4 } from "babylonjs/Maths/math.color";
  15548. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15549. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15550. /**
  15551. * Size options for a post process
  15552. */
  15553. export type PostProcessOptions = {
  15554. width: number;
  15555. height: number;
  15556. };
  15557. /**
  15558. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15559. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15560. */
  15561. export class PostProcess {
  15562. /** Name of the PostProcess. */
  15563. name: string;
  15564. /**
  15565. * Gets or sets the unique id of the post process
  15566. */
  15567. uniqueId: number;
  15568. /**
  15569. * Width of the texture to apply the post process on
  15570. */
  15571. width: number;
  15572. /**
  15573. * Height of the texture to apply the post process on
  15574. */
  15575. height: number;
  15576. /**
  15577. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15578. * @hidden
  15579. */
  15580. _outputTexture: Nullable<InternalTexture>;
  15581. /**
  15582. * Sampling mode used by the shader
  15583. * See https://doc.babylonjs.com/classes/3.1/texture
  15584. */
  15585. renderTargetSamplingMode: number;
  15586. /**
  15587. * Clear color to use when screen clearing
  15588. */
  15589. clearColor: Color4;
  15590. /**
  15591. * If the buffer needs to be cleared before applying the post process. (default: true)
  15592. * Should be set to false if shader will overwrite all previous pixels.
  15593. */
  15594. autoClear: boolean;
  15595. /**
  15596. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15597. */
  15598. alphaMode: number;
  15599. /**
  15600. * Sets the setAlphaBlendConstants of the babylon engine
  15601. */
  15602. alphaConstants: Color4;
  15603. /**
  15604. * Animations to be used for the post processing
  15605. */
  15606. animations: import("babylonjs/Animations/animation").Animation[];
  15607. /**
  15608. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15609. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15610. */
  15611. enablePixelPerfectMode: boolean;
  15612. /**
  15613. * Force the postprocess to be applied without taking in account viewport
  15614. */
  15615. forceFullscreenViewport: boolean;
  15616. /**
  15617. * List of inspectable custom properties (used by the Inspector)
  15618. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15619. */
  15620. inspectableCustomProperties: IInspectable[];
  15621. /**
  15622. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15623. *
  15624. * | Value | Type | Description |
  15625. * | ----- | ----------------------------------- | ----------- |
  15626. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15627. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15628. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15629. *
  15630. */
  15631. scaleMode: number;
  15632. /**
  15633. * Force textures to be a power of two (default: false)
  15634. */
  15635. alwaysForcePOT: boolean;
  15636. private _samples;
  15637. /**
  15638. * Number of sample textures (default: 1)
  15639. */
  15640. samples: number;
  15641. /**
  15642. * Modify the scale of the post process to be the same as the viewport (default: false)
  15643. */
  15644. adaptScaleToCurrentViewport: boolean;
  15645. private _camera;
  15646. private _scene;
  15647. private _engine;
  15648. private _options;
  15649. private _reusable;
  15650. private _textureType;
  15651. /**
  15652. * Smart array of input and output textures for the post process.
  15653. * @hidden
  15654. */
  15655. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15656. /**
  15657. * The index in _textures that corresponds to the output texture.
  15658. * @hidden
  15659. */
  15660. _currentRenderTextureInd: number;
  15661. private _effect;
  15662. private _samplers;
  15663. private _fragmentUrl;
  15664. private _vertexUrl;
  15665. private _parameters;
  15666. private _scaleRatio;
  15667. protected _indexParameters: any;
  15668. private _shareOutputWithPostProcess;
  15669. private _texelSize;
  15670. private _forcedOutputTexture;
  15671. /**
  15672. * Returns the fragment url or shader name used in the post process.
  15673. * @returns the fragment url or name in the shader store.
  15674. */
  15675. getEffectName(): string;
  15676. /**
  15677. * An event triggered when the postprocess is activated.
  15678. */
  15679. onActivateObservable: Observable<Camera>;
  15680. private _onActivateObserver;
  15681. /**
  15682. * A function that is added to the onActivateObservable
  15683. */
  15684. onActivate: Nullable<(camera: Camera) => void>;
  15685. /**
  15686. * An event triggered when the postprocess changes its size.
  15687. */
  15688. onSizeChangedObservable: Observable<PostProcess>;
  15689. private _onSizeChangedObserver;
  15690. /**
  15691. * A function that is added to the onSizeChangedObservable
  15692. */
  15693. onSizeChanged: (postProcess: PostProcess) => void;
  15694. /**
  15695. * An event triggered when the postprocess applies its effect.
  15696. */
  15697. onApplyObservable: Observable<Effect>;
  15698. private _onApplyObserver;
  15699. /**
  15700. * A function that is added to the onApplyObservable
  15701. */
  15702. onApply: (effect: Effect) => void;
  15703. /**
  15704. * An event triggered before rendering the postprocess
  15705. */
  15706. onBeforeRenderObservable: Observable<Effect>;
  15707. private _onBeforeRenderObserver;
  15708. /**
  15709. * A function that is added to the onBeforeRenderObservable
  15710. */
  15711. onBeforeRender: (effect: Effect) => void;
  15712. /**
  15713. * An event triggered after rendering the postprocess
  15714. */
  15715. onAfterRenderObservable: Observable<Effect>;
  15716. private _onAfterRenderObserver;
  15717. /**
  15718. * A function that is added to the onAfterRenderObservable
  15719. */
  15720. onAfterRender: (efect: Effect) => void;
  15721. /**
  15722. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15723. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15724. */
  15725. inputTexture: InternalTexture;
  15726. /**
  15727. * Gets the camera which post process is applied to.
  15728. * @returns The camera the post process is applied to.
  15729. */
  15730. getCamera(): Camera;
  15731. /**
  15732. * Gets the texel size of the postprocess.
  15733. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15734. */
  15735. readonly texelSize: Vector2;
  15736. /**
  15737. * Creates a new instance PostProcess
  15738. * @param name The name of the PostProcess.
  15739. * @param fragmentUrl The url of the fragment shader to be used.
  15740. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15741. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15742. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15743. * @param camera The camera to apply the render pass to.
  15744. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15745. * @param engine The engine which the post process will be applied. (default: current engine)
  15746. * @param reusable If the post process can be reused on the same frame. (default: false)
  15747. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15748. * @param textureType Type of textures used when performing the post process. (default: 0)
  15749. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15750. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15751. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15752. */
  15753. constructor(
  15754. /** Name of the PostProcess. */
  15755. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15756. /**
  15757. * Gets a string idenfifying the name of the class
  15758. * @returns "PostProcess" string
  15759. */
  15760. getClassName(): string;
  15761. /**
  15762. * Gets the engine which this post process belongs to.
  15763. * @returns The engine the post process was enabled with.
  15764. */
  15765. getEngine(): Engine;
  15766. /**
  15767. * The effect that is created when initializing the post process.
  15768. * @returns The created effect corresponding the the postprocess.
  15769. */
  15770. getEffect(): Effect;
  15771. /**
  15772. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15773. * @param postProcess The post process to share the output with.
  15774. * @returns This post process.
  15775. */
  15776. shareOutputWith(postProcess: PostProcess): PostProcess;
  15777. /**
  15778. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15779. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15780. */
  15781. useOwnOutput(): void;
  15782. /**
  15783. * Updates the effect with the current post process compile time values and recompiles the shader.
  15784. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15785. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15786. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15787. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15788. * @param onCompiled Called when the shader has been compiled.
  15789. * @param onError Called if there is an error when compiling a shader.
  15790. */
  15791. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15792. /**
  15793. * The post process is reusable if it can be used multiple times within one frame.
  15794. * @returns If the post process is reusable
  15795. */
  15796. isReusable(): boolean;
  15797. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15798. markTextureDirty(): void;
  15799. /**
  15800. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15801. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15802. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15803. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15804. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15805. * @returns The target texture that was bound to be written to.
  15806. */
  15807. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15808. /**
  15809. * If the post process is supported.
  15810. */
  15811. readonly isSupported: boolean;
  15812. /**
  15813. * The aspect ratio of the output texture.
  15814. */
  15815. readonly aspectRatio: number;
  15816. /**
  15817. * Get a value indicating if the post-process is ready to be used
  15818. * @returns true if the post-process is ready (shader is compiled)
  15819. */
  15820. isReady(): boolean;
  15821. /**
  15822. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15823. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15824. */
  15825. apply(): Nullable<Effect>;
  15826. private _disposeTextures;
  15827. /**
  15828. * Disposes the post process.
  15829. * @param camera The camera to dispose the post process on.
  15830. */
  15831. dispose(camera?: Camera): void;
  15832. }
  15833. }
  15834. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15835. /** @hidden */
  15836. export var kernelBlurVaryingDeclaration: {
  15837. name: string;
  15838. shader: string;
  15839. };
  15840. }
  15841. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15842. /** @hidden */
  15843. export var kernelBlurFragment: {
  15844. name: string;
  15845. shader: string;
  15846. };
  15847. }
  15848. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15849. /** @hidden */
  15850. export var kernelBlurFragment2: {
  15851. name: string;
  15852. shader: string;
  15853. };
  15854. }
  15855. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15856. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15857. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15858. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15859. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15860. /** @hidden */
  15861. export var kernelBlurPixelShader: {
  15862. name: string;
  15863. shader: string;
  15864. };
  15865. }
  15866. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15867. /** @hidden */
  15868. export var kernelBlurVertex: {
  15869. name: string;
  15870. shader: string;
  15871. };
  15872. }
  15873. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15874. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15875. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15876. /** @hidden */
  15877. export var kernelBlurVertexShader: {
  15878. name: string;
  15879. shader: string;
  15880. };
  15881. }
  15882. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15883. import { Vector2 } from "babylonjs/Maths/math.vector";
  15884. import { Nullable } from "babylonjs/types";
  15885. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15886. import { Camera } from "babylonjs/Cameras/camera";
  15887. import { Effect } from "babylonjs/Materials/effect";
  15888. import { Engine } from "babylonjs/Engines/engine";
  15889. import "babylonjs/Shaders/kernelBlur.fragment";
  15890. import "babylonjs/Shaders/kernelBlur.vertex";
  15891. /**
  15892. * The Blur Post Process which blurs an image based on a kernel and direction.
  15893. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15894. */
  15895. export class BlurPostProcess extends PostProcess {
  15896. /** The direction in which to blur the image. */
  15897. direction: Vector2;
  15898. private blockCompilation;
  15899. protected _kernel: number;
  15900. protected _idealKernel: number;
  15901. protected _packedFloat: boolean;
  15902. private _staticDefines;
  15903. /**
  15904. * Sets the length in pixels of the blur sample region
  15905. */
  15906. /**
  15907. * Gets the length in pixels of the blur sample region
  15908. */
  15909. kernel: number;
  15910. /**
  15911. * Sets wether or not the blur needs to unpack/repack floats
  15912. */
  15913. /**
  15914. * Gets wether or not the blur is unpacking/repacking floats
  15915. */
  15916. packedFloat: boolean;
  15917. /**
  15918. * Creates a new instance BlurPostProcess
  15919. * @param name The name of the effect.
  15920. * @param direction The direction in which to blur the image.
  15921. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15922. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15923. * @param camera The camera to apply the render pass to.
  15924. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15925. * @param engine The engine which the post process will be applied. (default: current engine)
  15926. * @param reusable If the post process can be reused on the same frame. (default: false)
  15927. * @param textureType Type of textures used when performing the post process. (default: 0)
  15928. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15929. */
  15930. constructor(name: string,
  15931. /** The direction in which to blur the image. */
  15932. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15933. /**
  15934. * Updates the effect with the current post process compile time values and recompiles the shader.
  15935. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15936. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15937. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15938. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15939. * @param onCompiled Called when the shader has been compiled.
  15940. * @param onError Called if there is an error when compiling a shader.
  15941. */
  15942. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15943. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15944. /**
  15945. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15946. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15947. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15948. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15949. * The gaps between physical kernels are compensated for in the weighting of the samples
  15950. * @param idealKernel Ideal blur kernel.
  15951. * @return Nearest best kernel.
  15952. */
  15953. protected _nearestBestKernel(idealKernel: number): number;
  15954. /**
  15955. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15956. * @param x The point on the Gaussian distribution to sample.
  15957. * @return the value of the Gaussian function at x.
  15958. */
  15959. protected _gaussianWeight(x: number): number;
  15960. /**
  15961. * Generates a string that can be used as a floating point number in GLSL.
  15962. * @param x Value to print.
  15963. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15964. * @return GLSL float string.
  15965. */
  15966. protected _glslFloat(x: number, decimalFigures?: number): string;
  15967. }
  15968. }
  15969. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15970. import { Scene } from "babylonjs/scene";
  15971. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15972. import { Plane } from "babylonjs/Maths/math.plane";
  15973. /**
  15974. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15975. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15976. * You can then easily use it as a reflectionTexture on a flat surface.
  15977. * In case the surface is not a plane, please consider relying on reflection probes.
  15978. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15979. */
  15980. export class MirrorTexture extends RenderTargetTexture {
  15981. private scene;
  15982. /**
  15983. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15984. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15985. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15986. */
  15987. mirrorPlane: Plane;
  15988. /**
  15989. * Define the blur ratio used to blur the reflection if needed.
  15990. */
  15991. blurRatio: number;
  15992. /**
  15993. * Define the adaptive blur kernel used to blur the reflection if needed.
  15994. * This will autocompute the closest best match for the `blurKernel`
  15995. */
  15996. adaptiveBlurKernel: number;
  15997. /**
  15998. * Define the blur kernel used to blur the reflection if needed.
  15999. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16000. */
  16001. blurKernel: number;
  16002. /**
  16003. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16004. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16005. */
  16006. blurKernelX: number;
  16007. /**
  16008. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16009. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16010. */
  16011. blurKernelY: number;
  16012. private _autoComputeBlurKernel;
  16013. protected _onRatioRescale(): void;
  16014. private _updateGammaSpace;
  16015. private _imageProcessingConfigChangeObserver;
  16016. private _transformMatrix;
  16017. private _mirrorMatrix;
  16018. private _savedViewMatrix;
  16019. private _blurX;
  16020. private _blurY;
  16021. private _adaptiveBlurKernel;
  16022. private _blurKernelX;
  16023. private _blurKernelY;
  16024. private _blurRatio;
  16025. /**
  16026. * Instantiates a Mirror Texture.
  16027. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16028. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16029. * You can then easily use it as a reflectionTexture on a flat surface.
  16030. * In case the surface is not a plane, please consider relying on reflection probes.
  16031. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16032. * @param name
  16033. * @param size
  16034. * @param scene
  16035. * @param generateMipMaps
  16036. * @param type
  16037. * @param samplingMode
  16038. * @param generateDepthBuffer
  16039. */
  16040. constructor(name: string, size: number | {
  16041. width: number;
  16042. height: number;
  16043. } | {
  16044. ratio: number;
  16045. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16046. private _preparePostProcesses;
  16047. /**
  16048. * Clone the mirror texture.
  16049. * @returns the cloned texture
  16050. */
  16051. clone(): MirrorTexture;
  16052. /**
  16053. * Serialize the texture to a JSON representation you could use in Parse later on
  16054. * @returns the serialized JSON representation
  16055. */
  16056. serialize(): any;
  16057. /**
  16058. * Dispose the texture and release its associated resources.
  16059. */
  16060. dispose(): void;
  16061. }
  16062. }
  16063. declare module "babylonjs/Materials/Textures/texture" {
  16064. import { Observable } from "babylonjs/Misc/observable";
  16065. import { Nullable } from "babylonjs/types";
  16066. import { Matrix } from "babylonjs/Maths/math.vector";
  16067. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16068. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16069. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16070. import { Scene } from "babylonjs/scene";
  16071. /**
  16072. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16073. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16074. */
  16075. export class Texture extends BaseTexture {
  16076. /**
  16077. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16078. */
  16079. static SerializeBuffers: boolean;
  16080. /** @hidden */
  16081. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16082. /** @hidden */
  16083. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16084. /** @hidden */
  16085. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16086. /** nearest is mag = nearest and min = nearest and mip = linear */
  16087. static readonly NEAREST_SAMPLINGMODE: number;
  16088. /** nearest is mag = nearest and min = nearest and mip = linear */
  16089. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16090. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16091. static readonly BILINEAR_SAMPLINGMODE: number;
  16092. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16093. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16094. /** Trilinear is mag = linear and min = linear and mip = linear */
  16095. static readonly TRILINEAR_SAMPLINGMODE: number;
  16096. /** Trilinear is mag = linear and min = linear and mip = linear */
  16097. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16098. /** mag = nearest and min = nearest and mip = nearest */
  16099. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16100. /** mag = nearest and min = linear and mip = nearest */
  16101. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16102. /** mag = nearest and min = linear and mip = linear */
  16103. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16104. /** mag = nearest and min = linear and mip = none */
  16105. static readonly NEAREST_LINEAR: number;
  16106. /** mag = nearest and min = nearest and mip = none */
  16107. static readonly NEAREST_NEAREST: number;
  16108. /** mag = linear and min = nearest and mip = nearest */
  16109. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16110. /** mag = linear and min = nearest and mip = linear */
  16111. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16112. /** mag = linear and min = linear and mip = none */
  16113. static readonly LINEAR_LINEAR: number;
  16114. /** mag = linear and min = nearest and mip = none */
  16115. static readonly LINEAR_NEAREST: number;
  16116. /** Explicit coordinates mode */
  16117. static readonly EXPLICIT_MODE: number;
  16118. /** Spherical coordinates mode */
  16119. static readonly SPHERICAL_MODE: number;
  16120. /** Planar coordinates mode */
  16121. static readonly PLANAR_MODE: number;
  16122. /** Cubic coordinates mode */
  16123. static readonly CUBIC_MODE: number;
  16124. /** Projection coordinates mode */
  16125. static readonly PROJECTION_MODE: number;
  16126. /** Inverse Cubic coordinates mode */
  16127. static readonly SKYBOX_MODE: number;
  16128. /** Inverse Cubic coordinates mode */
  16129. static readonly INVCUBIC_MODE: number;
  16130. /** Equirectangular coordinates mode */
  16131. static readonly EQUIRECTANGULAR_MODE: number;
  16132. /** Equirectangular Fixed coordinates mode */
  16133. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16134. /** Equirectangular Fixed Mirrored coordinates mode */
  16135. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16136. /** Texture is not repeating outside of 0..1 UVs */
  16137. static readonly CLAMP_ADDRESSMODE: number;
  16138. /** Texture is repeating outside of 0..1 UVs */
  16139. static readonly WRAP_ADDRESSMODE: number;
  16140. /** Texture is repeating and mirrored */
  16141. static readonly MIRROR_ADDRESSMODE: number;
  16142. /**
  16143. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  16144. */
  16145. static UseSerializedUrlIfAny: boolean;
  16146. /**
  16147. * Define the url of the texture.
  16148. */
  16149. url: Nullable<string>;
  16150. /**
  16151. * Define an offset on the texture to offset the u coordinates of the UVs
  16152. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16153. */
  16154. uOffset: number;
  16155. /**
  16156. * Define an offset on the texture to offset the v coordinates of the UVs
  16157. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16158. */
  16159. vOffset: number;
  16160. /**
  16161. * Define an offset on the texture to scale the u coordinates of the UVs
  16162. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16163. */
  16164. uScale: number;
  16165. /**
  16166. * Define an offset on the texture to scale the v coordinates of the UVs
  16167. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16168. */
  16169. vScale: number;
  16170. /**
  16171. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16172. * @see http://doc.babylonjs.com/how_to/more_materials
  16173. */
  16174. uAng: number;
  16175. /**
  16176. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16177. * @see http://doc.babylonjs.com/how_to/more_materials
  16178. */
  16179. vAng: number;
  16180. /**
  16181. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16182. * @see http://doc.babylonjs.com/how_to/more_materials
  16183. */
  16184. wAng: number;
  16185. /**
  16186. * Defines the center of rotation (U)
  16187. */
  16188. uRotationCenter: number;
  16189. /**
  16190. * Defines the center of rotation (V)
  16191. */
  16192. vRotationCenter: number;
  16193. /**
  16194. * Defines the center of rotation (W)
  16195. */
  16196. wRotationCenter: number;
  16197. /**
  16198. * Are mip maps generated for this texture or not.
  16199. */
  16200. readonly noMipmap: boolean;
  16201. /**
  16202. * List of inspectable custom properties (used by the Inspector)
  16203. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16204. */
  16205. inspectableCustomProperties: Nullable<IInspectable[]>;
  16206. private _noMipmap;
  16207. /** @hidden */
  16208. _invertY: boolean;
  16209. private _rowGenerationMatrix;
  16210. private _cachedTextureMatrix;
  16211. private _projectionModeMatrix;
  16212. private _t0;
  16213. private _t1;
  16214. private _t2;
  16215. private _cachedUOffset;
  16216. private _cachedVOffset;
  16217. private _cachedUScale;
  16218. private _cachedVScale;
  16219. private _cachedUAng;
  16220. private _cachedVAng;
  16221. private _cachedWAng;
  16222. private _cachedProjectionMatrixId;
  16223. private _cachedCoordinatesMode;
  16224. /** @hidden */
  16225. protected _initialSamplingMode: number;
  16226. /** @hidden */
  16227. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16228. private _deleteBuffer;
  16229. protected _format: Nullable<number>;
  16230. private _delayedOnLoad;
  16231. private _delayedOnError;
  16232. private _mimeType?;
  16233. /**
  16234. * Observable triggered once the texture has been loaded.
  16235. */
  16236. onLoadObservable: Observable<Texture>;
  16237. protected _isBlocking: boolean;
  16238. /**
  16239. * Is the texture preventing material to render while loading.
  16240. * If false, a default texture will be used instead of the loading one during the preparation step.
  16241. */
  16242. isBlocking: boolean;
  16243. /**
  16244. * Get the current sampling mode associated with the texture.
  16245. */
  16246. readonly samplingMode: number;
  16247. /**
  16248. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16249. */
  16250. readonly invertY: boolean;
  16251. /**
  16252. * Instantiates a new texture.
  16253. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16254. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16255. * @param url defines the url of the picture to load as a texture
  16256. * @param scene defines the scene or engine the texture will belong to
  16257. * @param noMipmap defines if the texture will require mip maps or not
  16258. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16259. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16260. * @param onLoad defines a callback triggered when the texture has been loaded
  16261. * @param onError defines a callback triggered when an error occurred during the loading session
  16262. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16263. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16264. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16265. * @param mimeType defines an optional mime type information
  16266. */
  16267. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16268. /**
  16269. * Update the url (and optional buffer) of this texture if url was null during construction.
  16270. * @param url the url of the texture
  16271. * @param buffer the buffer of the texture (defaults to null)
  16272. * @param onLoad callback called when the texture is loaded (defaults to null)
  16273. */
  16274. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16275. /**
  16276. * Finish the loading sequence of a texture flagged as delayed load.
  16277. * @hidden
  16278. */
  16279. delayLoad(): void;
  16280. private _prepareRowForTextureGeneration;
  16281. /**
  16282. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16283. * @returns the transform matrix of the texture.
  16284. */
  16285. getTextureMatrix(): Matrix;
  16286. /**
  16287. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16288. * @returns The reflection texture transform
  16289. */
  16290. getReflectionTextureMatrix(): Matrix;
  16291. /**
  16292. * Clones the texture.
  16293. * @returns the cloned texture
  16294. */
  16295. clone(): Texture;
  16296. /**
  16297. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16298. * @returns The JSON representation of the texture
  16299. */
  16300. serialize(): any;
  16301. /**
  16302. * Get the current class name of the texture useful for serialization or dynamic coding.
  16303. * @returns "Texture"
  16304. */
  16305. getClassName(): string;
  16306. /**
  16307. * Dispose the texture and release its associated resources.
  16308. */
  16309. dispose(): void;
  16310. /**
  16311. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16312. * @param parsedTexture Define the JSON representation of the texture
  16313. * @param scene Define the scene the parsed texture should be instantiated in
  16314. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16315. * @returns The parsed texture if successful
  16316. */
  16317. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16318. /**
  16319. * Creates a texture from its base 64 representation.
  16320. * @param data Define the base64 payload without the data: prefix
  16321. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16322. * @param scene Define the scene the texture should belong to
  16323. * @param noMipmap Forces the texture to not create mip map information if true
  16324. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16325. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16326. * @param onLoad define a callback triggered when the texture has been loaded
  16327. * @param onError define a callback triggered when an error occurred during the loading session
  16328. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16329. * @returns the created texture
  16330. */
  16331. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16332. /**
  16333. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16334. * @param data Define the base64 payload without the data: prefix
  16335. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16336. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16337. * @param scene Define the scene the texture should belong to
  16338. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16339. * @param noMipmap Forces the texture to not create mip map information if true
  16340. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16341. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16342. * @param onLoad define a callback triggered when the texture has been loaded
  16343. * @param onError define a callback triggered when an error occurred during the loading session
  16344. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16345. * @returns the created texture
  16346. */
  16347. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16348. }
  16349. }
  16350. declare module "babylonjs/PostProcesses/postProcessManager" {
  16351. import { Nullable } from "babylonjs/types";
  16352. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16353. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16354. import { Scene } from "babylonjs/scene";
  16355. /**
  16356. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16357. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16358. */
  16359. export class PostProcessManager {
  16360. private _scene;
  16361. private _indexBuffer;
  16362. private _vertexBuffers;
  16363. /**
  16364. * Creates a new instance PostProcess
  16365. * @param scene The scene that the post process is associated with.
  16366. */
  16367. constructor(scene: Scene);
  16368. private _prepareBuffers;
  16369. private _buildIndexBuffer;
  16370. /**
  16371. * Rebuilds the vertex buffers of the manager.
  16372. * @hidden
  16373. */
  16374. _rebuild(): void;
  16375. /**
  16376. * Prepares a frame to be run through a post process.
  16377. * @param sourceTexture The input texture to the post procesess. (default: null)
  16378. * @param postProcesses An array of post processes to be run. (default: null)
  16379. * @returns True if the post processes were able to be run.
  16380. * @hidden
  16381. */
  16382. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16383. /**
  16384. * Manually render a set of post processes to a texture.
  16385. * @param postProcesses An array of post processes to be run.
  16386. * @param targetTexture The target texture to render to.
  16387. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16388. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16389. * @param lodLevel defines which lod of the texture to render to
  16390. */
  16391. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16392. /**
  16393. * Finalize the result of the output of the postprocesses.
  16394. * @param doNotPresent If true the result will not be displayed to the screen.
  16395. * @param targetTexture The target texture to render to.
  16396. * @param faceIndex The index of the face to bind the target texture to.
  16397. * @param postProcesses The array of post processes to render.
  16398. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16399. * @hidden
  16400. */
  16401. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16402. /**
  16403. * Disposes of the post process manager.
  16404. */
  16405. dispose(): void;
  16406. }
  16407. }
  16408. declare module "babylonjs/Misc/gradients" {
  16409. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16410. /** Interface used by value gradients (color, factor, ...) */
  16411. export interface IValueGradient {
  16412. /**
  16413. * Gets or sets the gradient value (between 0 and 1)
  16414. */
  16415. gradient: number;
  16416. }
  16417. /** Class used to store color4 gradient */
  16418. export class ColorGradient implements IValueGradient {
  16419. /**
  16420. * Gets or sets the gradient value (between 0 and 1)
  16421. */
  16422. gradient: number;
  16423. /**
  16424. * Gets or sets first associated color
  16425. */
  16426. color1: Color4;
  16427. /**
  16428. * Gets or sets second associated color
  16429. */
  16430. color2?: Color4;
  16431. /**
  16432. * Will get a color picked randomly between color1 and color2.
  16433. * If color2 is undefined then color1 will be used
  16434. * @param result defines the target Color4 to store the result in
  16435. */
  16436. getColorToRef(result: Color4): void;
  16437. }
  16438. /** Class used to store color 3 gradient */
  16439. export class Color3Gradient implements IValueGradient {
  16440. /**
  16441. * Gets or sets the gradient value (between 0 and 1)
  16442. */
  16443. gradient: number;
  16444. /**
  16445. * Gets or sets the associated color
  16446. */
  16447. color: Color3;
  16448. }
  16449. /** Class used to store factor gradient */
  16450. export class FactorGradient implements IValueGradient {
  16451. /**
  16452. * Gets or sets the gradient value (between 0 and 1)
  16453. */
  16454. gradient: number;
  16455. /**
  16456. * Gets or sets first associated factor
  16457. */
  16458. factor1: number;
  16459. /**
  16460. * Gets or sets second associated factor
  16461. */
  16462. factor2?: number;
  16463. /**
  16464. * Will get a number picked randomly between factor1 and factor2.
  16465. * If factor2 is undefined then factor1 will be used
  16466. * @returns the picked number
  16467. */
  16468. getFactor(): number;
  16469. }
  16470. /**
  16471. * Helper used to simplify some generic gradient tasks
  16472. */
  16473. export class GradientHelper {
  16474. /**
  16475. * Gets the current gradient from an array of IValueGradient
  16476. * @param ratio defines the current ratio to get
  16477. * @param gradients defines the array of IValueGradient
  16478. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16479. */
  16480. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16481. }
  16482. }
  16483. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16484. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16485. import { Nullable } from "babylonjs/types";
  16486. module "babylonjs/Engines/thinEngine" {
  16487. interface ThinEngine {
  16488. /**
  16489. * Creates a dynamic texture
  16490. * @param width defines the width of the texture
  16491. * @param height defines the height of the texture
  16492. * @param generateMipMaps defines if the engine should generate the mip levels
  16493. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16494. * @returns the dynamic texture inside an InternalTexture
  16495. */
  16496. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16497. /**
  16498. * Update the content of a dynamic texture
  16499. * @param texture defines the texture to update
  16500. * @param canvas defines the canvas containing the source
  16501. * @param invertY defines if data must be stored with Y axis inverted
  16502. * @param premulAlpha defines if alpha is stored as premultiplied
  16503. * @param format defines the format of the data
  16504. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16505. */
  16506. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16507. }
  16508. }
  16509. }
  16510. declare module "babylonjs/Misc/canvasGenerator" {
  16511. /**
  16512. * Helper class used to generate a canvas to manipulate images
  16513. */
  16514. export class CanvasGenerator {
  16515. /**
  16516. * Create a new canvas (or offscreen canvas depending on the context)
  16517. * @param width defines the expected width
  16518. * @param height defines the expected height
  16519. * @return a new canvas or offscreen canvas
  16520. */
  16521. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16522. }
  16523. }
  16524. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16525. import { Scene } from "babylonjs/scene";
  16526. import { Texture } from "babylonjs/Materials/Textures/texture";
  16527. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16528. /**
  16529. * A class extending Texture allowing drawing on a texture
  16530. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16531. */
  16532. export class DynamicTexture extends Texture {
  16533. private _generateMipMaps;
  16534. private _canvas;
  16535. private _context;
  16536. private _engine;
  16537. /**
  16538. * Creates a DynamicTexture
  16539. * @param name defines the name of the texture
  16540. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  16541. * @param scene defines the scene where you want the texture
  16542. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16543. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16544. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16545. */
  16546. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16547. /**
  16548. * Get the current class name of the texture useful for serialization or dynamic coding.
  16549. * @returns "DynamicTexture"
  16550. */
  16551. getClassName(): string;
  16552. /**
  16553. * Gets the current state of canRescale
  16554. */
  16555. readonly canRescale: boolean;
  16556. private _recreate;
  16557. /**
  16558. * Scales the texture
  16559. * @param ratio the scale factor to apply to both width and height
  16560. */
  16561. scale(ratio: number): void;
  16562. /**
  16563. * Resizes the texture
  16564. * @param width the new width
  16565. * @param height the new height
  16566. */
  16567. scaleTo(width: number, height: number): void;
  16568. /**
  16569. * Gets the context of the canvas used by the texture
  16570. * @returns the canvas context of the dynamic texture
  16571. */
  16572. getContext(): CanvasRenderingContext2D;
  16573. /**
  16574. * Clears the texture
  16575. */
  16576. clear(): void;
  16577. /**
  16578. * Updates the texture
  16579. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16580. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16581. */
  16582. update(invertY?: boolean, premulAlpha?: boolean): void;
  16583. /**
  16584. * Draws text onto the texture
  16585. * @param text defines the text to be drawn
  16586. * @param x defines the placement of the text from the left
  16587. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16588. * @param font defines the font to be used with font-style, font-size, font-name
  16589. * @param color defines the color used for the text
  16590. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16591. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16592. * @param update defines whether texture is immediately update (default is true)
  16593. */
  16594. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16595. /**
  16596. * Clones the texture
  16597. * @returns the clone of the texture.
  16598. */
  16599. clone(): DynamicTexture;
  16600. /**
  16601. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16602. * @returns a serialized dynamic texture object
  16603. */
  16604. serialize(): any;
  16605. /** @hidden */
  16606. _rebuild(): void;
  16607. }
  16608. }
  16609. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16610. import { Scene } from "babylonjs/scene";
  16611. import { ISceneComponent } from "babylonjs/sceneComponent";
  16612. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16613. module "babylonjs/abstractScene" {
  16614. interface AbstractScene {
  16615. /**
  16616. * The list of procedural textures added to the scene
  16617. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16618. */
  16619. proceduralTextures: Array<ProceduralTexture>;
  16620. }
  16621. }
  16622. /**
  16623. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16624. * in a given scene.
  16625. */
  16626. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16627. /**
  16628. * The component name helpfull to identify the component in the list of scene components.
  16629. */
  16630. readonly name: string;
  16631. /**
  16632. * The scene the component belongs to.
  16633. */
  16634. scene: Scene;
  16635. /**
  16636. * Creates a new instance of the component for the given scene
  16637. * @param scene Defines the scene to register the component in
  16638. */
  16639. constructor(scene: Scene);
  16640. /**
  16641. * Registers the component in a given scene
  16642. */
  16643. register(): void;
  16644. /**
  16645. * Rebuilds the elements related to this component in case of
  16646. * context lost for instance.
  16647. */
  16648. rebuild(): void;
  16649. /**
  16650. * Disposes the component and the associated ressources.
  16651. */
  16652. dispose(): void;
  16653. private _beforeClear;
  16654. }
  16655. }
  16656. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16657. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16658. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16659. module "babylonjs/Engines/thinEngine" {
  16660. interface ThinEngine {
  16661. /**
  16662. * Creates a new render target cube texture
  16663. * @param size defines the size of the texture
  16664. * @param options defines the options used to create the texture
  16665. * @returns a new render target cube texture stored in an InternalTexture
  16666. */
  16667. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16668. }
  16669. }
  16670. }
  16671. declare module "babylonjs/Shaders/procedural.vertex" {
  16672. /** @hidden */
  16673. export var proceduralVertexShader: {
  16674. name: string;
  16675. shader: string;
  16676. };
  16677. }
  16678. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16679. import { Observable } from "babylonjs/Misc/observable";
  16680. import { Nullable } from "babylonjs/types";
  16681. import { Scene } from "babylonjs/scene";
  16682. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16683. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16684. import { Effect } from "babylonjs/Materials/effect";
  16685. import { Texture } from "babylonjs/Materials/Textures/texture";
  16686. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16687. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16688. import "babylonjs/Shaders/procedural.vertex";
  16689. /**
  16690. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16691. * This is the base class of any Procedural texture and contains most of the shareable code.
  16692. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16693. */
  16694. export class ProceduralTexture extends Texture {
  16695. isCube: boolean;
  16696. /**
  16697. * Define if the texture is enabled or not (disabled texture will not render)
  16698. */
  16699. isEnabled: boolean;
  16700. /**
  16701. * Define if the texture must be cleared before rendering (default is true)
  16702. */
  16703. autoClear: boolean;
  16704. /**
  16705. * Callback called when the texture is generated
  16706. */
  16707. onGenerated: () => void;
  16708. /**
  16709. * Event raised when the texture is generated
  16710. */
  16711. onGeneratedObservable: Observable<ProceduralTexture>;
  16712. /** @hidden */
  16713. _generateMipMaps: boolean;
  16714. /** @hidden **/
  16715. _effect: Effect;
  16716. /** @hidden */
  16717. _textures: {
  16718. [key: string]: Texture;
  16719. };
  16720. private _size;
  16721. private _currentRefreshId;
  16722. private _refreshRate;
  16723. private _vertexBuffers;
  16724. private _indexBuffer;
  16725. private _uniforms;
  16726. private _samplers;
  16727. private _fragment;
  16728. private _floats;
  16729. private _ints;
  16730. private _floatsArrays;
  16731. private _colors3;
  16732. private _colors4;
  16733. private _vectors2;
  16734. private _vectors3;
  16735. private _matrices;
  16736. private _fallbackTexture;
  16737. private _fallbackTextureUsed;
  16738. private _engine;
  16739. private _cachedDefines;
  16740. private _contentUpdateId;
  16741. private _contentData;
  16742. /**
  16743. * Instantiates a new procedural texture.
  16744. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16745. * This is the base class of any Procedural texture and contains most of the shareable code.
  16746. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16747. * @param name Define the name of the texture
  16748. * @param size Define the size of the texture to create
  16749. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16750. * @param scene Define the scene the texture belongs to
  16751. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16752. * @param generateMipMaps Define if the texture should creates mip maps or not
  16753. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16754. */
  16755. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16756. /**
  16757. * The effect that is created when initializing the post process.
  16758. * @returns The created effect corresponding the the postprocess.
  16759. */
  16760. getEffect(): Effect;
  16761. /**
  16762. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16763. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16764. */
  16765. getContent(): Nullable<ArrayBufferView>;
  16766. private _createIndexBuffer;
  16767. /** @hidden */
  16768. _rebuild(): void;
  16769. /**
  16770. * Resets the texture in order to recreate its associated resources.
  16771. * This can be called in case of context loss
  16772. */
  16773. reset(): void;
  16774. protected _getDefines(): string;
  16775. /**
  16776. * Is the texture ready to be used ? (rendered at least once)
  16777. * @returns true if ready, otherwise, false.
  16778. */
  16779. isReady(): boolean;
  16780. /**
  16781. * Resets the refresh counter of the texture and start bak from scratch.
  16782. * Could be useful to regenerate the texture if it is setup to render only once.
  16783. */
  16784. resetRefreshCounter(): void;
  16785. /**
  16786. * Set the fragment shader to use in order to render the texture.
  16787. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16788. */
  16789. setFragment(fragment: any): void;
  16790. /**
  16791. * Define the refresh rate of the texture or the rendering frequency.
  16792. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16793. */
  16794. refreshRate: number;
  16795. /** @hidden */
  16796. _shouldRender(): boolean;
  16797. /**
  16798. * Get the size the texture is rendering at.
  16799. * @returns the size (texture is always squared)
  16800. */
  16801. getRenderSize(): number;
  16802. /**
  16803. * Resize the texture to new value.
  16804. * @param size Define the new size the texture should have
  16805. * @param generateMipMaps Define whether the new texture should create mip maps
  16806. */
  16807. resize(size: number, generateMipMaps: boolean): void;
  16808. private _checkUniform;
  16809. /**
  16810. * Set a texture in the shader program used to render.
  16811. * @param name Define the name of the uniform samplers as defined in the shader
  16812. * @param texture Define the texture to bind to this sampler
  16813. * @return the texture itself allowing "fluent" like uniform updates
  16814. */
  16815. setTexture(name: string, texture: Texture): ProceduralTexture;
  16816. /**
  16817. * Set a float in the shader.
  16818. * @param name Define the name of the uniform as defined in the shader
  16819. * @param value Define the value to give to the uniform
  16820. * @return the texture itself allowing "fluent" like uniform updates
  16821. */
  16822. setFloat(name: string, value: number): ProceduralTexture;
  16823. /**
  16824. * Set a int in the shader.
  16825. * @param name Define the name of the uniform as defined in the shader
  16826. * @param value Define the value to give to the uniform
  16827. * @return the texture itself allowing "fluent" like uniform updates
  16828. */
  16829. setInt(name: string, value: number): ProceduralTexture;
  16830. /**
  16831. * Set an array of floats in the shader.
  16832. * @param name Define the name of the uniform as defined in the shader
  16833. * @param value Define the value to give to the uniform
  16834. * @return the texture itself allowing "fluent" like uniform updates
  16835. */
  16836. setFloats(name: string, value: number[]): ProceduralTexture;
  16837. /**
  16838. * Set a vec3 in the shader from a Color3.
  16839. * @param name Define the name of the uniform as defined in the shader
  16840. * @param value Define the value to give to the uniform
  16841. * @return the texture itself allowing "fluent" like uniform updates
  16842. */
  16843. setColor3(name: string, value: Color3): ProceduralTexture;
  16844. /**
  16845. * Set a vec4 in the shader from a Color4.
  16846. * @param name Define the name of the uniform as defined in the shader
  16847. * @param value Define the value to give to the uniform
  16848. * @return the texture itself allowing "fluent" like uniform updates
  16849. */
  16850. setColor4(name: string, value: Color4): ProceduralTexture;
  16851. /**
  16852. * Set a vec2 in the shader from a Vector2.
  16853. * @param name Define the name of the uniform as defined in the shader
  16854. * @param value Define the value to give to the uniform
  16855. * @return the texture itself allowing "fluent" like uniform updates
  16856. */
  16857. setVector2(name: string, value: Vector2): ProceduralTexture;
  16858. /**
  16859. * Set a vec3 in the shader from a Vector3.
  16860. * @param name Define the name of the uniform as defined in the shader
  16861. * @param value Define the value to give to the uniform
  16862. * @return the texture itself allowing "fluent" like uniform updates
  16863. */
  16864. setVector3(name: string, value: Vector3): ProceduralTexture;
  16865. /**
  16866. * Set a mat4 in the shader from a MAtrix.
  16867. * @param name Define the name of the uniform as defined in the shader
  16868. * @param value Define the value to give to the uniform
  16869. * @return the texture itself allowing "fluent" like uniform updates
  16870. */
  16871. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16872. /**
  16873. * Render the texture to its associated render target.
  16874. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16875. */
  16876. render(useCameraPostProcess?: boolean): void;
  16877. /**
  16878. * Clone the texture.
  16879. * @returns the cloned texture
  16880. */
  16881. clone(): ProceduralTexture;
  16882. /**
  16883. * Dispose the texture and release its asoociated resources.
  16884. */
  16885. dispose(): void;
  16886. }
  16887. }
  16888. declare module "babylonjs/Particles/baseParticleSystem" {
  16889. import { Nullable } from "babylonjs/types";
  16890. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16892. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16893. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16894. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16895. import { Scene } from "babylonjs/scene";
  16896. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16897. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16898. import { Texture } from "babylonjs/Materials/Textures/texture";
  16899. import { Color4 } from "babylonjs/Maths/math.color";
  16900. import { Animation } from "babylonjs/Animations/animation";
  16901. /**
  16902. * This represents the base class for particle system in Babylon.
  16903. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16904. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16905. * @example https://doc.babylonjs.com/babylon101/particles
  16906. */
  16907. export class BaseParticleSystem {
  16908. /**
  16909. * Source color is added to the destination color without alpha affecting the result
  16910. */
  16911. static BLENDMODE_ONEONE: number;
  16912. /**
  16913. * Blend current color and particle color using particle’s alpha
  16914. */
  16915. static BLENDMODE_STANDARD: number;
  16916. /**
  16917. * Add current color and particle color multiplied by particle’s alpha
  16918. */
  16919. static BLENDMODE_ADD: number;
  16920. /**
  16921. * Multiply current color with particle color
  16922. */
  16923. static BLENDMODE_MULTIPLY: number;
  16924. /**
  16925. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16926. */
  16927. static BLENDMODE_MULTIPLYADD: number;
  16928. /**
  16929. * List of animations used by the particle system.
  16930. */
  16931. animations: Animation[];
  16932. /**
  16933. * The id of the Particle system.
  16934. */
  16935. id: string;
  16936. /**
  16937. * The friendly name of the Particle system.
  16938. */
  16939. name: string;
  16940. /**
  16941. * The rendering group used by the Particle system to chose when to render.
  16942. */
  16943. renderingGroupId: number;
  16944. /**
  16945. * The emitter represents the Mesh or position we are attaching the particle system to.
  16946. */
  16947. emitter: Nullable<AbstractMesh | Vector3>;
  16948. /**
  16949. * The maximum number of particles to emit per frame
  16950. */
  16951. emitRate: number;
  16952. /**
  16953. * If you want to launch only a few particles at once, that can be done, as well.
  16954. */
  16955. manualEmitCount: number;
  16956. /**
  16957. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16958. */
  16959. updateSpeed: number;
  16960. /**
  16961. * The amount of time the particle system is running (depends of the overall update speed).
  16962. */
  16963. targetStopDuration: number;
  16964. /**
  16965. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16966. */
  16967. disposeOnStop: boolean;
  16968. /**
  16969. * Minimum power of emitting particles.
  16970. */
  16971. minEmitPower: number;
  16972. /**
  16973. * Maximum power of emitting particles.
  16974. */
  16975. maxEmitPower: number;
  16976. /**
  16977. * Minimum life time of emitting particles.
  16978. */
  16979. minLifeTime: number;
  16980. /**
  16981. * Maximum life time of emitting particles.
  16982. */
  16983. maxLifeTime: number;
  16984. /**
  16985. * Minimum Size of emitting particles.
  16986. */
  16987. minSize: number;
  16988. /**
  16989. * Maximum Size of emitting particles.
  16990. */
  16991. maxSize: number;
  16992. /**
  16993. * Minimum scale of emitting particles on X axis.
  16994. */
  16995. minScaleX: number;
  16996. /**
  16997. * Maximum scale of emitting particles on X axis.
  16998. */
  16999. maxScaleX: number;
  17000. /**
  17001. * Minimum scale of emitting particles on Y axis.
  17002. */
  17003. minScaleY: number;
  17004. /**
  17005. * Maximum scale of emitting particles on Y axis.
  17006. */
  17007. maxScaleY: number;
  17008. /**
  17009. * Gets or sets the minimal initial rotation in radians.
  17010. */
  17011. minInitialRotation: number;
  17012. /**
  17013. * Gets or sets the maximal initial rotation in radians.
  17014. */
  17015. maxInitialRotation: number;
  17016. /**
  17017. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17018. */
  17019. minAngularSpeed: number;
  17020. /**
  17021. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17022. */
  17023. maxAngularSpeed: number;
  17024. /**
  17025. * The texture used to render each particle. (this can be a spritesheet)
  17026. */
  17027. particleTexture: Nullable<Texture>;
  17028. /**
  17029. * The layer mask we are rendering the particles through.
  17030. */
  17031. layerMask: number;
  17032. /**
  17033. * This can help using your own shader to render the particle system.
  17034. * The according effect will be created
  17035. */
  17036. customShader: any;
  17037. /**
  17038. * By default particle system starts as soon as they are created. This prevents the
  17039. * automatic start to happen and let you decide when to start emitting particles.
  17040. */
  17041. preventAutoStart: boolean;
  17042. private _noiseTexture;
  17043. /**
  17044. * Gets or sets a texture used to add random noise to particle positions
  17045. */
  17046. noiseTexture: Nullable<ProceduralTexture>;
  17047. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17048. noiseStrength: Vector3;
  17049. /**
  17050. * Callback triggered when the particle animation is ending.
  17051. */
  17052. onAnimationEnd: Nullable<() => void>;
  17053. /**
  17054. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17055. */
  17056. blendMode: number;
  17057. /**
  17058. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17059. * to override the particles.
  17060. */
  17061. forceDepthWrite: boolean;
  17062. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  17063. preWarmCycles: number;
  17064. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17065. preWarmStepOffset: number;
  17066. /**
  17067. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  17068. */
  17069. spriteCellChangeSpeed: number;
  17070. /**
  17071. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17072. */
  17073. startSpriteCellID: number;
  17074. /**
  17075. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17076. */
  17077. endSpriteCellID: number;
  17078. /**
  17079. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17080. */
  17081. spriteCellWidth: number;
  17082. /**
  17083. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17084. */
  17085. spriteCellHeight: number;
  17086. /**
  17087. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17088. */
  17089. spriteRandomStartCell: boolean;
  17090. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17091. translationPivot: Vector2;
  17092. /** @hidden */
  17093. protected _isAnimationSheetEnabled: boolean;
  17094. /**
  17095. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17096. */
  17097. beginAnimationOnStart: boolean;
  17098. /**
  17099. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17100. */
  17101. beginAnimationFrom: number;
  17102. /**
  17103. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17104. */
  17105. beginAnimationTo: number;
  17106. /**
  17107. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17108. */
  17109. beginAnimationLoop: boolean;
  17110. /**
  17111. * Gets or sets a world offset applied to all particles
  17112. */
  17113. worldOffset: Vector3;
  17114. /**
  17115. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17116. */
  17117. isAnimationSheetEnabled: boolean;
  17118. /**
  17119. * Get hosting scene
  17120. * @returns the scene
  17121. */
  17122. getScene(): Scene;
  17123. /**
  17124. * You can use gravity if you want to give an orientation to your particles.
  17125. */
  17126. gravity: Vector3;
  17127. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17128. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17129. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17130. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17131. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17132. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17133. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17134. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17135. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17136. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17137. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17138. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17139. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17140. /**
  17141. * Defines the delay in milliseconds before starting the system (0 by default)
  17142. */
  17143. startDelay: number;
  17144. /**
  17145. * Gets the current list of drag gradients.
  17146. * You must use addDragGradient and removeDragGradient to udpate this list
  17147. * @returns the list of drag gradients
  17148. */
  17149. getDragGradients(): Nullable<Array<FactorGradient>>;
  17150. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17151. limitVelocityDamping: number;
  17152. /**
  17153. * Gets the current list of limit velocity gradients.
  17154. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17155. * @returns the list of limit velocity gradients
  17156. */
  17157. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17158. /**
  17159. * Gets the current list of color gradients.
  17160. * You must use addColorGradient and removeColorGradient to udpate this list
  17161. * @returns the list of color gradients
  17162. */
  17163. getColorGradients(): Nullable<Array<ColorGradient>>;
  17164. /**
  17165. * Gets the current list of size gradients.
  17166. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17167. * @returns the list of size gradients
  17168. */
  17169. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17170. /**
  17171. * Gets the current list of color remap gradients.
  17172. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17173. * @returns the list of color remap gradients
  17174. */
  17175. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17176. /**
  17177. * Gets the current list of alpha remap gradients.
  17178. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17179. * @returns the list of alpha remap gradients
  17180. */
  17181. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17182. /**
  17183. * Gets the current list of life time gradients.
  17184. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17185. * @returns the list of life time gradients
  17186. */
  17187. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17188. /**
  17189. * Gets the current list of angular speed gradients.
  17190. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17191. * @returns the list of angular speed gradients
  17192. */
  17193. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17194. /**
  17195. * Gets the current list of velocity gradients.
  17196. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17197. * @returns the list of velocity gradients
  17198. */
  17199. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17200. /**
  17201. * Gets the current list of start size gradients.
  17202. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17203. * @returns the list of start size gradients
  17204. */
  17205. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17206. /**
  17207. * Gets the current list of emit rate gradients.
  17208. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17209. * @returns the list of emit rate gradients
  17210. */
  17211. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17212. /**
  17213. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17214. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17215. */
  17216. direction1: Vector3;
  17217. /**
  17218. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17219. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17220. */
  17221. direction2: Vector3;
  17222. /**
  17223. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17224. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17225. */
  17226. minEmitBox: Vector3;
  17227. /**
  17228. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17229. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17230. */
  17231. maxEmitBox: Vector3;
  17232. /**
  17233. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17234. */
  17235. color1: Color4;
  17236. /**
  17237. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17238. */
  17239. color2: Color4;
  17240. /**
  17241. * Color the particle will have at the end of its lifetime
  17242. */
  17243. colorDead: Color4;
  17244. /**
  17245. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17246. */
  17247. textureMask: Color4;
  17248. /**
  17249. * The particle emitter type defines the emitter used by the particle system.
  17250. * It can be for example box, sphere, or cone...
  17251. */
  17252. particleEmitterType: IParticleEmitterType;
  17253. /** @hidden */
  17254. _isSubEmitter: boolean;
  17255. /**
  17256. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17257. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17258. */
  17259. billboardMode: number;
  17260. protected _isBillboardBased: boolean;
  17261. /**
  17262. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17263. */
  17264. isBillboardBased: boolean;
  17265. /**
  17266. * The scene the particle system belongs to.
  17267. */
  17268. protected _scene: Scene;
  17269. /**
  17270. * Local cache of defines for image processing.
  17271. */
  17272. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17273. /**
  17274. * Default configuration related to image processing available in the standard Material.
  17275. */
  17276. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17277. /**
  17278. * Gets the image processing configuration used either in this material.
  17279. */
  17280. /**
  17281. * Sets the Default image processing configuration used either in the this material.
  17282. *
  17283. * If sets to null, the scene one is in use.
  17284. */
  17285. imageProcessingConfiguration: ImageProcessingConfiguration;
  17286. /**
  17287. * Attaches a new image processing configuration to the Standard Material.
  17288. * @param configuration
  17289. */
  17290. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17291. /** @hidden */
  17292. protected _reset(): void;
  17293. /** @hidden */
  17294. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17295. /**
  17296. * Instantiates a particle system.
  17297. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17298. * @param name The name of the particle system
  17299. */
  17300. constructor(name: string);
  17301. /**
  17302. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17303. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17304. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17305. * @returns the emitter
  17306. */
  17307. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17308. /**
  17309. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17310. * @param radius The radius of the hemisphere to emit from
  17311. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17312. * @returns the emitter
  17313. */
  17314. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17315. /**
  17316. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17317. * @param radius The radius of the sphere to emit from
  17318. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17319. * @returns the emitter
  17320. */
  17321. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17322. /**
  17323. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17324. * @param radius The radius of the sphere to emit from
  17325. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17326. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17327. * @returns the emitter
  17328. */
  17329. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17330. /**
  17331. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17332. * @param radius The radius of the emission cylinder
  17333. * @param height The height of the emission cylinder
  17334. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17335. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17336. * @returns the emitter
  17337. */
  17338. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17339. /**
  17340. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17341. * @param radius The radius of the cylinder to emit from
  17342. * @param height The height of the emission cylinder
  17343. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17344. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17345. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17346. * @returns the emitter
  17347. */
  17348. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17349. /**
  17350. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17351. * @param radius The radius of the cone to emit from
  17352. * @param angle The base angle of the cone
  17353. * @returns the emitter
  17354. */
  17355. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17356. /**
  17357. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17358. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17359. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17360. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17361. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17362. * @returns the emitter
  17363. */
  17364. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17365. }
  17366. }
  17367. declare module "babylonjs/Particles/subEmitter" {
  17368. import { Scene } from "babylonjs/scene";
  17369. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17370. /**
  17371. * Type of sub emitter
  17372. */
  17373. export enum SubEmitterType {
  17374. /**
  17375. * Attached to the particle over it's lifetime
  17376. */
  17377. ATTACHED = 0,
  17378. /**
  17379. * Created when the particle dies
  17380. */
  17381. END = 1
  17382. }
  17383. /**
  17384. * Sub emitter class used to emit particles from an existing particle
  17385. */
  17386. export class SubEmitter {
  17387. /**
  17388. * the particle system to be used by the sub emitter
  17389. */
  17390. particleSystem: ParticleSystem;
  17391. /**
  17392. * Type of the submitter (Default: END)
  17393. */
  17394. type: SubEmitterType;
  17395. /**
  17396. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17397. * Note: This only is supported when using an emitter of type Mesh
  17398. */
  17399. inheritDirection: boolean;
  17400. /**
  17401. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17402. */
  17403. inheritedVelocityAmount: number;
  17404. /**
  17405. * Creates a sub emitter
  17406. * @param particleSystem the particle system to be used by the sub emitter
  17407. */
  17408. constructor(
  17409. /**
  17410. * the particle system to be used by the sub emitter
  17411. */
  17412. particleSystem: ParticleSystem);
  17413. /**
  17414. * Clones the sub emitter
  17415. * @returns the cloned sub emitter
  17416. */
  17417. clone(): SubEmitter;
  17418. /**
  17419. * Serialize current object to a JSON object
  17420. * @returns the serialized object
  17421. */
  17422. serialize(): any;
  17423. /** @hidden */
  17424. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17425. /**
  17426. * Creates a new SubEmitter from a serialized JSON version
  17427. * @param serializationObject defines the JSON object to read from
  17428. * @param scene defines the hosting scene
  17429. * @param rootUrl defines the rootUrl for data loading
  17430. * @returns a new SubEmitter
  17431. */
  17432. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17433. /** Release associated resources */
  17434. dispose(): void;
  17435. }
  17436. }
  17437. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17438. /** @hidden */
  17439. export var clipPlaneFragmentDeclaration: {
  17440. name: string;
  17441. shader: string;
  17442. };
  17443. }
  17444. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17445. /** @hidden */
  17446. export var imageProcessingDeclaration: {
  17447. name: string;
  17448. shader: string;
  17449. };
  17450. }
  17451. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17452. /** @hidden */
  17453. export var imageProcessingFunctions: {
  17454. name: string;
  17455. shader: string;
  17456. };
  17457. }
  17458. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17459. /** @hidden */
  17460. export var clipPlaneFragment: {
  17461. name: string;
  17462. shader: string;
  17463. };
  17464. }
  17465. declare module "babylonjs/Shaders/particles.fragment" {
  17466. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17467. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17468. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17469. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17470. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17471. /** @hidden */
  17472. export var particlesPixelShader: {
  17473. name: string;
  17474. shader: string;
  17475. };
  17476. }
  17477. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17478. /** @hidden */
  17479. export var clipPlaneVertexDeclaration: {
  17480. name: string;
  17481. shader: string;
  17482. };
  17483. }
  17484. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17485. /** @hidden */
  17486. export var clipPlaneVertex: {
  17487. name: string;
  17488. shader: string;
  17489. };
  17490. }
  17491. declare module "babylonjs/Shaders/particles.vertex" {
  17492. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17493. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17494. /** @hidden */
  17495. export var particlesVertexShader: {
  17496. name: string;
  17497. shader: string;
  17498. };
  17499. }
  17500. declare module "babylonjs/Particles/particleSystem" {
  17501. import { Nullable } from "babylonjs/types";
  17502. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17503. import { Observable } from "babylonjs/Misc/observable";
  17504. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17505. import { Effect } from "babylonjs/Materials/effect";
  17506. import { Scene, IDisposable } from "babylonjs/scene";
  17507. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17508. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17509. import { Particle } from "babylonjs/Particles/particle";
  17510. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17511. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17512. import "babylonjs/Shaders/particles.fragment";
  17513. import "babylonjs/Shaders/particles.vertex";
  17514. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17515. /**
  17516. * This represents a particle system in Babylon.
  17517. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17518. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17519. * @example https://doc.babylonjs.com/babylon101/particles
  17520. */
  17521. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17522. /**
  17523. * Billboard mode will only apply to Y axis
  17524. */
  17525. static readonly BILLBOARDMODE_Y: number;
  17526. /**
  17527. * Billboard mode will apply to all axes
  17528. */
  17529. static readonly BILLBOARDMODE_ALL: number;
  17530. /**
  17531. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17532. */
  17533. static readonly BILLBOARDMODE_STRETCHED: number;
  17534. /**
  17535. * This function can be defined to provide custom update for active particles.
  17536. * This function will be called instead of regular update (age, position, color, etc.).
  17537. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17538. */
  17539. updateFunction: (particles: Particle[]) => void;
  17540. private _emitterWorldMatrix;
  17541. /**
  17542. * This function can be defined to specify initial direction for every new particle.
  17543. * It by default use the emitterType defined function
  17544. */
  17545. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17546. /**
  17547. * This function can be defined to specify initial position for every new particle.
  17548. * It by default use the emitterType defined function
  17549. */
  17550. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17551. /**
  17552. * @hidden
  17553. */
  17554. _inheritedVelocityOffset: Vector3;
  17555. /**
  17556. * An event triggered when the system is disposed
  17557. */
  17558. onDisposeObservable: Observable<ParticleSystem>;
  17559. private _onDisposeObserver;
  17560. /**
  17561. * Sets a callback that will be triggered when the system is disposed
  17562. */
  17563. onDispose: () => void;
  17564. private _particles;
  17565. private _epsilon;
  17566. private _capacity;
  17567. private _stockParticles;
  17568. private _newPartsExcess;
  17569. private _vertexData;
  17570. private _vertexBuffer;
  17571. private _vertexBuffers;
  17572. private _spriteBuffer;
  17573. private _indexBuffer;
  17574. private _effect;
  17575. private _customEffect;
  17576. private _cachedDefines;
  17577. private _scaledColorStep;
  17578. private _colorDiff;
  17579. private _scaledDirection;
  17580. private _scaledGravity;
  17581. private _currentRenderId;
  17582. private _alive;
  17583. private _useInstancing;
  17584. private _started;
  17585. private _stopped;
  17586. private _actualFrame;
  17587. private _scaledUpdateSpeed;
  17588. private _vertexBufferSize;
  17589. /** @hidden */
  17590. _currentEmitRateGradient: Nullable<FactorGradient>;
  17591. /** @hidden */
  17592. _currentEmitRate1: number;
  17593. /** @hidden */
  17594. _currentEmitRate2: number;
  17595. /** @hidden */
  17596. _currentStartSizeGradient: Nullable<FactorGradient>;
  17597. /** @hidden */
  17598. _currentStartSize1: number;
  17599. /** @hidden */
  17600. _currentStartSize2: number;
  17601. private readonly _rawTextureWidth;
  17602. private _rampGradientsTexture;
  17603. private _useRampGradients;
  17604. /** Gets or sets a boolean indicating that ramp gradients must be used
  17605. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17606. */
  17607. useRampGradients: boolean;
  17608. /**
  17609. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17610. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17611. */
  17612. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17613. private _subEmitters;
  17614. /**
  17615. * @hidden
  17616. * If the particle systems emitter should be disposed when the particle system is disposed
  17617. */
  17618. _disposeEmitterOnDispose: boolean;
  17619. /**
  17620. * The current active Sub-systems, this property is used by the root particle system only.
  17621. */
  17622. activeSubSystems: Array<ParticleSystem>;
  17623. private _rootParticleSystem;
  17624. /**
  17625. * Gets the current list of active particles
  17626. */
  17627. readonly particles: Particle[];
  17628. /**
  17629. * Returns the string "ParticleSystem"
  17630. * @returns a string containing the class name
  17631. */
  17632. getClassName(): string;
  17633. /**
  17634. * Instantiates a particle system.
  17635. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17636. * @param name The name of the particle system
  17637. * @param capacity The max number of particles alive at the same time
  17638. * @param scene The scene the particle system belongs to
  17639. * @param customEffect a custom effect used to change the way particles are rendered by default
  17640. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17641. * @param epsilon Offset used to render the particles
  17642. */
  17643. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17644. private _addFactorGradient;
  17645. private _removeFactorGradient;
  17646. /**
  17647. * Adds a new life time gradient
  17648. * @param gradient defines the gradient to use (between 0 and 1)
  17649. * @param factor defines the life time factor to affect to the specified gradient
  17650. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17651. * @returns the current particle system
  17652. */
  17653. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17654. /**
  17655. * Remove a specific life time gradient
  17656. * @param gradient defines the gradient to remove
  17657. * @returns the current particle system
  17658. */
  17659. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17660. /**
  17661. * Adds a new size gradient
  17662. * @param gradient defines the gradient to use (between 0 and 1)
  17663. * @param factor defines the size factor to affect to the specified gradient
  17664. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17665. * @returns the current particle system
  17666. */
  17667. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17668. /**
  17669. * Remove a specific size gradient
  17670. * @param gradient defines the gradient to remove
  17671. * @returns the current particle system
  17672. */
  17673. removeSizeGradient(gradient: number): IParticleSystem;
  17674. /**
  17675. * Adds a new color remap gradient
  17676. * @param gradient defines the gradient to use (between 0 and 1)
  17677. * @param min defines the color remap minimal range
  17678. * @param max defines the color remap maximal range
  17679. * @returns the current particle system
  17680. */
  17681. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17682. /**
  17683. * Remove a specific color remap gradient
  17684. * @param gradient defines the gradient to remove
  17685. * @returns the current particle system
  17686. */
  17687. removeColorRemapGradient(gradient: number): IParticleSystem;
  17688. /**
  17689. * Adds a new alpha remap gradient
  17690. * @param gradient defines the gradient to use (between 0 and 1)
  17691. * @param min defines the alpha remap minimal range
  17692. * @param max defines the alpha remap maximal range
  17693. * @returns the current particle system
  17694. */
  17695. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17696. /**
  17697. * Remove a specific alpha remap gradient
  17698. * @param gradient defines the gradient to remove
  17699. * @returns the current particle system
  17700. */
  17701. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17702. /**
  17703. * Adds a new angular speed gradient
  17704. * @param gradient defines the gradient to use (between 0 and 1)
  17705. * @param factor defines the angular speed to affect to the specified gradient
  17706. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17707. * @returns the current particle system
  17708. */
  17709. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17710. /**
  17711. * Remove a specific angular speed gradient
  17712. * @param gradient defines the gradient to remove
  17713. * @returns the current particle system
  17714. */
  17715. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17716. /**
  17717. * Adds a new velocity gradient
  17718. * @param gradient defines the gradient to use (between 0 and 1)
  17719. * @param factor defines the velocity to affect to the specified gradient
  17720. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17721. * @returns the current particle system
  17722. */
  17723. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17724. /**
  17725. * Remove a specific velocity gradient
  17726. * @param gradient defines the gradient to remove
  17727. * @returns the current particle system
  17728. */
  17729. removeVelocityGradient(gradient: number): IParticleSystem;
  17730. /**
  17731. * Adds a new limit velocity gradient
  17732. * @param gradient defines the gradient to use (between 0 and 1)
  17733. * @param factor defines the limit velocity value to affect to the specified gradient
  17734. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17735. * @returns the current particle system
  17736. */
  17737. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17738. /**
  17739. * Remove a specific limit velocity gradient
  17740. * @param gradient defines the gradient to remove
  17741. * @returns the current particle system
  17742. */
  17743. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17744. /**
  17745. * Adds a new drag gradient
  17746. * @param gradient defines the gradient to use (between 0 and 1)
  17747. * @param factor defines the drag value to affect to the specified gradient
  17748. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17749. * @returns the current particle system
  17750. */
  17751. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17752. /**
  17753. * Remove a specific drag gradient
  17754. * @param gradient defines the gradient to remove
  17755. * @returns the current particle system
  17756. */
  17757. removeDragGradient(gradient: number): IParticleSystem;
  17758. /**
  17759. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17760. * @param gradient defines the gradient to use (between 0 and 1)
  17761. * @param factor defines the emit rate value to affect to the specified gradient
  17762. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17763. * @returns the current particle system
  17764. */
  17765. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17766. /**
  17767. * Remove a specific emit rate gradient
  17768. * @param gradient defines the gradient to remove
  17769. * @returns the current particle system
  17770. */
  17771. removeEmitRateGradient(gradient: number): IParticleSystem;
  17772. /**
  17773. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17774. * @param gradient defines the gradient to use (between 0 and 1)
  17775. * @param factor defines the start size value to affect to the specified gradient
  17776. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17777. * @returns the current particle system
  17778. */
  17779. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17780. /**
  17781. * Remove a specific start size gradient
  17782. * @param gradient defines the gradient to remove
  17783. * @returns the current particle system
  17784. */
  17785. removeStartSizeGradient(gradient: number): IParticleSystem;
  17786. private _createRampGradientTexture;
  17787. /**
  17788. * Gets the current list of ramp gradients.
  17789. * You must use addRampGradient and removeRampGradient to udpate this list
  17790. * @returns the list of ramp gradients
  17791. */
  17792. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17793. /**
  17794. * Adds a new ramp gradient used to remap particle colors
  17795. * @param gradient defines the gradient to use (between 0 and 1)
  17796. * @param color defines the color to affect to the specified gradient
  17797. * @returns the current particle system
  17798. */
  17799. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17800. /**
  17801. * Remove a specific ramp gradient
  17802. * @param gradient defines the gradient to remove
  17803. * @returns the current particle system
  17804. */
  17805. removeRampGradient(gradient: number): ParticleSystem;
  17806. /**
  17807. * Adds a new color gradient
  17808. * @param gradient defines the gradient to use (between 0 and 1)
  17809. * @param color1 defines the color to affect to the specified gradient
  17810. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17811. * @returns this particle system
  17812. */
  17813. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17814. /**
  17815. * Remove a specific color gradient
  17816. * @param gradient defines the gradient to remove
  17817. * @returns this particle system
  17818. */
  17819. removeColorGradient(gradient: number): IParticleSystem;
  17820. private _fetchR;
  17821. protected _reset(): void;
  17822. private _resetEffect;
  17823. private _createVertexBuffers;
  17824. private _createIndexBuffer;
  17825. /**
  17826. * Gets the maximum number of particles active at the same time.
  17827. * @returns The max number of active particles.
  17828. */
  17829. getCapacity(): number;
  17830. /**
  17831. * Gets whether there are still active particles in the system.
  17832. * @returns True if it is alive, otherwise false.
  17833. */
  17834. isAlive(): boolean;
  17835. /**
  17836. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17837. * @returns True if it has been started, otherwise false.
  17838. */
  17839. isStarted(): boolean;
  17840. private _prepareSubEmitterInternalArray;
  17841. /**
  17842. * Starts the particle system and begins to emit
  17843. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17844. */
  17845. start(delay?: number): void;
  17846. /**
  17847. * Stops the particle system.
  17848. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17849. */
  17850. stop(stopSubEmitters?: boolean): void;
  17851. /**
  17852. * Remove all active particles
  17853. */
  17854. reset(): void;
  17855. /**
  17856. * @hidden (for internal use only)
  17857. */
  17858. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17859. /**
  17860. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17861. * Its lifetime will start back at 0.
  17862. */
  17863. recycleParticle: (particle: Particle) => void;
  17864. private _stopSubEmitters;
  17865. private _createParticle;
  17866. private _removeFromRoot;
  17867. private _emitFromParticle;
  17868. private _update;
  17869. /** @hidden */
  17870. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17871. /** @hidden */
  17872. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17873. /** @hidden */
  17874. private _getEffect;
  17875. /**
  17876. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17877. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17878. */
  17879. animate(preWarmOnly?: boolean): void;
  17880. private _appendParticleVertices;
  17881. /**
  17882. * Rebuilds the particle system.
  17883. */
  17884. rebuild(): void;
  17885. /**
  17886. * Is this system ready to be used/rendered
  17887. * @return true if the system is ready
  17888. */
  17889. isReady(): boolean;
  17890. private _render;
  17891. /**
  17892. * Renders the particle system in its current state.
  17893. * @returns the current number of particles
  17894. */
  17895. render(): number;
  17896. /**
  17897. * Disposes the particle system and free the associated resources
  17898. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17899. */
  17900. dispose(disposeTexture?: boolean): void;
  17901. /**
  17902. * Clones the particle system.
  17903. * @param name The name of the cloned object
  17904. * @param newEmitter The new emitter to use
  17905. * @returns the cloned particle system
  17906. */
  17907. clone(name: string, newEmitter: any): ParticleSystem;
  17908. /**
  17909. * Serializes the particle system to a JSON object.
  17910. * @returns the JSON object
  17911. */
  17912. serialize(): any;
  17913. /** @hidden */
  17914. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17915. /** @hidden */
  17916. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17917. /**
  17918. * Parses a JSON object to create a particle system.
  17919. * @param parsedParticleSystem The JSON object to parse
  17920. * @param scene The scene to create the particle system in
  17921. * @param rootUrl The root url to use to load external dependencies like texture
  17922. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17923. * @returns the Parsed particle system
  17924. */
  17925. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17926. }
  17927. }
  17928. declare module "babylonjs/Particles/particle" {
  17929. import { Nullable } from "babylonjs/types";
  17930. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17931. import { Color4 } from "babylonjs/Maths/math.color";
  17932. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17933. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17934. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17935. /**
  17936. * A particle represents one of the element emitted by a particle system.
  17937. * This is mainly define by its coordinates, direction, velocity and age.
  17938. */
  17939. export class Particle {
  17940. /**
  17941. * The particle system the particle belongs to.
  17942. */
  17943. particleSystem: ParticleSystem;
  17944. private static _Count;
  17945. /**
  17946. * Unique ID of the particle
  17947. */
  17948. id: number;
  17949. /**
  17950. * The world position of the particle in the scene.
  17951. */
  17952. position: Vector3;
  17953. /**
  17954. * The world direction of the particle in the scene.
  17955. */
  17956. direction: Vector3;
  17957. /**
  17958. * The color of the particle.
  17959. */
  17960. color: Color4;
  17961. /**
  17962. * The color change of the particle per step.
  17963. */
  17964. colorStep: Color4;
  17965. /**
  17966. * Defines how long will the life of the particle be.
  17967. */
  17968. lifeTime: number;
  17969. /**
  17970. * The current age of the particle.
  17971. */
  17972. age: number;
  17973. /**
  17974. * The current size of the particle.
  17975. */
  17976. size: number;
  17977. /**
  17978. * The current scale of the particle.
  17979. */
  17980. scale: Vector2;
  17981. /**
  17982. * The current angle of the particle.
  17983. */
  17984. angle: number;
  17985. /**
  17986. * Defines how fast is the angle changing.
  17987. */
  17988. angularSpeed: number;
  17989. /**
  17990. * Defines the cell index used by the particle to be rendered from a sprite.
  17991. */
  17992. cellIndex: number;
  17993. /**
  17994. * The information required to support color remapping
  17995. */
  17996. remapData: Vector4;
  17997. /** @hidden */
  17998. _randomCellOffset?: number;
  17999. /** @hidden */
  18000. _initialDirection: Nullable<Vector3>;
  18001. /** @hidden */
  18002. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18003. /** @hidden */
  18004. _initialStartSpriteCellID: number;
  18005. /** @hidden */
  18006. _initialEndSpriteCellID: number;
  18007. /** @hidden */
  18008. _currentColorGradient: Nullable<ColorGradient>;
  18009. /** @hidden */
  18010. _currentColor1: Color4;
  18011. /** @hidden */
  18012. _currentColor2: Color4;
  18013. /** @hidden */
  18014. _currentSizeGradient: Nullable<FactorGradient>;
  18015. /** @hidden */
  18016. _currentSize1: number;
  18017. /** @hidden */
  18018. _currentSize2: number;
  18019. /** @hidden */
  18020. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18021. /** @hidden */
  18022. _currentAngularSpeed1: number;
  18023. /** @hidden */
  18024. _currentAngularSpeed2: number;
  18025. /** @hidden */
  18026. _currentVelocityGradient: Nullable<FactorGradient>;
  18027. /** @hidden */
  18028. _currentVelocity1: number;
  18029. /** @hidden */
  18030. _currentVelocity2: number;
  18031. /** @hidden */
  18032. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18033. /** @hidden */
  18034. _currentLimitVelocity1: number;
  18035. /** @hidden */
  18036. _currentLimitVelocity2: number;
  18037. /** @hidden */
  18038. _currentDragGradient: Nullable<FactorGradient>;
  18039. /** @hidden */
  18040. _currentDrag1: number;
  18041. /** @hidden */
  18042. _currentDrag2: number;
  18043. /** @hidden */
  18044. _randomNoiseCoordinates1: Vector3;
  18045. /** @hidden */
  18046. _randomNoiseCoordinates2: Vector3;
  18047. /**
  18048. * Creates a new instance Particle
  18049. * @param particleSystem the particle system the particle belongs to
  18050. */
  18051. constructor(
  18052. /**
  18053. * The particle system the particle belongs to.
  18054. */
  18055. particleSystem: ParticleSystem);
  18056. private updateCellInfoFromSystem;
  18057. /**
  18058. * Defines how the sprite cell index is updated for the particle
  18059. */
  18060. updateCellIndex(): void;
  18061. /** @hidden */
  18062. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18063. /** @hidden */
  18064. _inheritParticleInfoToSubEmitters(): void;
  18065. /** @hidden */
  18066. _reset(): void;
  18067. /**
  18068. * Copy the properties of particle to another one.
  18069. * @param other the particle to copy the information to.
  18070. */
  18071. copyTo(other: Particle): void;
  18072. }
  18073. }
  18074. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18075. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18076. import { Effect } from "babylonjs/Materials/effect";
  18077. import { Particle } from "babylonjs/Particles/particle";
  18078. /**
  18079. * Particle emitter represents a volume emitting particles.
  18080. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18081. */
  18082. export interface IParticleEmitterType {
  18083. /**
  18084. * Called by the particle System when the direction is computed for the created particle.
  18085. * @param worldMatrix is the world matrix of the particle system
  18086. * @param directionToUpdate is the direction vector to update with the result
  18087. * @param particle is the particle we are computed the direction for
  18088. */
  18089. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18090. /**
  18091. * Called by the particle System when the position is computed for the created particle.
  18092. * @param worldMatrix is the world matrix of the particle system
  18093. * @param positionToUpdate is the position vector to update with the result
  18094. * @param particle is the particle we are computed the position for
  18095. */
  18096. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18097. /**
  18098. * Clones the current emitter and returns a copy of it
  18099. * @returns the new emitter
  18100. */
  18101. clone(): IParticleEmitterType;
  18102. /**
  18103. * Called by the GPUParticleSystem to setup the update shader
  18104. * @param effect defines the update shader
  18105. */
  18106. applyToShader(effect: Effect): void;
  18107. /**
  18108. * Returns a string to use to update the GPU particles update shader
  18109. * @returns the effect defines string
  18110. */
  18111. getEffectDefines(): string;
  18112. /**
  18113. * Returns a string representing the class name
  18114. * @returns a string containing the class name
  18115. */
  18116. getClassName(): string;
  18117. /**
  18118. * Serializes the particle system to a JSON object.
  18119. * @returns the JSON object
  18120. */
  18121. serialize(): any;
  18122. /**
  18123. * Parse properties from a JSON object
  18124. * @param serializationObject defines the JSON object
  18125. */
  18126. parse(serializationObject: any): void;
  18127. }
  18128. }
  18129. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18130. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18131. import { Effect } from "babylonjs/Materials/effect";
  18132. import { Particle } from "babylonjs/Particles/particle";
  18133. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18134. /**
  18135. * Particle emitter emitting particles from the inside of a box.
  18136. * It emits the particles randomly between 2 given directions.
  18137. */
  18138. export class BoxParticleEmitter implements IParticleEmitterType {
  18139. /**
  18140. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18141. */
  18142. direction1: Vector3;
  18143. /**
  18144. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18145. */
  18146. direction2: Vector3;
  18147. /**
  18148. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18149. */
  18150. minEmitBox: Vector3;
  18151. /**
  18152. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18153. */
  18154. maxEmitBox: Vector3;
  18155. /**
  18156. * Creates a new instance BoxParticleEmitter
  18157. */
  18158. constructor();
  18159. /**
  18160. * Called by the particle System when the direction is computed for the created particle.
  18161. * @param worldMatrix is the world matrix of the particle system
  18162. * @param directionToUpdate is the direction vector to update with the result
  18163. * @param particle is the particle we are computed the direction for
  18164. */
  18165. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18166. /**
  18167. * Called by the particle System when the position is computed for the created particle.
  18168. * @param worldMatrix is the world matrix of the particle system
  18169. * @param positionToUpdate is the position vector to update with the result
  18170. * @param particle is the particle we are computed the position for
  18171. */
  18172. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18173. /**
  18174. * Clones the current emitter and returns a copy of it
  18175. * @returns the new emitter
  18176. */
  18177. clone(): BoxParticleEmitter;
  18178. /**
  18179. * Called by the GPUParticleSystem to setup the update shader
  18180. * @param effect defines the update shader
  18181. */
  18182. applyToShader(effect: Effect): void;
  18183. /**
  18184. * Returns a string to use to update the GPU particles update shader
  18185. * @returns a string containng the defines string
  18186. */
  18187. getEffectDefines(): string;
  18188. /**
  18189. * Returns the string "BoxParticleEmitter"
  18190. * @returns a string containing the class name
  18191. */
  18192. getClassName(): string;
  18193. /**
  18194. * Serializes the particle system to a JSON object.
  18195. * @returns the JSON object
  18196. */
  18197. serialize(): any;
  18198. /**
  18199. * Parse properties from a JSON object
  18200. * @param serializationObject defines the JSON object
  18201. */
  18202. parse(serializationObject: any): void;
  18203. }
  18204. }
  18205. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18206. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18207. import { Effect } from "babylonjs/Materials/effect";
  18208. import { Particle } from "babylonjs/Particles/particle";
  18209. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18210. /**
  18211. * Particle emitter emitting particles from the inside of a cone.
  18212. * It emits the particles alongside the cone volume from the base to the particle.
  18213. * The emission direction might be randomized.
  18214. */
  18215. export class ConeParticleEmitter implements IParticleEmitterType {
  18216. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18217. directionRandomizer: number;
  18218. private _radius;
  18219. private _angle;
  18220. private _height;
  18221. /**
  18222. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18223. */
  18224. radiusRange: number;
  18225. /**
  18226. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18227. */
  18228. heightRange: number;
  18229. /**
  18230. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18231. */
  18232. emitFromSpawnPointOnly: boolean;
  18233. /**
  18234. * Gets or sets the radius of the emission cone
  18235. */
  18236. radius: number;
  18237. /**
  18238. * Gets or sets the angle of the emission cone
  18239. */
  18240. angle: number;
  18241. private _buildHeight;
  18242. /**
  18243. * Creates a new instance ConeParticleEmitter
  18244. * @param radius the radius of the emission cone (1 by default)
  18245. * @param angle the cone base angle (PI by default)
  18246. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18247. */
  18248. constructor(radius?: number, angle?: number,
  18249. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18250. directionRandomizer?: number);
  18251. /**
  18252. * Called by the particle System when the direction is computed for the created particle.
  18253. * @param worldMatrix is the world matrix of the particle system
  18254. * @param directionToUpdate is the direction vector to update with the result
  18255. * @param particle is the particle we are computed the direction for
  18256. */
  18257. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18258. /**
  18259. * Called by the particle System when the position is computed for the created particle.
  18260. * @param worldMatrix is the world matrix of the particle system
  18261. * @param positionToUpdate is the position vector to update with the result
  18262. * @param particle is the particle we are computed the position for
  18263. */
  18264. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18265. /**
  18266. * Clones the current emitter and returns a copy of it
  18267. * @returns the new emitter
  18268. */
  18269. clone(): ConeParticleEmitter;
  18270. /**
  18271. * Called by the GPUParticleSystem to setup the update shader
  18272. * @param effect defines the update shader
  18273. */
  18274. applyToShader(effect: Effect): void;
  18275. /**
  18276. * Returns a string to use to update the GPU particles update shader
  18277. * @returns a string containng the defines string
  18278. */
  18279. getEffectDefines(): string;
  18280. /**
  18281. * Returns the string "ConeParticleEmitter"
  18282. * @returns a string containing the class name
  18283. */
  18284. getClassName(): string;
  18285. /**
  18286. * Serializes the particle system to a JSON object.
  18287. * @returns the JSON object
  18288. */
  18289. serialize(): any;
  18290. /**
  18291. * Parse properties from a JSON object
  18292. * @param serializationObject defines the JSON object
  18293. */
  18294. parse(serializationObject: any): void;
  18295. }
  18296. }
  18297. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18298. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18299. import { Effect } from "babylonjs/Materials/effect";
  18300. import { Particle } from "babylonjs/Particles/particle";
  18301. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18302. /**
  18303. * Particle emitter emitting particles from the inside of a cylinder.
  18304. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18305. */
  18306. export class CylinderParticleEmitter implements IParticleEmitterType {
  18307. /**
  18308. * The radius of the emission cylinder.
  18309. */
  18310. radius: number;
  18311. /**
  18312. * The height of the emission cylinder.
  18313. */
  18314. height: number;
  18315. /**
  18316. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18317. */
  18318. radiusRange: number;
  18319. /**
  18320. * How much to randomize the particle direction [0-1].
  18321. */
  18322. directionRandomizer: number;
  18323. /**
  18324. * Creates a new instance CylinderParticleEmitter
  18325. * @param radius the radius of the emission cylinder (1 by default)
  18326. * @param height the height of the emission cylinder (1 by default)
  18327. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18328. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18329. */
  18330. constructor(
  18331. /**
  18332. * The radius of the emission cylinder.
  18333. */
  18334. radius?: number,
  18335. /**
  18336. * The height of the emission cylinder.
  18337. */
  18338. height?: number,
  18339. /**
  18340. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18341. */
  18342. radiusRange?: number,
  18343. /**
  18344. * How much to randomize the particle direction [0-1].
  18345. */
  18346. directionRandomizer?: number);
  18347. /**
  18348. * Called by the particle System when the direction is computed for the created particle.
  18349. * @param worldMatrix is the world matrix of the particle system
  18350. * @param directionToUpdate is the direction vector to update with the result
  18351. * @param particle is the particle we are computed the direction for
  18352. */
  18353. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18354. /**
  18355. * Called by the particle System when the position is computed for the created particle.
  18356. * @param worldMatrix is the world matrix of the particle system
  18357. * @param positionToUpdate is the position vector to update with the result
  18358. * @param particle is the particle we are computed the position for
  18359. */
  18360. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18361. /**
  18362. * Clones the current emitter and returns a copy of it
  18363. * @returns the new emitter
  18364. */
  18365. clone(): CylinderParticleEmitter;
  18366. /**
  18367. * Called by the GPUParticleSystem to setup the update shader
  18368. * @param effect defines the update shader
  18369. */
  18370. applyToShader(effect: Effect): void;
  18371. /**
  18372. * Returns a string to use to update the GPU particles update shader
  18373. * @returns a string containng the defines string
  18374. */
  18375. getEffectDefines(): string;
  18376. /**
  18377. * Returns the string "CylinderParticleEmitter"
  18378. * @returns a string containing the class name
  18379. */
  18380. getClassName(): string;
  18381. /**
  18382. * Serializes the particle system to a JSON object.
  18383. * @returns the JSON object
  18384. */
  18385. serialize(): any;
  18386. /**
  18387. * Parse properties from a JSON object
  18388. * @param serializationObject defines the JSON object
  18389. */
  18390. parse(serializationObject: any): void;
  18391. }
  18392. /**
  18393. * Particle emitter emitting particles from the inside of a cylinder.
  18394. * It emits the particles randomly between two vectors.
  18395. */
  18396. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18397. /**
  18398. * The min limit of the emission direction.
  18399. */
  18400. direction1: Vector3;
  18401. /**
  18402. * The max limit of the emission direction.
  18403. */
  18404. direction2: Vector3;
  18405. /**
  18406. * Creates a new instance CylinderDirectedParticleEmitter
  18407. * @param radius the radius of the emission cylinder (1 by default)
  18408. * @param height the height of the emission cylinder (1 by default)
  18409. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18410. * @param direction1 the min limit of the emission direction (up vector by default)
  18411. * @param direction2 the max limit of the emission direction (up vector by default)
  18412. */
  18413. constructor(radius?: number, height?: number, radiusRange?: number,
  18414. /**
  18415. * The min limit of the emission direction.
  18416. */
  18417. direction1?: Vector3,
  18418. /**
  18419. * The max limit of the emission direction.
  18420. */
  18421. direction2?: Vector3);
  18422. /**
  18423. * Called by the particle System when the direction is computed for the created particle.
  18424. * @param worldMatrix is the world matrix of the particle system
  18425. * @param directionToUpdate is the direction vector to update with the result
  18426. * @param particle is the particle we are computed the direction for
  18427. */
  18428. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18429. /**
  18430. * Clones the current emitter and returns a copy of it
  18431. * @returns the new emitter
  18432. */
  18433. clone(): CylinderDirectedParticleEmitter;
  18434. /**
  18435. * Called by the GPUParticleSystem to setup the update shader
  18436. * @param effect defines the update shader
  18437. */
  18438. applyToShader(effect: Effect): void;
  18439. /**
  18440. * Returns a string to use to update the GPU particles update shader
  18441. * @returns a string containng the defines string
  18442. */
  18443. getEffectDefines(): string;
  18444. /**
  18445. * Returns the string "CylinderDirectedParticleEmitter"
  18446. * @returns a string containing the class name
  18447. */
  18448. getClassName(): string;
  18449. /**
  18450. * Serializes the particle system to a JSON object.
  18451. * @returns the JSON object
  18452. */
  18453. serialize(): any;
  18454. /**
  18455. * Parse properties from a JSON object
  18456. * @param serializationObject defines the JSON object
  18457. */
  18458. parse(serializationObject: any): void;
  18459. }
  18460. }
  18461. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18462. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18463. import { Effect } from "babylonjs/Materials/effect";
  18464. import { Particle } from "babylonjs/Particles/particle";
  18465. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18466. /**
  18467. * Particle emitter emitting particles from the inside of a hemisphere.
  18468. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18469. */
  18470. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18471. /**
  18472. * The radius of the emission hemisphere.
  18473. */
  18474. radius: number;
  18475. /**
  18476. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18477. */
  18478. radiusRange: number;
  18479. /**
  18480. * How much to randomize the particle direction [0-1].
  18481. */
  18482. directionRandomizer: number;
  18483. /**
  18484. * Creates a new instance HemisphericParticleEmitter
  18485. * @param radius the radius of the emission hemisphere (1 by default)
  18486. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18487. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18488. */
  18489. constructor(
  18490. /**
  18491. * The radius of the emission hemisphere.
  18492. */
  18493. radius?: number,
  18494. /**
  18495. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18496. */
  18497. radiusRange?: number,
  18498. /**
  18499. * How much to randomize the particle direction [0-1].
  18500. */
  18501. directionRandomizer?: number);
  18502. /**
  18503. * Called by the particle System when the direction is computed for the created particle.
  18504. * @param worldMatrix is the world matrix of the particle system
  18505. * @param directionToUpdate is the direction vector to update with the result
  18506. * @param particle is the particle we are computed the direction for
  18507. */
  18508. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18509. /**
  18510. * Called by the particle System when the position is computed for the created particle.
  18511. * @param worldMatrix is the world matrix of the particle system
  18512. * @param positionToUpdate is the position vector to update with the result
  18513. * @param particle is the particle we are computed the position for
  18514. */
  18515. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18516. /**
  18517. * Clones the current emitter and returns a copy of it
  18518. * @returns the new emitter
  18519. */
  18520. clone(): HemisphericParticleEmitter;
  18521. /**
  18522. * Called by the GPUParticleSystem to setup the update shader
  18523. * @param effect defines the update shader
  18524. */
  18525. applyToShader(effect: Effect): void;
  18526. /**
  18527. * Returns a string to use to update the GPU particles update shader
  18528. * @returns a string containng the defines string
  18529. */
  18530. getEffectDefines(): string;
  18531. /**
  18532. * Returns the string "HemisphericParticleEmitter"
  18533. * @returns a string containing the class name
  18534. */
  18535. getClassName(): string;
  18536. /**
  18537. * Serializes the particle system to a JSON object.
  18538. * @returns the JSON object
  18539. */
  18540. serialize(): any;
  18541. /**
  18542. * Parse properties from a JSON object
  18543. * @param serializationObject defines the JSON object
  18544. */
  18545. parse(serializationObject: any): void;
  18546. }
  18547. }
  18548. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18549. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18550. import { Effect } from "babylonjs/Materials/effect";
  18551. import { Particle } from "babylonjs/Particles/particle";
  18552. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18553. /**
  18554. * Particle emitter emitting particles from a point.
  18555. * It emits the particles randomly between 2 given directions.
  18556. */
  18557. export class PointParticleEmitter implements IParticleEmitterType {
  18558. /**
  18559. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18560. */
  18561. direction1: Vector3;
  18562. /**
  18563. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18564. */
  18565. direction2: Vector3;
  18566. /**
  18567. * Creates a new instance PointParticleEmitter
  18568. */
  18569. constructor();
  18570. /**
  18571. * Called by the particle System when the direction is computed for the created particle.
  18572. * @param worldMatrix is the world matrix of the particle system
  18573. * @param directionToUpdate is the direction vector to update with the result
  18574. * @param particle is the particle we are computed the direction for
  18575. */
  18576. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18577. /**
  18578. * Called by the particle System when the position is computed for the created particle.
  18579. * @param worldMatrix is the world matrix of the particle system
  18580. * @param positionToUpdate is the position vector to update with the result
  18581. * @param particle is the particle we are computed the position for
  18582. */
  18583. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18584. /**
  18585. * Clones the current emitter and returns a copy of it
  18586. * @returns the new emitter
  18587. */
  18588. clone(): PointParticleEmitter;
  18589. /**
  18590. * Called by the GPUParticleSystem to setup the update shader
  18591. * @param effect defines the update shader
  18592. */
  18593. applyToShader(effect: Effect): void;
  18594. /**
  18595. * Returns a string to use to update the GPU particles update shader
  18596. * @returns a string containng the defines string
  18597. */
  18598. getEffectDefines(): string;
  18599. /**
  18600. * Returns the string "PointParticleEmitter"
  18601. * @returns a string containing the class name
  18602. */
  18603. getClassName(): string;
  18604. /**
  18605. * Serializes the particle system to a JSON object.
  18606. * @returns the JSON object
  18607. */
  18608. serialize(): any;
  18609. /**
  18610. * Parse properties from a JSON object
  18611. * @param serializationObject defines the JSON object
  18612. */
  18613. parse(serializationObject: any): void;
  18614. }
  18615. }
  18616. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18617. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18618. import { Effect } from "babylonjs/Materials/effect";
  18619. import { Particle } from "babylonjs/Particles/particle";
  18620. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18621. /**
  18622. * Particle emitter emitting particles from the inside of a sphere.
  18623. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18624. */
  18625. export class SphereParticleEmitter implements IParticleEmitterType {
  18626. /**
  18627. * The radius of the emission sphere.
  18628. */
  18629. radius: number;
  18630. /**
  18631. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18632. */
  18633. radiusRange: number;
  18634. /**
  18635. * How much to randomize the particle direction [0-1].
  18636. */
  18637. directionRandomizer: number;
  18638. /**
  18639. * Creates a new instance SphereParticleEmitter
  18640. * @param radius the radius of the emission sphere (1 by default)
  18641. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18642. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18643. */
  18644. constructor(
  18645. /**
  18646. * The radius of the emission sphere.
  18647. */
  18648. radius?: number,
  18649. /**
  18650. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18651. */
  18652. radiusRange?: number,
  18653. /**
  18654. * How much to randomize the particle direction [0-1].
  18655. */
  18656. directionRandomizer?: number);
  18657. /**
  18658. * Called by the particle System when the direction is computed for the created particle.
  18659. * @param worldMatrix is the world matrix of the particle system
  18660. * @param directionToUpdate is the direction vector to update with the result
  18661. * @param particle is the particle we are computed the direction for
  18662. */
  18663. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18664. /**
  18665. * Called by the particle System when the position is computed for the created particle.
  18666. * @param worldMatrix is the world matrix of the particle system
  18667. * @param positionToUpdate is the position vector to update with the result
  18668. * @param particle is the particle we are computed the position for
  18669. */
  18670. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18671. /**
  18672. * Clones the current emitter and returns a copy of it
  18673. * @returns the new emitter
  18674. */
  18675. clone(): SphereParticleEmitter;
  18676. /**
  18677. * Called by the GPUParticleSystem to setup the update shader
  18678. * @param effect defines the update shader
  18679. */
  18680. applyToShader(effect: Effect): void;
  18681. /**
  18682. * Returns a string to use to update the GPU particles update shader
  18683. * @returns a string containng the defines string
  18684. */
  18685. getEffectDefines(): string;
  18686. /**
  18687. * Returns the string "SphereParticleEmitter"
  18688. * @returns a string containing the class name
  18689. */
  18690. getClassName(): string;
  18691. /**
  18692. * Serializes the particle system to a JSON object.
  18693. * @returns the JSON object
  18694. */
  18695. serialize(): any;
  18696. /**
  18697. * Parse properties from a JSON object
  18698. * @param serializationObject defines the JSON object
  18699. */
  18700. parse(serializationObject: any): void;
  18701. }
  18702. /**
  18703. * Particle emitter emitting particles from the inside of a sphere.
  18704. * It emits the particles randomly between two vectors.
  18705. */
  18706. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18707. /**
  18708. * The min limit of the emission direction.
  18709. */
  18710. direction1: Vector3;
  18711. /**
  18712. * The max limit of the emission direction.
  18713. */
  18714. direction2: Vector3;
  18715. /**
  18716. * Creates a new instance SphereDirectedParticleEmitter
  18717. * @param radius the radius of the emission sphere (1 by default)
  18718. * @param direction1 the min limit of the emission direction (up vector by default)
  18719. * @param direction2 the max limit of the emission direction (up vector by default)
  18720. */
  18721. constructor(radius?: number,
  18722. /**
  18723. * The min limit of the emission direction.
  18724. */
  18725. direction1?: Vector3,
  18726. /**
  18727. * The max limit of the emission direction.
  18728. */
  18729. direction2?: Vector3);
  18730. /**
  18731. * Called by the particle System when the direction is computed for the created particle.
  18732. * @param worldMatrix is the world matrix of the particle system
  18733. * @param directionToUpdate is the direction vector to update with the result
  18734. * @param particle is the particle we are computed the direction for
  18735. */
  18736. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18737. /**
  18738. * Clones the current emitter and returns a copy of it
  18739. * @returns the new emitter
  18740. */
  18741. clone(): SphereDirectedParticleEmitter;
  18742. /**
  18743. * Called by the GPUParticleSystem to setup the update shader
  18744. * @param effect defines the update shader
  18745. */
  18746. applyToShader(effect: Effect): void;
  18747. /**
  18748. * Returns a string to use to update the GPU particles update shader
  18749. * @returns a string containng the defines string
  18750. */
  18751. getEffectDefines(): string;
  18752. /**
  18753. * Returns the string "SphereDirectedParticleEmitter"
  18754. * @returns a string containing the class name
  18755. */
  18756. getClassName(): string;
  18757. /**
  18758. * Serializes the particle system to a JSON object.
  18759. * @returns the JSON object
  18760. */
  18761. serialize(): any;
  18762. /**
  18763. * Parse properties from a JSON object
  18764. * @param serializationObject defines the JSON object
  18765. */
  18766. parse(serializationObject: any): void;
  18767. }
  18768. }
  18769. declare module "babylonjs/Particles/EmitterTypes/index" {
  18770. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18771. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18772. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18773. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18774. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18775. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18776. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18777. }
  18778. declare module "babylonjs/Particles/IParticleSystem" {
  18779. import { Nullable } from "babylonjs/types";
  18780. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18781. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18782. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18783. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18784. import { Texture } from "babylonjs/Materials/Textures/texture";
  18785. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18786. import { Scene } from "babylonjs/scene";
  18787. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18788. import { Animation } from "babylonjs/Animations/animation";
  18789. /**
  18790. * Interface representing a particle system in Babylon.js.
  18791. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18792. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18793. */
  18794. export interface IParticleSystem {
  18795. /**
  18796. * List of animations used by the particle system.
  18797. */
  18798. animations: Animation[];
  18799. /**
  18800. * The id of the Particle system.
  18801. */
  18802. id: string;
  18803. /**
  18804. * The name of the Particle system.
  18805. */
  18806. name: string;
  18807. /**
  18808. * The emitter represents the Mesh or position we are attaching the particle system to.
  18809. */
  18810. emitter: Nullable<AbstractMesh | Vector3>;
  18811. /**
  18812. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18813. */
  18814. isBillboardBased: boolean;
  18815. /**
  18816. * The rendering group used by the Particle system to chose when to render.
  18817. */
  18818. renderingGroupId: number;
  18819. /**
  18820. * The layer mask we are rendering the particles through.
  18821. */
  18822. layerMask: number;
  18823. /**
  18824. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18825. */
  18826. updateSpeed: number;
  18827. /**
  18828. * The amount of time the particle system is running (depends of the overall update speed).
  18829. */
  18830. targetStopDuration: number;
  18831. /**
  18832. * The texture used to render each particle. (this can be a spritesheet)
  18833. */
  18834. particleTexture: Nullable<Texture>;
  18835. /**
  18836. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18837. */
  18838. blendMode: number;
  18839. /**
  18840. * Minimum life time of emitting particles.
  18841. */
  18842. minLifeTime: number;
  18843. /**
  18844. * Maximum life time of emitting particles.
  18845. */
  18846. maxLifeTime: number;
  18847. /**
  18848. * Minimum Size of emitting particles.
  18849. */
  18850. minSize: number;
  18851. /**
  18852. * Maximum Size of emitting particles.
  18853. */
  18854. maxSize: number;
  18855. /**
  18856. * Minimum scale of emitting particles on X axis.
  18857. */
  18858. minScaleX: number;
  18859. /**
  18860. * Maximum scale of emitting particles on X axis.
  18861. */
  18862. maxScaleX: number;
  18863. /**
  18864. * Minimum scale of emitting particles on Y axis.
  18865. */
  18866. minScaleY: number;
  18867. /**
  18868. * Maximum scale of emitting particles on Y axis.
  18869. */
  18870. maxScaleY: number;
  18871. /**
  18872. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18873. */
  18874. color1: Color4;
  18875. /**
  18876. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18877. */
  18878. color2: Color4;
  18879. /**
  18880. * Color the particle will have at the end of its lifetime.
  18881. */
  18882. colorDead: Color4;
  18883. /**
  18884. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18885. */
  18886. emitRate: number;
  18887. /**
  18888. * You can use gravity if you want to give an orientation to your particles.
  18889. */
  18890. gravity: Vector3;
  18891. /**
  18892. * Minimum power of emitting particles.
  18893. */
  18894. minEmitPower: number;
  18895. /**
  18896. * Maximum power of emitting particles.
  18897. */
  18898. maxEmitPower: number;
  18899. /**
  18900. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18901. */
  18902. minAngularSpeed: number;
  18903. /**
  18904. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18905. */
  18906. maxAngularSpeed: number;
  18907. /**
  18908. * Gets or sets the minimal initial rotation in radians.
  18909. */
  18910. minInitialRotation: number;
  18911. /**
  18912. * Gets or sets the maximal initial rotation in radians.
  18913. */
  18914. maxInitialRotation: number;
  18915. /**
  18916. * The particle emitter type defines the emitter used by the particle system.
  18917. * It can be for example box, sphere, or cone...
  18918. */
  18919. particleEmitterType: Nullable<IParticleEmitterType>;
  18920. /**
  18921. * Defines the delay in milliseconds before starting the system (0 by default)
  18922. */
  18923. startDelay: number;
  18924. /**
  18925. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18926. */
  18927. preWarmCycles: number;
  18928. /**
  18929. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18930. */
  18931. preWarmStepOffset: number;
  18932. /**
  18933. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18934. */
  18935. spriteCellChangeSpeed: number;
  18936. /**
  18937. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18938. */
  18939. startSpriteCellID: number;
  18940. /**
  18941. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18942. */
  18943. endSpriteCellID: number;
  18944. /**
  18945. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18946. */
  18947. spriteCellWidth: number;
  18948. /**
  18949. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18950. */
  18951. spriteCellHeight: number;
  18952. /**
  18953. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18954. */
  18955. spriteRandomStartCell: boolean;
  18956. /**
  18957. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18958. */
  18959. isAnimationSheetEnabled: boolean;
  18960. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18961. translationPivot: Vector2;
  18962. /**
  18963. * Gets or sets a texture used to add random noise to particle positions
  18964. */
  18965. noiseTexture: Nullable<BaseTexture>;
  18966. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18967. noiseStrength: Vector3;
  18968. /**
  18969. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18970. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18971. */
  18972. billboardMode: number;
  18973. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18974. limitVelocityDamping: number;
  18975. /**
  18976. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18977. */
  18978. beginAnimationOnStart: boolean;
  18979. /**
  18980. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18981. */
  18982. beginAnimationFrom: number;
  18983. /**
  18984. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18985. */
  18986. beginAnimationTo: number;
  18987. /**
  18988. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18989. */
  18990. beginAnimationLoop: boolean;
  18991. /**
  18992. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18993. */
  18994. disposeOnStop: boolean;
  18995. /**
  18996. * Gets the maximum number of particles active at the same time.
  18997. * @returns The max number of active particles.
  18998. */
  18999. getCapacity(): number;
  19000. /**
  19001. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19002. * @returns True if it has been started, otherwise false.
  19003. */
  19004. isStarted(): boolean;
  19005. /**
  19006. * Animates the particle system for this frame.
  19007. */
  19008. animate(): void;
  19009. /**
  19010. * Renders the particle system in its current state.
  19011. * @returns the current number of particles
  19012. */
  19013. render(): number;
  19014. /**
  19015. * Dispose the particle system and frees its associated resources.
  19016. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19017. */
  19018. dispose(disposeTexture?: boolean): void;
  19019. /**
  19020. * Clones the particle system.
  19021. * @param name The name of the cloned object
  19022. * @param newEmitter The new emitter to use
  19023. * @returns the cloned particle system
  19024. */
  19025. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19026. /**
  19027. * Serializes the particle system to a JSON object.
  19028. * @returns the JSON object
  19029. */
  19030. serialize(): any;
  19031. /**
  19032. * Rebuild the particle system
  19033. */
  19034. rebuild(): void;
  19035. /**
  19036. * Starts the particle system and begins to emit
  19037. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19038. */
  19039. start(delay?: number): void;
  19040. /**
  19041. * Stops the particle system.
  19042. */
  19043. stop(): void;
  19044. /**
  19045. * Remove all active particles
  19046. */
  19047. reset(): void;
  19048. /**
  19049. * Is this system ready to be used/rendered
  19050. * @return true if the system is ready
  19051. */
  19052. isReady(): boolean;
  19053. /**
  19054. * Adds a new color gradient
  19055. * @param gradient defines the gradient to use (between 0 and 1)
  19056. * @param color1 defines the color to affect to the specified gradient
  19057. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19058. * @returns the current particle system
  19059. */
  19060. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19061. /**
  19062. * Remove a specific color gradient
  19063. * @param gradient defines the gradient to remove
  19064. * @returns the current particle system
  19065. */
  19066. removeColorGradient(gradient: number): IParticleSystem;
  19067. /**
  19068. * Adds a new size gradient
  19069. * @param gradient defines the gradient to use (between 0 and 1)
  19070. * @param factor defines the size factor to affect to the specified gradient
  19071. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19072. * @returns the current particle system
  19073. */
  19074. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19075. /**
  19076. * Remove a specific size gradient
  19077. * @param gradient defines the gradient to remove
  19078. * @returns the current particle system
  19079. */
  19080. removeSizeGradient(gradient: number): IParticleSystem;
  19081. /**
  19082. * Gets the current list of color gradients.
  19083. * You must use addColorGradient and removeColorGradient to udpate this list
  19084. * @returns the list of color gradients
  19085. */
  19086. getColorGradients(): Nullable<Array<ColorGradient>>;
  19087. /**
  19088. * Gets the current list of size gradients.
  19089. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19090. * @returns the list of size gradients
  19091. */
  19092. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19093. /**
  19094. * Gets the current list of angular speed gradients.
  19095. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19096. * @returns the list of angular speed gradients
  19097. */
  19098. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19099. /**
  19100. * Adds a new angular speed gradient
  19101. * @param gradient defines the gradient to use (between 0 and 1)
  19102. * @param factor defines the angular speed to affect to the specified gradient
  19103. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19104. * @returns the current particle system
  19105. */
  19106. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19107. /**
  19108. * Remove a specific angular speed gradient
  19109. * @param gradient defines the gradient to remove
  19110. * @returns the current particle system
  19111. */
  19112. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19113. /**
  19114. * Gets the current list of velocity gradients.
  19115. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19116. * @returns the list of velocity gradients
  19117. */
  19118. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19119. /**
  19120. * Adds a new velocity gradient
  19121. * @param gradient defines the gradient to use (between 0 and 1)
  19122. * @param factor defines the velocity to affect to the specified gradient
  19123. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19124. * @returns the current particle system
  19125. */
  19126. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19127. /**
  19128. * Remove a specific velocity gradient
  19129. * @param gradient defines the gradient to remove
  19130. * @returns the current particle system
  19131. */
  19132. removeVelocityGradient(gradient: number): IParticleSystem;
  19133. /**
  19134. * Gets the current list of limit velocity gradients.
  19135. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19136. * @returns the list of limit velocity gradients
  19137. */
  19138. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19139. /**
  19140. * Adds a new limit velocity gradient
  19141. * @param gradient defines the gradient to use (between 0 and 1)
  19142. * @param factor defines the limit velocity to affect to the specified gradient
  19143. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19144. * @returns the current particle system
  19145. */
  19146. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19147. /**
  19148. * Remove a specific limit velocity gradient
  19149. * @param gradient defines the gradient to remove
  19150. * @returns the current particle system
  19151. */
  19152. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19153. /**
  19154. * Adds a new drag gradient
  19155. * @param gradient defines the gradient to use (between 0 and 1)
  19156. * @param factor defines the drag to affect to the specified gradient
  19157. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19158. * @returns the current particle system
  19159. */
  19160. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19161. /**
  19162. * Remove a specific drag gradient
  19163. * @param gradient defines the gradient to remove
  19164. * @returns the current particle system
  19165. */
  19166. removeDragGradient(gradient: number): IParticleSystem;
  19167. /**
  19168. * Gets the current list of drag gradients.
  19169. * You must use addDragGradient and removeDragGradient to udpate this list
  19170. * @returns the list of drag gradients
  19171. */
  19172. getDragGradients(): Nullable<Array<FactorGradient>>;
  19173. /**
  19174. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19175. * @param gradient defines the gradient to use (between 0 and 1)
  19176. * @param factor defines the emit rate to affect to the specified gradient
  19177. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19178. * @returns the current particle system
  19179. */
  19180. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19181. /**
  19182. * Remove a specific emit rate gradient
  19183. * @param gradient defines the gradient to remove
  19184. * @returns the current particle system
  19185. */
  19186. removeEmitRateGradient(gradient: number): IParticleSystem;
  19187. /**
  19188. * Gets the current list of emit rate gradients.
  19189. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19190. * @returns the list of emit rate gradients
  19191. */
  19192. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19193. /**
  19194. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19195. * @param gradient defines the gradient to use (between 0 and 1)
  19196. * @param factor defines the start size to affect to the specified gradient
  19197. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19198. * @returns the current particle system
  19199. */
  19200. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19201. /**
  19202. * Remove a specific start size gradient
  19203. * @param gradient defines the gradient to remove
  19204. * @returns the current particle system
  19205. */
  19206. removeStartSizeGradient(gradient: number): IParticleSystem;
  19207. /**
  19208. * Gets the current list of start size gradients.
  19209. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19210. * @returns the list of start size gradients
  19211. */
  19212. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19213. /**
  19214. * Adds a new life time gradient
  19215. * @param gradient defines the gradient to use (between 0 and 1)
  19216. * @param factor defines the life time factor to affect to the specified gradient
  19217. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19218. * @returns the current particle system
  19219. */
  19220. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19221. /**
  19222. * Remove a specific life time gradient
  19223. * @param gradient defines the gradient to remove
  19224. * @returns the current particle system
  19225. */
  19226. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19227. /**
  19228. * Gets the current list of life time gradients.
  19229. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19230. * @returns the list of life time gradients
  19231. */
  19232. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19233. /**
  19234. * Gets the current list of color gradients.
  19235. * You must use addColorGradient and removeColorGradient to udpate this list
  19236. * @returns the list of color gradients
  19237. */
  19238. getColorGradients(): Nullable<Array<ColorGradient>>;
  19239. /**
  19240. * Adds a new ramp gradient used to remap particle colors
  19241. * @param gradient defines the gradient to use (between 0 and 1)
  19242. * @param color defines the color to affect to the specified gradient
  19243. * @returns the current particle system
  19244. */
  19245. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19246. /**
  19247. * Gets the current list of ramp gradients.
  19248. * You must use addRampGradient and removeRampGradient to udpate this list
  19249. * @returns the list of ramp gradients
  19250. */
  19251. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19252. /** Gets or sets a boolean indicating that ramp gradients must be used
  19253. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19254. */
  19255. useRampGradients: boolean;
  19256. /**
  19257. * Adds a new color remap gradient
  19258. * @param gradient defines the gradient to use (between 0 and 1)
  19259. * @param min defines the color remap minimal range
  19260. * @param max defines the color remap maximal range
  19261. * @returns the current particle system
  19262. */
  19263. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19264. /**
  19265. * Gets the current list of color remap gradients.
  19266. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19267. * @returns the list of color remap gradients
  19268. */
  19269. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19270. /**
  19271. * Adds a new alpha remap gradient
  19272. * @param gradient defines the gradient to use (between 0 and 1)
  19273. * @param min defines the alpha remap minimal range
  19274. * @param max defines the alpha remap maximal range
  19275. * @returns the current particle system
  19276. */
  19277. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19278. /**
  19279. * Gets the current list of alpha remap gradients.
  19280. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19281. * @returns the list of alpha remap gradients
  19282. */
  19283. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19284. /**
  19285. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19286. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19287. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19288. * @returns the emitter
  19289. */
  19290. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19291. /**
  19292. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19293. * @param radius The radius of the hemisphere to emit from
  19294. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19295. * @returns the emitter
  19296. */
  19297. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19298. /**
  19299. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19300. * @param radius The radius of the sphere to emit from
  19301. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19302. * @returns the emitter
  19303. */
  19304. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19305. /**
  19306. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19307. * @param radius The radius of the sphere to emit from
  19308. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19309. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19310. * @returns the emitter
  19311. */
  19312. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19313. /**
  19314. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19315. * @param radius The radius of the emission cylinder
  19316. * @param height The height of the emission cylinder
  19317. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19318. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19319. * @returns the emitter
  19320. */
  19321. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19322. /**
  19323. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19324. * @param radius The radius of the cylinder to emit from
  19325. * @param height The height of the emission cylinder
  19326. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19327. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19328. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19329. * @returns the emitter
  19330. */
  19331. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19332. /**
  19333. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19334. * @param radius The radius of the cone to emit from
  19335. * @param angle The base angle of the cone
  19336. * @returns the emitter
  19337. */
  19338. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19339. /**
  19340. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19341. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19342. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19343. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19344. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19345. * @returns the emitter
  19346. */
  19347. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19348. /**
  19349. * Get hosting scene
  19350. * @returns the scene
  19351. */
  19352. getScene(): Scene;
  19353. }
  19354. }
  19355. declare module "babylonjs/Meshes/instancedMesh" {
  19356. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19357. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19358. import { Camera } from "babylonjs/Cameras/camera";
  19359. import { Node } from "babylonjs/node";
  19360. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19361. import { Mesh } from "babylonjs/Meshes/mesh";
  19362. import { Material } from "babylonjs/Materials/material";
  19363. import { Skeleton } from "babylonjs/Bones/skeleton";
  19364. import { Light } from "babylonjs/Lights/light";
  19365. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19366. /**
  19367. * Creates an instance based on a source mesh.
  19368. */
  19369. export class InstancedMesh extends AbstractMesh {
  19370. private _sourceMesh;
  19371. private _currentLOD;
  19372. /** @hidden */
  19373. _indexInSourceMeshInstanceArray: number;
  19374. constructor(name: string, source: Mesh);
  19375. /**
  19376. * Returns the string "InstancedMesh".
  19377. */
  19378. getClassName(): string;
  19379. /** Gets the list of lights affecting that mesh */
  19380. readonly lightSources: Light[];
  19381. _resyncLightSources(): void;
  19382. _resyncLighSource(light: Light): void;
  19383. _removeLightSource(light: Light, dispose: boolean): void;
  19384. /**
  19385. * If the source mesh receives shadows
  19386. */
  19387. readonly receiveShadows: boolean;
  19388. /**
  19389. * The material of the source mesh
  19390. */
  19391. readonly material: Nullable<Material>;
  19392. /**
  19393. * Visibility of the source mesh
  19394. */
  19395. readonly visibility: number;
  19396. /**
  19397. * Skeleton of the source mesh
  19398. */
  19399. readonly skeleton: Nullable<Skeleton>;
  19400. /**
  19401. * Rendering ground id of the source mesh
  19402. */
  19403. renderingGroupId: number;
  19404. /**
  19405. * Returns the total number of vertices (integer).
  19406. */
  19407. getTotalVertices(): number;
  19408. /**
  19409. * Returns a positive integer : the total number of indices in this mesh geometry.
  19410. * @returns the numner of indices or zero if the mesh has no geometry.
  19411. */
  19412. getTotalIndices(): number;
  19413. /**
  19414. * The source mesh of the instance
  19415. */
  19416. readonly sourceMesh: Mesh;
  19417. /**
  19418. * Is this node ready to be used/rendered
  19419. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19420. * @return {boolean} is it ready
  19421. */
  19422. isReady(completeCheck?: boolean): boolean;
  19423. /**
  19424. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19425. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19426. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19427. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19428. */
  19429. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19430. /**
  19431. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19432. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19433. * The `data` are either a numeric array either a Float32Array.
  19434. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19435. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19436. * Note that a new underlying VertexBuffer object is created each call.
  19437. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19438. *
  19439. * Possible `kind` values :
  19440. * - VertexBuffer.PositionKind
  19441. * - VertexBuffer.UVKind
  19442. * - VertexBuffer.UV2Kind
  19443. * - VertexBuffer.UV3Kind
  19444. * - VertexBuffer.UV4Kind
  19445. * - VertexBuffer.UV5Kind
  19446. * - VertexBuffer.UV6Kind
  19447. * - VertexBuffer.ColorKind
  19448. * - VertexBuffer.MatricesIndicesKind
  19449. * - VertexBuffer.MatricesIndicesExtraKind
  19450. * - VertexBuffer.MatricesWeightsKind
  19451. * - VertexBuffer.MatricesWeightsExtraKind
  19452. *
  19453. * Returns the Mesh.
  19454. */
  19455. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19456. /**
  19457. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19458. * If the mesh has no geometry, it is simply returned as it is.
  19459. * The `data` are either a numeric array either a Float32Array.
  19460. * No new underlying VertexBuffer object is created.
  19461. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19462. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19463. *
  19464. * Possible `kind` values :
  19465. * - VertexBuffer.PositionKind
  19466. * - VertexBuffer.UVKind
  19467. * - VertexBuffer.UV2Kind
  19468. * - VertexBuffer.UV3Kind
  19469. * - VertexBuffer.UV4Kind
  19470. * - VertexBuffer.UV5Kind
  19471. * - VertexBuffer.UV6Kind
  19472. * - VertexBuffer.ColorKind
  19473. * - VertexBuffer.MatricesIndicesKind
  19474. * - VertexBuffer.MatricesIndicesExtraKind
  19475. * - VertexBuffer.MatricesWeightsKind
  19476. * - VertexBuffer.MatricesWeightsExtraKind
  19477. *
  19478. * Returns the Mesh.
  19479. */
  19480. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19481. /**
  19482. * Sets the mesh indices.
  19483. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19484. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19485. * This method creates a new index buffer each call.
  19486. * Returns the Mesh.
  19487. */
  19488. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19489. /**
  19490. * Boolean : True if the mesh owns the requested kind of data.
  19491. */
  19492. isVerticesDataPresent(kind: string): boolean;
  19493. /**
  19494. * Returns an array of indices (IndicesArray).
  19495. */
  19496. getIndices(): Nullable<IndicesArray>;
  19497. readonly _positions: Nullable<Vector3[]>;
  19498. /**
  19499. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19500. * This means the mesh underlying bounding box and sphere are recomputed.
  19501. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19502. * @returns the current mesh
  19503. */
  19504. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19505. /** @hidden */
  19506. _preActivate(): InstancedMesh;
  19507. /** @hidden */
  19508. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19509. /** @hidden */
  19510. _postActivate(): void;
  19511. getWorldMatrix(): Matrix;
  19512. readonly isAnInstance: boolean;
  19513. /**
  19514. * Returns the current associated LOD AbstractMesh.
  19515. */
  19516. getLOD(camera: Camera): AbstractMesh;
  19517. /** @hidden */
  19518. _syncSubMeshes(): InstancedMesh;
  19519. /** @hidden */
  19520. _generatePointsArray(): boolean;
  19521. /**
  19522. * Creates a new InstancedMesh from the current mesh.
  19523. * - name (string) : the cloned mesh name
  19524. * - newParent (optional Node) : the optional Node to parent the clone to.
  19525. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19526. *
  19527. * Returns the clone.
  19528. */
  19529. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19530. /**
  19531. * Disposes the InstancedMesh.
  19532. * Returns nothing.
  19533. */
  19534. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19535. }
  19536. module "babylonjs/Meshes/mesh" {
  19537. interface Mesh {
  19538. /**
  19539. * Register a custom buffer that will be instanced
  19540. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19541. * @param kind defines the buffer kind
  19542. * @param stride defines the stride in floats
  19543. */
  19544. registerInstancedBuffer(kind: string, stride: number): void;
  19545. /** @hidden */
  19546. _userInstancedBuffersStorage: {
  19547. data: {
  19548. [key: string]: Float32Array;
  19549. };
  19550. sizes: {
  19551. [key: string]: number;
  19552. };
  19553. vertexBuffers: {
  19554. [key: string]: Nullable<VertexBuffer>;
  19555. };
  19556. strides: {
  19557. [key: string]: number;
  19558. };
  19559. };
  19560. }
  19561. }
  19562. module "babylonjs/Meshes/abstractMesh" {
  19563. interface AbstractMesh {
  19564. /**
  19565. * Object used to store instanced buffers defined by user
  19566. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19567. */
  19568. instancedBuffers: {
  19569. [key: string]: any;
  19570. };
  19571. }
  19572. }
  19573. }
  19574. declare module "babylonjs/Materials/shaderMaterial" {
  19575. import { Scene } from "babylonjs/scene";
  19576. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19577. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19578. import { Mesh } from "babylonjs/Meshes/mesh";
  19579. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19580. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19581. import { Texture } from "babylonjs/Materials/Textures/texture";
  19582. import { Material } from "babylonjs/Materials/material";
  19583. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19584. /**
  19585. * Defines the options associated with the creation of a shader material.
  19586. */
  19587. export interface IShaderMaterialOptions {
  19588. /**
  19589. * Does the material work in alpha blend mode
  19590. */
  19591. needAlphaBlending: boolean;
  19592. /**
  19593. * Does the material work in alpha test mode
  19594. */
  19595. needAlphaTesting: boolean;
  19596. /**
  19597. * The list of attribute names used in the shader
  19598. */
  19599. attributes: string[];
  19600. /**
  19601. * The list of unifrom names used in the shader
  19602. */
  19603. uniforms: string[];
  19604. /**
  19605. * The list of UBO names used in the shader
  19606. */
  19607. uniformBuffers: string[];
  19608. /**
  19609. * The list of sampler names used in the shader
  19610. */
  19611. samplers: string[];
  19612. /**
  19613. * The list of defines used in the shader
  19614. */
  19615. defines: string[];
  19616. }
  19617. /**
  19618. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19619. *
  19620. * This returned material effects how the mesh will look based on the code in the shaders.
  19621. *
  19622. * @see http://doc.babylonjs.com/how_to/shader_material
  19623. */
  19624. export class ShaderMaterial extends Material {
  19625. private _shaderPath;
  19626. private _options;
  19627. private _textures;
  19628. private _textureArrays;
  19629. private _floats;
  19630. private _ints;
  19631. private _floatsArrays;
  19632. private _colors3;
  19633. private _colors3Arrays;
  19634. private _colors4;
  19635. private _colors4Arrays;
  19636. private _vectors2;
  19637. private _vectors3;
  19638. private _vectors4;
  19639. private _matrices;
  19640. private _matrices3x3;
  19641. private _matrices2x2;
  19642. private _vectors2Arrays;
  19643. private _vectors3Arrays;
  19644. private _vectors4Arrays;
  19645. private _cachedWorldViewMatrix;
  19646. private _cachedWorldViewProjectionMatrix;
  19647. private _renderId;
  19648. /**
  19649. * Instantiate a new shader material.
  19650. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19651. * This returned material effects how the mesh will look based on the code in the shaders.
  19652. * @see http://doc.babylonjs.com/how_to/shader_material
  19653. * @param name Define the name of the material in the scene
  19654. * @param scene Define the scene the material belongs to
  19655. * @param shaderPath Defines the route to the shader code in one of three ways:
  19656. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19657. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19658. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19659. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19660. * @param options Define the options used to create the shader
  19661. */
  19662. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19663. /**
  19664. * Gets the options used to compile the shader.
  19665. * They can be modified to trigger a new compilation
  19666. */
  19667. readonly options: IShaderMaterialOptions;
  19668. /**
  19669. * Gets the current class name of the material e.g. "ShaderMaterial"
  19670. * Mainly use in serialization.
  19671. * @returns the class name
  19672. */
  19673. getClassName(): string;
  19674. /**
  19675. * Specifies if the material will require alpha blending
  19676. * @returns a boolean specifying if alpha blending is needed
  19677. */
  19678. needAlphaBlending(): boolean;
  19679. /**
  19680. * Specifies if this material should be rendered in alpha test mode
  19681. * @returns a boolean specifying if an alpha test is needed.
  19682. */
  19683. needAlphaTesting(): boolean;
  19684. private _checkUniform;
  19685. /**
  19686. * Set a texture in the shader.
  19687. * @param name Define the name of the uniform samplers as defined in the shader
  19688. * @param texture Define the texture to bind to this sampler
  19689. * @return the material itself allowing "fluent" like uniform updates
  19690. */
  19691. setTexture(name: string, texture: Texture): ShaderMaterial;
  19692. /**
  19693. * Set a texture array in the shader.
  19694. * @param name Define the name of the uniform sampler array as defined in the shader
  19695. * @param textures Define the list of textures to bind to this sampler
  19696. * @return the material itself allowing "fluent" like uniform updates
  19697. */
  19698. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19699. /**
  19700. * Set a float in the shader.
  19701. * @param name Define the name of the uniform as defined in the shader
  19702. * @param value Define the value to give to the uniform
  19703. * @return the material itself allowing "fluent" like uniform updates
  19704. */
  19705. setFloat(name: string, value: number): ShaderMaterial;
  19706. /**
  19707. * Set a int in the shader.
  19708. * @param name Define the name of the uniform as defined in the shader
  19709. * @param value Define the value to give to the uniform
  19710. * @return the material itself allowing "fluent" like uniform updates
  19711. */
  19712. setInt(name: string, value: number): ShaderMaterial;
  19713. /**
  19714. * Set an array of floats in the shader.
  19715. * @param name Define the name of the uniform as defined in the shader
  19716. * @param value Define the value to give to the uniform
  19717. * @return the material itself allowing "fluent" like uniform updates
  19718. */
  19719. setFloats(name: string, value: number[]): ShaderMaterial;
  19720. /**
  19721. * Set a vec3 in the shader from a Color3.
  19722. * @param name Define the name of the uniform as defined in the shader
  19723. * @param value Define the value to give to the uniform
  19724. * @return the material itself allowing "fluent" like uniform updates
  19725. */
  19726. setColor3(name: string, value: Color3): ShaderMaterial;
  19727. /**
  19728. * Set a vec3 array in the shader from a Color3 array.
  19729. * @param name Define the name of the uniform as defined in the shader
  19730. * @param value Define the value to give to the uniform
  19731. * @return the material itself allowing "fluent" like uniform updates
  19732. */
  19733. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19734. /**
  19735. * Set a vec4 in the shader from a Color4.
  19736. * @param name Define the name of the uniform as defined in the shader
  19737. * @param value Define the value to give to the uniform
  19738. * @return the material itself allowing "fluent" like uniform updates
  19739. */
  19740. setColor4(name: string, value: Color4): ShaderMaterial;
  19741. /**
  19742. * Set a vec4 array in the shader from a Color4 array.
  19743. * @param name Define the name of the uniform as defined in the shader
  19744. * @param value Define the value to give to the uniform
  19745. * @return the material itself allowing "fluent" like uniform updates
  19746. */
  19747. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19748. /**
  19749. * Set a vec2 in the shader from a Vector2.
  19750. * @param name Define the name of the uniform as defined in the shader
  19751. * @param value Define the value to give to the uniform
  19752. * @return the material itself allowing "fluent" like uniform updates
  19753. */
  19754. setVector2(name: string, value: Vector2): ShaderMaterial;
  19755. /**
  19756. * Set a vec3 in the shader from a Vector3.
  19757. * @param name Define the name of the uniform as defined in the shader
  19758. * @param value Define the value to give to the uniform
  19759. * @return the material itself allowing "fluent" like uniform updates
  19760. */
  19761. setVector3(name: string, value: Vector3): ShaderMaterial;
  19762. /**
  19763. * Set a vec4 in the shader from a Vector4.
  19764. * @param name Define the name of the uniform as defined in the shader
  19765. * @param value Define the value to give to the uniform
  19766. * @return the material itself allowing "fluent" like uniform updates
  19767. */
  19768. setVector4(name: string, value: Vector4): ShaderMaterial;
  19769. /**
  19770. * Set a mat4 in the shader from a Matrix.
  19771. * @param name Define the name of the uniform as defined in the shader
  19772. * @param value Define the value to give to the uniform
  19773. * @return the material itself allowing "fluent" like uniform updates
  19774. */
  19775. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19776. /**
  19777. * Set a mat3 in the shader from a Float32Array.
  19778. * @param name Define the name of the uniform as defined in the shader
  19779. * @param value Define the value to give to the uniform
  19780. * @return the material itself allowing "fluent" like uniform updates
  19781. */
  19782. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19783. /**
  19784. * Set a mat2 in the shader from a Float32Array.
  19785. * @param name Define the name of the uniform as defined in the shader
  19786. * @param value Define the value to give to the uniform
  19787. * @return the material itself allowing "fluent" like uniform updates
  19788. */
  19789. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19790. /**
  19791. * Set a vec2 array in the shader from a number array.
  19792. * @param name Define the name of the uniform as defined in the shader
  19793. * @param value Define the value to give to the uniform
  19794. * @return the material itself allowing "fluent" like uniform updates
  19795. */
  19796. setArray2(name: string, value: number[]): ShaderMaterial;
  19797. /**
  19798. * Set a vec3 array in the shader from a number array.
  19799. * @param name Define the name of the uniform as defined in the shader
  19800. * @param value Define the value to give to the uniform
  19801. * @return the material itself allowing "fluent" like uniform updates
  19802. */
  19803. setArray3(name: string, value: number[]): ShaderMaterial;
  19804. /**
  19805. * Set a vec4 array in the shader from a number array.
  19806. * @param name Define the name of the uniform as defined in the shader
  19807. * @param value Define the value to give to the uniform
  19808. * @return the material itself allowing "fluent" like uniform updates
  19809. */
  19810. setArray4(name: string, value: number[]): ShaderMaterial;
  19811. private _checkCache;
  19812. /**
  19813. * Specifies that the submesh is ready to be used
  19814. * @param mesh defines the mesh to check
  19815. * @param subMesh defines which submesh to check
  19816. * @param useInstances specifies that instances should be used
  19817. * @returns a boolean indicating that the submesh is ready or not
  19818. */
  19819. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19820. /**
  19821. * Checks if the material is ready to render the requested mesh
  19822. * @param mesh Define the mesh to render
  19823. * @param useInstances Define whether or not the material is used with instances
  19824. * @returns true if ready, otherwise false
  19825. */
  19826. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19827. /**
  19828. * Binds the world matrix to the material
  19829. * @param world defines the world transformation matrix
  19830. */
  19831. bindOnlyWorldMatrix(world: Matrix): void;
  19832. /**
  19833. * Binds the material to the mesh
  19834. * @param world defines the world transformation matrix
  19835. * @param mesh defines the mesh to bind the material to
  19836. */
  19837. bind(world: Matrix, mesh?: Mesh): void;
  19838. /**
  19839. * Gets the active textures from the material
  19840. * @returns an array of textures
  19841. */
  19842. getActiveTextures(): BaseTexture[];
  19843. /**
  19844. * Specifies if the material uses a texture
  19845. * @param texture defines the texture to check against the material
  19846. * @returns a boolean specifying if the material uses the texture
  19847. */
  19848. hasTexture(texture: BaseTexture): boolean;
  19849. /**
  19850. * Makes a duplicate of the material, and gives it a new name
  19851. * @param name defines the new name for the duplicated material
  19852. * @returns the cloned material
  19853. */
  19854. clone(name: string): ShaderMaterial;
  19855. /**
  19856. * Disposes the material
  19857. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19858. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19859. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19860. */
  19861. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19862. /**
  19863. * Serializes this material in a JSON representation
  19864. * @returns the serialized material object
  19865. */
  19866. serialize(): any;
  19867. /**
  19868. * Creates a shader material from parsed shader material data
  19869. * @param source defines the JSON represnetation of the material
  19870. * @param scene defines the hosting scene
  19871. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19872. * @returns a new material
  19873. */
  19874. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19875. }
  19876. }
  19877. declare module "babylonjs/Shaders/color.fragment" {
  19878. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19879. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19880. /** @hidden */
  19881. export var colorPixelShader: {
  19882. name: string;
  19883. shader: string;
  19884. };
  19885. }
  19886. declare module "babylonjs/Shaders/color.vertex" {
  19887. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19888. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19889. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19890. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19891. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19892. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19893. /** @hidden */
  19894. export var colorVertexShader: {
  19895. name: string;
  19896. shader: string;
  19897. };
  19898. }
  19899. declare module "babylonjs/Meshes/linesMesh" {
  19900. import { Nullable } from "babylonjs/types";
  19901. import { Scene } from "babylonjs/scene";
  19902. import { Color3 } from "babylonjs/Maths/math.color";
  19903. import { Node } from "babylonjs/node";
  19904. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19905. import { Mesh } from "babylonjs/Meshes/mesh";
  19906. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19907. import { Effect } from "babylonjs/Materials/effect";
  19908. import { Material } from "babylonjs/Materials/material";
  19909. import "babylonjs/Shaders/color.fragment";
  19910. import "babylonjs/Shaders/color.vertex";
  19911. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19912. /**
  19913. * Line mesh
  19914. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19915. */
  19916. export class LinesMesh extends Mesh {
  19917. /**
  19918. * If vertex color should be applied to the mesh
  19919. */
  19920. readonly useVertexColor?: boolean | undefined;
  19921. /**
  19922. * If vertex alpha should be applied to the mesh
  19923. */
  19924. readonly useVertexAlpha?: boolean | undefined;
  19925. /**
  19926. * Color of the line (Default: White)
  19927. */
  19928. color: Color3;
  19929. /**
  19930. * Alpha of the line (Default: 1)
  19931. */
  19932. alpha: number;
  19933. /**
  19934. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19935. * This margin is expressed in world space coordinates, so its value may vary.
  19936. * Default value is 0.1
  19937. */
  19938. intersectionThreshold: number;
  19939. private _colorShader;
  19940. private color4;
  19941. /**
  19942. * Creates a new LinesMesh
  19943. * @param name defines the name
  19944. * @param scene defines the hosting scene
  19945. * @param parent defines the parent mesh if any
  19946. * @param source defines the optional source LinesMesh used to clone data from
  19947. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19948. * When false, achieved by calling a clone(), also passing False.
  19949. * This will make creation of children, recursive.
  19950. * @param useVertexColor defines if this LinesMesh supports vertex color
  19951. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19952. */
  19953. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19954. /**
  19955. * If vertex color should be applied to the mesh
  19956. */
  19957. useVertexColor?: boolean | undefined,
  19958. /**
  19959. * If vertex alpha should be applied to the mesh
  19960. */
  19961. useVertexAlpha?: boolean | undefined);
  19962. private _addClipPlaneDefine;
  19963. private _removeClipPlaneDefine;
  19964. isReady(): boolean;
  19965. /**
  19966. * Returns the string "LineMesh"
  19967. */
  19968. getClassName(): string;
  19969. /**
  19970. * @hidden
  19971. */
  19972. /**
  19973. * @hidden
  19974. */
  19975. material: Material;
  19976. /**
  19977. * @hidden
  19978. */
  19979. readonly checkCollisions: boolean;
  19980. /** @hidden */
  19981. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19982. /** @hidden */
  19983. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19984. /**
  19985. * Disposes of the line mesh
  19986. * @param doNotRecurse If children should be disposed
  19987. */
  19988. dispose(doNotRecurse?: boolean): void;
  19989. /**
  19990. * Returns a new LineMesh object cloned from the current one.
  19991. */
  19992. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19993. /**
  19994. * Creates a new InstancedLinesMesh object from the mesh model.
  19995. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19996. * @param name defines the name of the new instance
  19997. * @returns a new InstancedLinesMesh
  19998. */
  19999. createInstance(name: string): InstancedLinesMesh;
  20000. }
  20001. /**
  20002. * Creates an instance based on a source LinesMesh
  20003. */
  20004. export class InstancedLinesMesh extends InstancedMesh {
  20005. /**
  20006. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20007. * This margin is expressed in world space coordinates, so its value may vary.
  20008. * Initilized with the intersectionThreshold value of the source LinesMesh
  20009. */
  20010. intersectionThreshold: number;
  20011. constructor(name: string, source: LinesMesh);
  20012. /**
  20013. * Returns the string "InstancedLinesMesh".
  20014. */
  20015. getClassName(): string;
  20016. }
  20017. }
  20018. declare module "babylonjs/Shaders/line.fragment" {
  20019. /** @hidden */
  20020. export var linePixelShader: {
  20021. name: string;
  20022. shader: string;
  20023. };
  20024. }
  20025. declare module "babylonjs/Shaders/line.vertex" {
  20026. /** @hidden */
  20027. export var lineVertexShader: {
  20028. name: string;
  20029. shader: string;
  20030. };
  20031. }
  20032. declare module "babylonjs/Rendering/edgesRenderer" {
  20033. import { Nullable } from "babylonjs/types";
  20034. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20035. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20036. import { Vector3 } from "babylonjs/Maths/math.vector";
  20037. import { IDisposable } from "babylonjs/scene";
  20038. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20039. import "babylonjs/Shaders/line.fragment";
  20040. import "babylonjs/Shaders/line.vertex";
  20041. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20042. module "babylonjs/Meshes/abstractMesh" {
  20043. interface AbstractMesh {
  20044. /**
  20045. * Gets the edgesRenderer associated with the mesh
  20046. */
  20047. edgesRenderer: Nullable<EdgesRenderer>;
  20048. }
  20049. }
  20050. module "babylonjs/Meshes/linesMesh" {
  20051. interface LinesMesh {
  20052. /**
  20053. * Enables the edge rendering mode on the mesh.
  20054. * This mode makes the mesh edges visible
  20055. * @param epsilon defines the maximal distance between two angles to detect a face
  20056. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20057. * @returns the currentAbstractMesh
  20058. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20059. */
  20060. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20061. }
  20062. }
  20063. module "babylonjs/Meshes/linesMesh" {
  20064. interface InstancedLinesMesh {
  20065. /**
  20066. * Enables the edge rendering mode on the mesh.
  20067. * This mode makes the mesh edges visible
  20068. * @param epsilon defines the maximal distance between two angles to detect a face
  20069. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20070. * @returns the current InstancedLinesMesh
  20071. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20072. */
  20073. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20074. }
  20075. }
  20076. /**
  20077. * Defines the minimum contract an Edges renderer should follow.
  20078. */
  20079. export interface IEdgesRenderer extends IDisposable {
  20080. /**
  20081. * Gets or sets a boolean indicating if the edgesRenderer is active
  20082. */
  20083. isEnabled: boolean;
  20084. /**
  20085. * Renders the edges of the attached mesh,
  20086. */
  20087. render(): void;
  20088. /**
  20089. * Checks wether or not the edges renderer is ready to render.
  20090. * @return true if ready, otherwise false.
  20091. */
  20092. isReady(): boolean;
  20093. }
  20094. /**
  20095. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20096. */
  20097. export class EdgesRenderer implements IEdgesRenderer {
  20098. /**
  20099. * Define the size of the edges with an orthographic camera
  20100. */
  20101. edgesWidthScalerForOrthographic: number;
  20102. /**
  20103. * Define the size of the edges with a perspective camera
  20104. */
  20105. edgesWidthScalerForPerspective: number;
  20106. protected _source: AbstractMesh;
  20107. protected _linesPositions: number[];
  20108. protected _linesNormals: number[];
  20109. protected _linesIndices: number[];
  20110. protected _epsilon: number;
  20111. protected _indicesCount: number;
  20112. protected _lineShader: ShaderMaterial;
  20113. protected _ib: DataBuffer;
  20114. protected _buffers: {
  20115. [key: string]: Nullable<VertexBuffer>;
  20116. };
  20117. protected _checkVerticesInsteadOfIndices: boolean;
  20118. private _meshRebuildObserver;
  20119. private _meshDisposeObserver;
  20120. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20121. isEnabled: boolean;
  20122. /**
  20123. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20124. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20125. * @param source Mesh used to create edges
  20126. * @param epsilon sum of angles in adjacency to check for edge
  20127. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20128. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20129. */
  20130. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20131. protected _prepareRessources(): void;
  20132. /** @hidden */
  20133. _rebuild(): void;
  20134. /**
  20135. * Releases the required resources for the edges renderer
  20136. */
  20137. dispose(): void;
  20138. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20139. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20140. /**
  20141. * Checks if the pair of p0 and p1 is en edge
  20142. * @param faceIndex
  20143. * @param edge
  20144. * @param faceNormals
  20145. * @param p0
  20146. * @param p1
  20147. * @private
  20148. */
  20149. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20150. /**
  20151. * push line into the position, normal and index buffer
  20152. * @protected
  20153. */
  20154. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20155. /**
  20156. * Generates lines edges from adjacencjes
  20157. * @private
  20158. */
  20159. _generateEdgesLines(): void;
  20160. /**
  20161. * Checks wether or not the edges renderer is ready to render.
  20162. * @return true if ready, otherwise false.
  20163. */
  20164. isReady(): boolean;
  20165. /**
  20166. * Renders the edges of the attached mesh,
  20167. */
  20168. render(): void;
  20169. }
  20170. /**
  20171. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20172. */
  20173. export class LineEdgesRenderer extends EdgesRenderer {
  20174. /**
  20175. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20176. * @param source LineMesh used to generate edges
  20177. * @param epsilon not important (specified angle for edge detection)
  20178. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20179. */
  20180. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20181. /**
  20182. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20183. */
  20184. _generateEdgesLines(): void;
  20185. }
  20186. }
  20187. declare module "babylonjs/Rendering/renderingGroup" {
  20188. import { SmartArray } from "babylonjs/Misc/smartArray";
  20189. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20191. import { Nullable } from "babylonjs/types";
  20192. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20193. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20194. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20195. import { Material } from "babylonjs/Materials/material";
  20196. import { Scene } from "babylonjs/scene";
  20197. /**
  20198. * This represents the object necessary to create a rendering group.
  20199. * This is exclusively used and created by the rendering manager.
  20200. * To modify the behavior, you use the available helpers in your scene or meshes.
  20201. * @hidden
  20202. */
  20203. export class RenderingGroup {
  20204. index: number;
  20205. private static _zeroVector;
  20206. private _scene;
  20207. private _opaqueSubMeshes;
  20208. private _transparentSubMeshes;
  20209. private _alphaTestSubMeshes;
  20210. private _depthOnlySubMeshes;
  20211. private _particleSystems;
  20212. private _spriteManagers;
  20213. private _opaqueSortCompareFn;
  20214. private _alphaTestSortCompareFn;
  20215. private _transparentSortCompareFn;
  20216. private _renderOpaque;
  20217. private _renderAlphaTest;
  20218. private _renderTransparent;
  20219. /** @hidden */
  20220. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20221. onBeforeTransparentRendering: () => void;
  20222. /**
  20223. * Set the opaque sort comparison function.
  20224. * If null the sub meshes will be render in the order they were created
  20225. */
  20226. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20227. /**
  20228. * Set the alpha test sort comparison function.
  20229. * If null the sub meshes will be render in the order they were created
  20230. */
  20231. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20232. /**
  20233. * Set the transparent sort comparison function.
  20234. * If null the sub meshes will be render in the order they were created
  20235. */
  20236. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20237. /**
  20238. * Creates a new rendering group.
  20239. * @param index The rendering group index
  20240. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20241. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20242. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20243. */
  20244. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20245. /**
  20246. * Render all the sub meshes contained in the group.
  20247. * @param customRenderFunction Used to override the default render behaviour of the group.
  20248. * @returns true if rendered some submeshes.
  20249. */
  20250. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20251. /**
  20252. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20253. * @param subMeshes The submeshes to render
  20254. */
  20255. private renderOpaqueSorted;
  20256. /**
  20257. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20258. * @param subMeshes The submeshes to render
  20259. */
  20260. private renderAlphaTestSorted;
  20261. /**
  20262. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20263. * @param subMeshes The submeshes to render
  20264. */
  20265. private renderTransparentSorted;
  20266. /**
  20267. * Renders the submeshes in a specified order.
  20268. * @param subMeshes The submeshes to sort before render
  20269. * @param sortCompareFn The comparison function use to sort
  20270. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20271. * @param transparent Specifies to activate blending if true
  20272. */
  20273. private static renderSorted;
  20274. /**
  20275. * Renders the submeshes in the order they were dispatched (no sort applied).
  20276. * @param subMeshes The submeshes to render
  20277. */
  20278. private static renderUnsorted;
  20279. /**
  20280. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20281. * are rendered back to front if in the same alpha index.
  20282. *
  20283. * @param a The first submesh
  20284. * @param b The second submesh
  20285. * @returns The result of the comparison
  20286. */
  20287. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20288. /**
  20289. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20290. * are rendered back to front.
  20291. *
  20292. * @param a The first submesh
  20293. * @param b The second submesh
  20294. * @returns The result of the comparison
  20295. */
  20296. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20297. /**
  20298. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20299. * are rendered front to back (prevent overdraw).
  20300. *
  20301. * @param a The first submesh
  20302. * @param b The second submesh
  20303. * @returns The result of the comparison
  20304. */
  20305. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20306. /**
  20307. * Resets the different lists of submeshes to prepare a new frame.
  20308. */
  20309. prepare(): void;
  20310. dispose(): void;
  20311. /**
  20312. * Inserts the submesh in its correct queue depending on its material.
  20313. * @param subMesh The submesh to dispatch
  20314. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20315. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20316. */
  20317. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20318. dispatchSprites(spriteManager: ISpriteManager): void;
  20319. dispatchParticles(particleSystem: IParticleSystem): void;
  20320. private _renderParticles;
  20321. private _renderSprites;
  20322. }
  20323. }
  20324. declare module "babylonjs/Rendering/renderingManager" {
  20325. import { Nullable } from "babylonjs/types";
  20326. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20327. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20328. import { SmartArray } from "babylonjs/Misc/smartArray";
  20329. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20330. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20331. import { Material } from "babylonjs/Materials/material";
  20332. import { Scene } from "babylonjs/scene";
  20333. import { Camera } from "babylonjs/Cameras/camera";
  20334. /**
  20335. * Interface describing the different options available in the rendering manager
  20336. * regarding Auto Clear between groups.
  20337. */
  20338. export interface IRenderingManagerAutoClearSetup {
  20339. /**
  20340. * Defines whether or not autoclear is enable.
  20341. */
  20342. autoClear: boolean;
  20343. /**
  20344. * Defines whether or not to autoclear the depth buffer.
  20345. */
  20346. depth: boolean;
  20347. /**
  20348. * Defines whether or not to autoclear the stencil buffer.
  20349. */
  20350. stencil: boolean;
  20351. }
  20352. /**
  20353. * This class is used by the onRenderingGroupObservable
  20354. */
  20355. export class RenderingGroupInfo {
  20356. /**
  20357. * The Scene that being rendered
  20358. */
  20359. scene: Scene;
  20360. /**
  20361. * The camera currently used for the rendering pass
  20362. */
  20363. camera: Nullable<Camera>;
  20364. /**
  20365. * The ID of the renderingGroup being processed
  20366. */
  20367. renderingGroupId: number;
  20368. }
  20369. /**
  20370. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20371. * It is enable to manage the different groups as well as the different necessary sort functions.
  20372. * This should not be used directly aside of the few static configurations
  20373. */
  20374. export class RenderingManager {
  20375. /**
  20376. * The max id used for rendering groups (not included)
  20377. */
  20378. static MAX_RENDERINGGROUPS: number;
  20379. /**
  20380. * The min id used for rendering groups (included)
  20381. */
  20382. static MIN_RENDERINGGROUPS: number;
  20383. /**
  20384. * Used to globally prevent autoclearing scenes.
  20385. */
  20386. static AUTOCLEAR: boolean;
  20387. /**
  20388. * @hidden
  20389. */
  20390. _useSceneAutoClearSetup: boolean;
  20391. private _scene;
  20392. private _renderingGroups;
  20393. private _depthStencilBufferAlreadyCleaned;
  20394. private _autoClearDepthStencil;
  20395. private _customOpaqueSortCompareFn;
  20396. private _customAlphaTestSortCompareFn;
  20397. private _customTransparentSortCompareFn;
  20398. private _renderingGroupInfo;
  20399. /**
  20400. * Instantiates a new rendering group for a particular scene
  20401. * @param scene Defines the scene the groups belongs to
  20402. */
  20403. constructor(scene: Scene);
  20404. private _clearDepthStencilBuffer;
  20405. /**
  20406. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20407. * @hidden
  20408. */
  20409. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20410. /**
  20411. * Resets the different information of the group to prepare a new frame
  20412. * @hidden
  20413. */
  20414. reset(): void;
  20415. /**
  20416. * Dispose and release the group and its associated resources.
  20417. * @hidden
  20418. */
  20419. dispose(): void;
  20420. /**
  20421. * Clear the info related to rendering groups preventing retention points during dispose.
  20422. */
  20423. freeRenderingGroups(): void;
  20424. private _prepareRenderingGroup;
  20425. /**
  20426. * Add a sprite manager to the rendering manager in order to render it this frame.
  20427. * @param spriteManager Define the sprite manager to render
  20428. */
  20429. dispatchSprites(spriteManager: ISpriteManager): void;
  20430. /**
  20431. * Add a particle system to the rendering manager in order to render it this frame.
  20432. * @param particleSystem Define the particle system to render
  20433. */
  20434. dispatchParticles(particleSystem: IParticleSystem): void;
  20435. /**
  20436. * Add a submesh to the manager in order to render it this frame
  20437. * @param subMesh The submesh to dispatch
  20438. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20439. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20440. */
  20441. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20442. /**
  20443. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20444. * This allowed control for front to back rendering or reversly depending of the special needs.
  20445. *
  20446. * @param renderingGroupId The rendering group id corresponding to its index
  20447. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20448. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20449. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20450. */
  20451. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20452. /**
  20453. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20454. *
  20455. * @param renderingGroupId The rendering group id corresponding to its index
  20456. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20457. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20458. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20459. */
  20460. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20461. /**
  20462. * Gets the current auto clear configuration for one rendering group of the rendering
  20463. * manager.
  20464. * @param index the rendering group index to get the information for
  20465. * @returns The auto clear setup for the requested rendering group
  20466. */
  20467. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20468. }
  20469. }
  20470. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20471. import { Observable } from "babylonjs/Misc/observable";
  20472. import { SmartArray } from "babylonjs/Misc/smartArray";
  20473. import { Nullable } from "babylonjs/types";
  20474. import { Camera } from "babylonjs/Cameras/camera";
  20475. import { Scene } from "babylonjs/scene";
  20476. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20477. import { Color4 } from "babylonjs/Maths/math.color";
  20478. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20479. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20480. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20481. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20482. import { Texture } from "babylonjs/Materials/Textures/texture";
  20483. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20484. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20485. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20486. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20487. import { Engine } from "babylonjs/Engines/engine";
  20488. /**
  20489. * This Helps creating a texture that will be created from a camera in your scene.
  20490. * It is basically a dynamic texture that could be used to create special effects for instance.
  20491. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20492. */
  20493. export class RenderTargetTexture extends Texture {
  20494. isCube: boolean;
  20495. /**
  20496. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20497. */
  20498. static readonly REFRESHRATE_RENDER_ONCE: number;
  20499. /**
  20500. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20501. */
  20502. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20503. /**
  20504. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20505. * the central point of your effect and can save a lot of performances.
  20506. */
  20507. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20508. /**
  20509. * Use this predicate to dynamically define the list of mesh you want to render.
  20510. * If set, the renderList property will be overwritten.
  20511. */
  20512. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20513. private _renderList;
  20514. /**
  20515. * Use this list to define the list of mesh you want to render.
  20516. */
  20517. renderList: Nullable<Array<AbstractMesh>>;
  20518. private _hookArray;
  20519. /**
  20520. * Define if particles should be rendered in your texture.
  20521. */
  20522. renderParticles: boolean;
  20523. /**
  20524. * Define if sprites should be rendered in your texture.
  20525. */
  20526. renderSprites: boolean;
  20527. /**
  20528. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20529. */
  20530. coordinatesMode: number;
  20531. /**
  20532. * Define the camera used to render the texture.
  20533. */
  20534. activeCamera: Nullable<Camera>;
  20535. /**
  20536. * Override the render function of the texture with your own one.
  20537. */
  20538. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20539. /**
  20540. * Define if camera post processes should be use while rendering the texture.
  20541. */
  20542. useCameraPostProcesses: boolean;
  20543. /**
  20544. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20545. */
  20546. ignoreCameraViewport: boolean;
  20547. private _postProcessManager;
  20548. private _postProcesses;
  20549. private _resizeObserver;
  20550. /**
  20551. * An event triggered when the texture is unbind.
  20552. */
  20553. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20554. /**
  20555. * An event triggered when the texture is unbind.
  20556. */
  20557. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20558. private _onAfterUnbindObserver;
  20559. /**
  20560. * Set a after unbind callback in the texture.
  20561. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20562. */
  20563. onAfterUnbind: () => void;
  20564. /**
  20565. * An event triggered before rendering the texture
  20566. */
  20567. onBeforeRenderObservable: Observable<number>;
  20568. private _onBeforeRenderObserver;
  20569. /**
  20570. * Set a before render callback in the texture.
  20571. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20572. */
  20573. onBeforeRender: (faceIndex: number) => void;
  20574. /**
  20575. * An event triggered after rendering the texture
  20576. */
  20577. onAfterRenderObservable: Observable<number>;
  20578. private _onAfterRenderObserver;
  20579. /**
  20580. * Set a after render callback in the texture.
  20581. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20582. */
  20583. onAfterRender: (faceIndex: number) => void;
  20584. /**
  20585. * An event triggered after the texture clear
  20586. */
  20587. onClearObservable: Observable<Engine>;
  20588. private _onClearObserver;
  20589. /**
  20590. * Set a clear callback in the texture.
  20591. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20592. */
  20593. onClear: (Engine: Engine) => void;
  20594. /**
  20595. * An event triggered when the texture is resized.
  20596. */
  20597. onResizeObservable: Observable<RenderTargetTexture>;
  20598. /**
  20599. * Define the clear color of the Render Target if it should be different from the scene.
  20600. */
  20601. clearColor: Color4;
  20602. protected _size: number | {
  20603. width: number;
  20604. height: number;
  20605. };
  20606. protected _initialSizeParameter: number | {
  20607. width: number;
  20608. height: number;
  20609. } | {
  20610. ratio: number;
  20611. };
  20612. protected _sizeRatio: Nullable<number>;
  20613. /** @hidden */
  20614. _generateMipMaps: boolean;
  20615. protected _renderingManager: RenderingManager;
  20616. /** @hidden */
  20617. _waitingRenderList: string[];
  20618. protected _doNotChangeAspectRatio: boolean;
  20619. protected _currentRefreshId: number;
  20620. protected _refreshRate: number;
  20621. protected _textureMatrix: Matrix;
  20622. protected _samples: number;
  20623. protected _renderTargetOptions: RenderTargetCreationOptions;
  20624. /**
  20625. * Gets render target creation options that were used.
  20626. */
  20627. readonly renderTargetOptions: RenderTargetCreationOptions;
  20628. protected _engine: Engine;
  20629. protected _onRatioRescale(): void;
  20630. /**
  20631. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20632. * It must define where the camera used to render the texture is set
  20633. */
  20634. boundingBoxPosition: Vector3;
  20635. private _boundingBoxSize;
  20636. /**
  20637. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20638. * When defined, the cubemap will switch to local mode
  20639. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20640. * @example https://www.babylonjs-playground.com/#RNASML
  20641. */
  20642. boundingBoxSize: Vector3;
  20643. /**
  20644. * In case the RTT has been created with a depth texture, get the associated
  20645. * depth texture.
  20646. * Otherwise, return null.
  20647. */
  20648. depthStencilTexture: Nullable<InternalTexture>;
  20649. /**
  20650. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20651. * or used a shadow, depth texture...
  20652. * @param name The friendly name of the texture
  20653. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20654. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20655. * @param generateMipMaps True if mip maps need to be generated after render.
  20656. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20657. * @param type The type of the buffer in the RTT (int, half float, float...)
  20658. * @param isCube True if a cube texture needs to be created
  20659. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20660. * @param generateDepthBuffer True to generate a depth buffer
  20661. * @param generateStencilBuffer True to generate a stencil buffer
  20662. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20663. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20664. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20665. */
  20666. constructor(name: string, size: number | {
  20667. width: number;
  20668. height: number;
  20669. } | {
  20670. ratio: number;
  20671. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20672. /**
  20673. * Creates a depth stencil texture.
  20674. * This is only available in WebGL 2 or with the depth texture extension available.
  20675. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20676. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20677. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20678. */
  20679. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20680. private _processSizeParameter;
  20681. /**
  20682. * Define the number of samples to use in case of MSAA.
  20683. * It defaults to one meaning no MSAA has been enabled.
  20684. */
  20685. samples: number;
  20686. /**
  20687. * Resets the refresh counter of the texture and start bak from scratch.
  20688. * Could be useful to regenerate the texture if it is setup to render only once.
  20689. */
  20690. resetRefreshCounter(): void;
  20691. /**
  20692. * Define the refresh rate of the texture or the rendering frequency.
  20693. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20694. */
  20695. refreshRate: number;
  20696. /**
  20697. * Adds a post process to the render target rendering passes.
  20698. * @param postProcess define the post process to add
  20699. */
  20700. addPostProcess(postProcess: PostProcess): void;
  20701. /**
  20702. * Clear all the post processes attached to the render target
  20703. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20704. */
  20705. clearPostProcesses(dispose?: boolean): void;
  20706. /**
  20707. * Remove one of the post process from the list of attached post processes to the texture
  20708. * @param postProcess define the post process to remove from the list
  20709. */
  20710. removePostProcess(postProcess: PostProcess): void;
  20711. /** @hidden */
  20712. _shouldRender(): boolean;
  20713. /**
  20714. * Gets the actual render size of the texture.
  20715. * @returns the width of the render size
  20716. */
  20717. getRenderSize(): number;
  20718. /**
  20719. * Gets the actual render width of the texture.
  20720. * @returns the width of the render size
  20721. */
  20722. getRenderWidth(): number;
  20723. /**
  20724. * Gets the actual render height of the texture.
  20725. * @returns the height of the render size
  20726. */
  20727. getRenderHeight(): number;
  20728. /**
  20729. * Get if the texture can be rescaled or not.
  20730. */
  20731. readonly canRescale: boolean;
  20732. /**
  20733. * Resize the texture using a ratio.
  20734. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20735. */
  20736. scale(ratio: number): void;
  20737. /**
  20738. * Get the texture reflection matrix used to rotate/transform the reflection.
  20739. * @returns the reflection matrix
  20740. */
  20741. getReflectionTextureMatrix(): Matrix;
  20742. /**
  20743. * Resize the texture to a new desired size.
  20744. * Be carrefull as it will recreate all the data in the new texture.
  20745. * @param size Define the new size. It can be:
  20746. * - a number for squared texture,
  20747. * - an object containing { width: number, height: number }
  20748. * - or an object containing a ratio { ratio: number }
  20749. */
  20750. resize(size: number | {
  20751. width: number;
  20752. height: number;
  20753. } | {
  20754. ratio: number;
  20755. }): void;
  20756. /**
  20757. * Renders all the objects from the render list into the texture.
  20758. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20759. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20760. */
  20761. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20762. private _bestReflectionRenderTargetDimension;
  20763. /**
  20764. * @hidden
  20765. * @param faceIndex face index to bind to if this is a cubetexture
  20766. */
  20767. _bindFrameBuffer(faceIndex?: number): void;
  20768. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20769. private renderToTarget;
  20770. /**
  20771. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20772. * This allowed control for front to back rendering or reversly depending of the special needs.
  20773. *
  20774. * @param renderingGroupId The rendering group id corresponding to its index
  20775. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20776. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20777. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20778. */
  20779. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20780. /**
  20781. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20782. *
  20783. * @param renderingGroupId The rendering group id corresponding to its index
  20784. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20785. */
  20786. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20787. /**
  20788. * Clones the texture.
  20789. * @returns the cloned texture
  20790. */
  20791. clone(): RenderTargetTexture;
  20792. /**
  20793. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20794. * @returns The JSON representation of the texture
  20795. */
  20796. serialize(): any;
  20797. /**
  20798. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20799. */
  20800. disposeFramebufferObjects(): void;
  20801. /**
  20802. * Dispose the texture and release its associated resources.
  20803. */
  20804. dispose(): void;
  20805. /** @hidden */
  20806. _rebuild(): void;
  20807. /**
  20808. * Clear the info related to rendering groups preventing retention point in material dispose.
  20809. */
  20810. freeRenderingGroups(): void;
  20811. /**
  20812. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20813. * @returns the view count
  20814. */
  20815. getViewCount(): number;
  20816. }
  20817. }
  20818. declare module "babylonjs/Materials/material" {
  20819. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20820. import { SmartArray } from "babylonjs/Misc/smartArray";
  20821. import { Observable } from "babylonjs/Misc/observable";
  20822. import { Nullable } from "babylonjs/types";
  20823. import { Scene } from "babylonjs/scene";
  20824. import { Matrix } from "babylonjs/Maths/math.vector";
  20825. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20826. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20827. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20828. import { Effect } from "babylonjs/Materials/effect";
  20829. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20831. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20832. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20833. import { Mesh } from "babylonjs/Meshes/mesh";
  20834. import { Animation } from "babylonjs/Animations/animation";
  20835. /**
  20836. * Options for compiling materials.
  20837. */
  20838. export interface IMaterialCompilationOptions {
  20839. /**
  20840. * Defines whether clip planes are enabled.
  20841. */
  20842. clipPlane: boolean;
  20843. /**
  20844. * Defines whether instances are enabled.
  20845. */
  20846. useInstances: boolean;
  20847. }
  20848. /**
  20849. * Base class for the main features of a material in Babylon.js
  20850. */
  20851. export class Material implements IAnimatable {
  20852. /**
  20853. * Returns the triangle fill mode
  20854. */
  20855. static readonly TriangleFillMode: number;
  20856. /**
  20857. * Returns the wireframe mode
  20858. */
  20859. static readonly WireFrameFillMode: number;
  20860. /**
  20861. * Returns the point fill mode
  20862. */
  20863. static readonly PointFillMode: number;
  20864. /**
  20865. * Returns the point list draw mode
  20866. */
  20867. static readonly PointListDrawMode: number;
  20868. /**
  20869. * Returns the line list draw mode
  20870. */
  20871. static readonly LineListDrawMode: number;
  20872. /**
  20873. * Returns the line loop draw mode
  20874. */
  20875. static readonly LineLoopDrawMode: number;
  20876. /**
  20877. * Returns the line strip draw mode
  20878. */
  20879. static readonly LineStripDrawMode: number;
  20880. /**
  20881. * Returns the triangle strip draw mode
  20882. */
  20883. static readonly TriangleStripDrawMode: number;
  20884. /**
  20885. * Returns the triangle fan draw mode
  20886. */
  20887. static readonly TriangleFanDrawMode: number;
  20888. /**
  20889. * Stores the clock-wise side orientation
  20890. */
  20891. static readonly ClockWiseSideOrientation: number;
  20892. /**
  20893. * Stores the counter clock-wise side orientation
  20894. */
  20895. static readonly CounterClockWiseSideOrientation: number;
  20896. /**
  20897. * The dirty texture flag value
  20898. */
  20899. static readonly TextureDirtyFlag: number;
  20900. /**
  20901. * The dirty light flag value
  20902. */
  20903. static readonly LightDirtyFlag: number;
  20904. /**
  20905. * The dirty fresnel flag value
  20906. */
  20907. static readonly FresnelDirtyFlag: number;
  20908. /**
  20909. * The dirty attribute flag value
  20910. */
  20911. static readonly AttributesDirtyFlag: number;
  20912. /**
  20913. * The dirty misc flag value
  20914. */
  20915. static readonly MiscDirtyFlag: number;
  20916. /**
  20917. * The all dirty flag value
  20918. */
  20919. static readonly AllDirtyFlag: number;
  20920. /**
  20921. * The ID of the material
  20922. */
  20923. id: string;
  20924. /**
  20925. * Gets or sets the unique id of the material
  20926. */
  20927. uniqueId: number;
  20928. /**
  20929. * The name of the material
  20930. */
  20931. name: string;
  20932. /**
  20933. * Gets or sets user defined metadata
  20934. */
  20935. metadata: any;
  20936. /**
  20937. * For internal use only. Please do not use.
  20938. */
  20939. reservedDataStore: any;
  20940. /**
  20941. * Specifies if the ready state should be checked on each call
  20942. */
  20943. checkReadyOnEveryCall: boolean;
  20944. /**
  20945. * Specifies if the ready state should be checked once
  20946. */
  20947. checkReadyOnlyOnce: boolean;
  20948. /**
  20949. * The state of the material
  20950. */
  20951. state: string;
  20952. /**
  20953. * The alpha value of the material
  20954. */
  20955. protected _alpha: number;
  20956. /**
  20957. * List of inspectable custom properties (used by the Inspector)
  20958. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20959. */
  20960. inspectableCustomProperties: IInspectable[];
  20961. /**
  20962. * Sets the alpha value of the material
  20963. */
  20964. /**
  20965. * Gets the alpha value of the material
  20966. */
  20967. alpha: number;
  20968. /**
  20969. * Specifies if back face culling is enabled
  20970. */
  20971. protected _backFaceCulling: boolean;
  20972. /**
  20973. * Sets the back-face culling state
  20974. */
  20975. /**
  20976. * Gets the back-face culling state
  20977. */
  20978. backFaceCulling: boolean;
  20979. /**
  20980. * Stores the value for side orientation
  20981. */
  20982. sideOrientation: number;
  20983. /**
  20984. * Callback triggered when the material is compiled
  20985. */
  20986. onCompiled: Nullable<(effect: Effect) => void>;
  20987. /**
  20988. * Callback triggered when an error occurs
  20989. */
  20990. onError: Nullable<(effect: Effect, errors: string) => void>;
  20991. /**
  20992. * Callback triggered to get the render target textures
  20993. */
  20994. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20995. /**
  20996. * Gets a boolean indicating that current material needs to register RTT
  20997. */
  20998. readonly hasRenderTargetTextures: boolean;
  20999. /**
  21000. * Specifies if the material should be serialized
  21001. */
  21002. doNotSerialize: boolean;
  21003. /**
  21004. * @hidden
  21005. */
  21006. _storeEffectOnSubMeshes: boolean;
  21007. /**
  21008. * Stores the animations for the material
  21009. */
  21010. animations: Nullable<Array<Animation>>;
  21011. /**
  21012. * An event triggered when the material is disposed
  21013. */
  21014. onDisposeObservable: Observable<Material>;
  21015. /**
  21016. * An observer which watches for dispose events
  21017. */
  21018. private _onDisposeObserver;
  21019. private _onUnBindObservable;
  21020. /**
  21021. * Called during a dispose event
  21022. */
  21023. onDispose: () => void;
  21024. private _onBindObservable;
  21025. /**
  21026. * An event triggered when the material is bound
  21027. */
  21028. readonly onBindObservable: Observable<AbstractMesh>;
  21029. /**
  21030. * An observer which watches for bind events
  21031. */
  21032. private _onBindObserver;
  21033. /**
  21034. * Called during a bind event
  21035. */
  21036. onBind: (Mesh: AbstractMesh) => void;
  21037. /**
  21038. * An event triggered when the material is unbound
  21039. */
  21040. readonly onUnBindObservable: Observable<Material>;
  21041. /**
  21042. * Stores the value of the alpha mode
  21043. */
  21044. private _alphaMode;
  21045. /**
  21046. * Sets the value of the alpha mode.
  21047. *
  21048. * | Value | Type | Description |
  21049. * | --- | --- | --- |
  21050. * | 0 | ALPHA_DISABLE | |
  21051. * | 1 | ALPHA_ADD | |
  21052. * | 2 | ALPHA_COMBINE | |
  21053. * | 3 | ALPHA_SUBTRACT | |
  21054. * | 4 | ALPHA_MULTIPLY | |
  21055. * | 5 | ALPHA_MAXIMIZED | |
  21056. * | 6 | ALPHA_ONEONE | |
  21057. * | 7 | ALPHA_PREMULTIPLIED | |
  21058. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21059. * | 9 | ALPHA_INTERPOLATE | |
  21060. * | 10 | ALPHA_SCREENMODE | |
  21061. *
  21062. */
  21063. /**
  21064. * Gets the value of the alpha mode
  21065. */
  21066. alphaMode: number;
  21067. /**
  21068. * Stores the state of the need depth pre-pass value
  21069. */
  21070. private _needDepthPrePass;
  21071. /**
  21072. * Sets the need depth pre-pass value
  21073. */
  21074. /**
  21075. * Gets the depth pre-pass value
  21076. */
  21077. needDepthPrePass: boolean;
  21078. /**
  21079. * Specifies if depth writing should be disabled
  21080. */
  21081. disableDepthWrite: boolean;
  21082. /**
  21083. * Specifies if depth writing should be forced
  21084. */
  21085. forceDepthWrite: boolean;
  21086. /**
  21087. * Specifies if there should be a separate pass for culling
  21088. */
  21089. separateCullingPass: boolean;
  21090. /**
  21091. * Stores the state specifing if fog should be enabled
  21092. */
  21093. private _fogEnabled;
  21094. /**
  21095. * Sets the state for enabling fog
  21096. */
  21097. /**
  21098. * Gets the value of the fog enabled state
  21099. */
  21100. fogEnabled: boolean;
  21101. /**
  21102. * Stores the size of points
  21103. */
  21104. pointSize: number;
  21105. /**
  21106. * Stores the z offset value
  21107. */
  21108. zOffset: number;
  21109. /**
  21110. * Gets a value specifying if wireframe mode is enabled
  21111. */
  21112. /**
  21113. * Sets the state of wireframe mode
  21114. */
  21115. wireframe: boolean;
  21116. /**
  21117. * Gets the value specifying if point clouds are enabled
  21118. */
  21119. /**
  21120. * Sets the state of point cloud mode
  21121. */
  21122. pointsCloud: boolean;
  21123. /**
  21124. * Gets the material fill mode
  21125. */
  21126. /**
  21127. * Sets the material fill mode
  21128. */
  21129. fillMode: number;
  21130. /**
  21131. * @hidden
  21132. * Stores the effects for the material
  21133. */
  21134. _effect: Nullable<Effect>;
  21135. /**
  21136. * @hidden
  21137. * Specifies if the material was previously ready
  21138. */
  21139. _wasPreviouslyReady: boolean;
  21140. /**
  21141. * Specifies if uniform buffers should be used
  21142. */
  21143. private _useUBO;
  21144. /**
  21145. * Stores a reference to the scene
  21146. */
  21147. private _scene;
  21148. /**
  21149. * Stores the fill mode state
  21150. */
  21151. private _fillMode;
  21152. /**
  21153. * Specifies if the depth write state should be cached
  21154. */
  21155. private _cachedDepthWriteState;
  21156. /**
  21157. * Stores the uniform buffer
  21158. */
  21159. protected _uniformBuffer: UniformBuffer;
  21160. /** @hidden */
  21161. _indexInSceneMaterialArray: number;
  21162. /** @hidden */
  21163. meshMap: Nullable<{
  21164. [id: string]: AbstractMesh | undefined;
  21165. }>;
  21166. /**
  21167. * Creates a material instance
  21168. * @param name defines the name of the material
  21169. * @param scene defines the scene to reference
  21170. * @param doNotAdd specifies if the material should be added to the scene
  21171. */
  21172. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21173. /**
  21174. * Returns a string representation of the current material
  21175. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21176. * @returns a string with material information
  21177. */
  21178. toString(fullDetails?: boolean): string;
  21179. /**
  21180. * Gets the class name of the material
  21181. * @returns a string with the class name of the material
  21182. */
  21183. getClassName(): string;
  21184. /**
  21185. * Specifies if updates for the material been locked
  21186. */
  21187. readonly isFrozen: boolean;
  21188. /**
  21189. * Locks updates for the material
  21190. */
  21191. freeze(): void;
  21192. /**
  21193. * Unlocks updates for the material
  21194. */
  21195. unfreeze(): void;
  21196. /**
  21197. * Specifies if the material is ready to be used
  21198. * @param mesh defines the mesh to check
  21199. * @param useInstances specifies if instances should be used
  21200. * @returns a boolean indicating if the material is ready to be used
  21201. */
  21202. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21203. /**
  21204. * Specifies that the submesh is ready to be used
  21205. * @param mesh defines the mesh to check
  21206. * @param subMesh defines which submesh to check
  21207. * @param useInstances specifies that instances should be used
  21208. * @returns a boolean indicating that the submesh is ready or not
  21209. */
  21210. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21211. /**
  21212. * Returns the material effect
  21213. * @returns the effect associated with the material
  21214. */
  21215. getEffect(): Nullable<Effect>;
  21216. /**
  21217. * Returns the current scene
  21218. * @returns a Scene
  21219. */
  21220. getScene(): Scene;
  21221. /**
  21222. * Specifies if the material will require alpha blending
  21223. * @returns a boolean specifying if alpha blending is needed
  21224. */
  21225. needAlphaBlending(): boolean;
  21226. /**
  21227. * Specifies if the mesh will require alpha blending
  21228. * @param mesh defines the mesh to check
  21229. * @returns a boolean specifying if alpha blending is needed for the mesh
  21230. */
  21231. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21232. /**
  21233. * Specifies if this material should be rendered in alpha test mode
  21234. * @returns a boolean specifying if an alpha test is needed.
  21235. */
  21236. needAlphaTesting(): boolean;
  21237. /**
  21238. * Gets the texture used for the alpha test
  21239. * @returns the texture to use for alpha testing
  21240. */
  21241. getAlphaTestTexture(): Nullable<BaseTexture>;
  21242. /**
  21243. * Marks the material to indicate that it needs to be re-calculated
  21244. */
  21245. markDirty(): void;
  21246. /** @hidden */
  21247. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21248. /**
  21249. * Binds the material to the mesh
  21250. * @param world defines the world transformation matrix
  21251. * @param mesh defines the mesh to bind the material to
  21252. */
  21253. bind(world: Matrix, mesh?: Mesh): void;
  21254. /**
  21255. * Binds the submesh to the material
  21256. * @param world defines the world transformation matrix
  21257. * @param mesh defines the mesh containing the submesh
  21258. * @param subMesh defines the submesh to bind the material to
  21259. */
  21260. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21261. /**
  21262. * Binds the world matrix to the material
  21263. * @param world defines the world transformation matrix
  21264. */
  21265. bindOnlyWorldMatrix(world: Matrix): void;
  21266. /**
  21267. * Binds the scene's uniform buffer to the effect.
  21268. * @param effect defines the effect to bind to the scene uniform buffer
  21269. * @param sceneUbo defines the uniform buffer storing scene data
  21270. */
  21271. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21272. /**
  21273. * Binds the view matrix to the effect
  21274. * @param effect defines the effect to bind the view matrix to
  21275. */
  21276. bindView(effect: Effect): void;
  21277. /**
  21278. * Binds the view projection matrix to the effect
  21279. * @param effect defines the effect to bind the view projection matrix to
  21280. */
  21281. bindViewProjection(effect: Effect): void;
  21282. /**
  21283. * Specifies if material alpha testing should be turned on for the mesh
  21284. * @param mesh defines the mesh to check
  21285. */
  21286. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21287. /**
  21288. * Processes to execute after binding the material to a mesh
  21289. * @param mesh defines the rendered mesh
  21290. */
  21291. protected _afterBind(mesh?: Mesh): void;
  21292. /**
  21293. * Unbinds the material from the mesh
  21294. */
  21295. unbind(): void;
  21296. /**
  21297. * Gets the active textures from the material
  21298. * @returns an array of textures
  21299. */
  21300. getActiveTextures(): BaseTexture[];
  21301. /**
  21302. * Specifies if the material uses a texture
  21303. * @param texture defines the texture to check against the material
  21304. * @returns a boolean specifying if the material uses the texture
  21305. */
  21306. hasTexture(texture: BaseTexture): boolean;
  21307. /**
  21308. * Makes a duplicate of the material, and gives it a new name
  21309. * @param name defines the new name for the duplicated material
  21310. * @returns the cloned material
  21311. */
  21312. clone(name: string): Nullable<Material>;
  21313. /**
  21314. * Gets the meshes bound to the material
  21315. * @returns an array of meshes bound to the material
  21316. */
  21317. getBindedMeshes(): AbstractMesh[];
  21318. /**
  21319. * Force shader compilation
  21320. * @param mesh defines the mesh associated with this material
  21321. * @param onCompiled defines a function to execute once the material is compiled
  21322. * @param options defines the options to configure the compilation
  21323. * @param onError defines a function to execute if the material fails compiling
  21324. */
  21325. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21326. /**
  21327. * Force shader compilation
  21328. * @param mesh defines the mesh that will use this material
  21329. * @param options defines additional options for compiling the shaders
  21330. * @returns a promise that resolves when the compilation completes
  21331. */
  21332. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21333. private static readonly _AllDirtyCallBack;
  21334. private static readonly _ImageProcessingDirtyCallBack;
  21335. private static readonly _TextureDirtyCallBack;
  21336. private static readonly _FresnelDirtyCallBack;
  21337. private static readonly _MiscDirtyCallBack;
  21338. private static readonly _LightsDirtyCallBack;
  21339. private static readonly _AttributeDirtyCallBack;
  21340. private static _FresnelAndMiscDirtyCallBack;
  21341. private static _TextureAndMiscDirtyCallBack;
  21342. private static readonly _DirtyCallbackArray;
  21343. private static readonly _RunDirtyCallBacks;
  21344. /**
  21345. * Marks a define in the material to indicate that it needs to be re-computed
  21346. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21347. */
  21348. markAsDirty(flag: number): void;
  21349. /**
  21350. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21351. * @param func defines a function which checks material defines against the submeshes
  21352. */
  21353. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21354. /**
  21355. * Indicates that we need to re-calculated for all submeshes
  21356. */
  21357. protected _markAllSubMeshesAsAllDirty(): void;
  21358. /**
  21359. * Indicates that image processing needs to be re-calculated for all submeshes
  21360. */
  21361. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21362. /**
  21363. * Indicates that textures need to be re-calculated for all submeshes
  21364. */
  21365. protected _markAllSubMeshesAsTexturesDirty(): void;
  21366. /**
  21367. * Indicates that fresnel needs to be re-calculated for all submeshes
  21368. */
  21369. protected _markAllSubMeshesAsFresnelDirty(): void;
  21370. /**
  21371. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21372. */
  21373. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21374. /**
  21375. * Indicates that lights need to be re-calculated for all submeshes
  21376. */
  21377. protected _markAllSubMeshesAsLightsDirty(): void;
  21378. /**
  21379. * Indicates that attributes need to be re-calculated for all submeshes
  21380. */
  21381. protected _markAllSubMeshesAsAttributesDirty(): void;
  21382. /**
  21383. * Indicates that misc needs to be re-calculated for all submeshes
  21384. */
  21385. protected _markAllSubMeshesAsMiscDirty(): void;
  21386. /**
  21387. * Indicates that textures and misc need to be re-calculated for all submeshes
  21388. */
  21389. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21390. /**
  21391. * Disposes the material
  21392. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21393. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21394. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21395. */
  21396. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21397. /** @hidden */
  21398. private releaseVertexArrayObject;
  21399. /**
  21400. * Serializes this material
  21401. * @returns the serialized material object
  21402. */
  21403. serialize(): any;
  21404. /**
  21405. * Creates a material from parsed material data
  21406. * @param parsedMaterial defines parsed material data
  21407. * @param scene defines the hosting scene
  21408. * @param rootUrl defines the root URL to use to load textures
  21409. * @returns a new material
  21410. */
  21411. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21412. }
  21413. }
  21414. declare module "babylonjs/Materials/multiMaterial" {
  21415. import { Nullable } from "babylonjs/types";
  21416. import { Scene } from "babylonjs/scene";
  21417. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21418. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21419. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21420. import { Material } from "babylonjs/Materials/material";
  21421. /**
  21422. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21423. * separate meshes. This can be use to improve performances.
  21424. * @see http://doc.babylonjs.com/how_to/multi_materials
  21425. */
  21426. export class MultiMaterial extends Material {
  21427. private _subMaterials;
  21428. /**
  21429. * Gets or Sets the list of Materials used within the multi material.
  21430. * They need to be ordered according to the submeshes order in the associated mesh
  21431. */
  21432. subMaterials: Nullable<Material>[];
  21433. /**
  21434. * Function used to align with Node.getChildren()
  21435. * @returns the list of Materials used within the multi material
  21436. */
  21437. getChildren(): Nullable<Material>[];
  21438. /**
  21439. * Instantiates a new Multi Material
  21440. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21441. * separate meshes. This can be use to improve performances.
  21442. * @see http://doc.babylonjs.com/how_to/multi_materials
  21443. * @param name Define the name in the scene
  21444. * @param scene Define the scene the material belongs to
  21445. */
  21446. constructor(name: string, scene: Scene);
  21447. private _hookArray;
  21448. /**
  21449. * Get one of the submaterial by its index in the submaterials array
  21450. * @param index The index to look the sub material at
  21451. * @returns The Material if the index has been defined
  21452. */
  21453. getSubMaterial(index: number): Nullable<Material>;
  21454. /**
  21455. * Get the list of active textures for the whole sub materials list.
  21456. * @returns All the textures that will be used during the rendering
  21457. */
  21458. getActiveTextures(): BaseTexture[];
  21459. /**
  21460. * Gets the current class name of the material e.g. "MultiMaterial"
  21461. * Mainly use in serialization.
  21462. * @returns the class name
  21463. */
  21464. getClassName(): string;
  21465. /**
  21466. * Checks if the material is ready to render the requested sub mesh
  21467. * @param mesh Define the mesh the submesh belongs to
  21468. * @param subMesh Define the sub mesh to look readyness for
  21469. * @param useInstances Define whether or not the material is used with instances
  21470. * @returns true if ready, otherwise false
  21471. */
  21472. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21473. /**
  21474. * Clones the current material and its related sub materials
  21475. * @param name Define the name of the newly cloned material
  21476. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21477. * @returns the cloned material
  21478. */
  21479. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21480. /**
  21481. * Serializes the materials into a JSON representation.
  21482. * @returns the JSON representation
  21483. */
  21484. serialize(): any;
  21485. /**
  21486. * Dispose the material and release its associated resources
  21487. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21488. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21489. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21490. */
  21491. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21492. /**
  21493. * Creates a MultiMaterial from parsed MultiMaterial data.
  21494. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21495. * @param scene defines the hosting scene
  21496. * @returns a new MultiMaterial
  21497. */
  21498. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21499. }
  21500. }
  21501. declare module "babylonjs/Meshes/subMesh" {
  21502. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21503. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21504. import { Engine } from "babylonjs/Engines/engine";
  21505. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21506. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21507. import { Effect } from "babylonjs/Materials/effect";
  21508. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21509. import { Plane } from "babylonjs/Maths/math.plane";
  21510. import { Collider } from "babylonjs/Collisions/collider";
  21511. import { Material } from "babylonjs/Materials/material";
  21512. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21513. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21514. import { Mesh } from "babylonjs/Meshes/mesh";
  21515. import { Ray } from "babylonjs/Culling/ray";
  21516. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21517. /**
  21518. * Base class for submeshes
  21519. */
  21520. export class BaseSubMesh {
  21521. /** @hidden */
  21522. _materialDefines: Nullable<MaterialDefines>;
  21523. /** @hidden */
  21524. _materialEffect: Nullable<Effect>;
  21525. /**
  21526. * Gets associated effect
  21527. */
  21528. readonly effect: Nullable<Effect>;
  21529. /**
  21530. * Sets associated effect (effect used to render this submesh)
  21531. * @param effect defines the effect to associate with
  21532. * @param defines defines the set of defines used to compile this effect
  21533. */
  21534. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21535. }
  21536. /**
  21537. * Defines a subdivision inside a mesh
  21538. */
  21539. export class SubMesh extends BaseSubMesh implements ICullable {
  21540. /** the material index to use */
  21541. materialIndex: number;
  21542. /** vertex index start */
  21543. verticesStart: number;
  21544. /** vertices count */
  21545. verticesCount: number;
  21546. /** index start */
  21547. indexStart: number;
  21548. /** indices count */
  21549. indexCount: number;
  21550. /** @hidden */
  21551. _linesIndexCount: number;
  21552. private _mesh;
  21553. private _renderingMesh;
  21554. private _boundingInfo;
  21555. private _linesIndexBuffer;
  21556. /** @hidden */
  21557. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21558. /** @hidden */
  21559. _trianglePlanes: Plane[];
  21560. /** @hidden */
  21561. _lastColliderTransformMatrix: Nullable<Matrix>;
  21562. /** @hidden */
  21563. _renderId: number;
  21564. /** @hidden */
  21565. _alphaIndex: number;
  21566. /** @hidden */
  21567. _distanceToCamera: number;
  21568. /** @hidden */
  21569. _id: number;
  21570. private _currentMaterial;
  21571. /**
  21572. * Add a new submesh to a mesh
  21573. * @param materialIndex defines the material index to use
  21574. * @param verticesStart defines vertex index start
  21575. * @param verticesCount defines vertices count
  21576. * @param indexStart defines index start
  21577. * @param indexCount defines indices count
  21578. * @param mesh defines the parent mesh
  21579. * @param renderingMesh defines an optional rendering mesh
  21580. * @param createBoundingBox defines if bounding box should be created for this submesh
  21581. * @returns the new submesh
  21582. */
  21583. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21584. /**
  21585. * Creates a new submesh
  21586. * @param materialIndex defines the material index to use
  21587. * @param verticesStart defines vertex index start
  21588. * @param verticesCount defines vertices count
  21589. * @param indexStart defines index start
  21590. * @param indexCount defines indices count
  21591. * @param mesh defines the parent mesh
  21592. * @param renderingMesh defines an optional rendering mesh
  21593. * @param createBoundingBox defines if bounding box should be created for this submesh
  21594. */
  21595. constructor(
  21596. /** the material index to use */
  21597. materialIndex: number,
  21598. /** vertex index start */
  21599. verticesStart: number,
  21600. /** vertices count */
  21601. verticesCount: number,
  21602. /** index start */
  21603. indexStart: number,
  21604. /** indices count */
  21605. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21606. /**
  21607. * Returns true if this submesh covers the entire parent mesh
  21608. * @ignorenaming
  21609. */
  21610. readonly IsGlobal: boolean;
  21611. /**
  21612. * Returns the submesh BoudingInfo object
  21613. * @returns current bounding info (or mesh's one if the submesh is global)
  21614. */
  21615. getBoundingInfo(): BoundingInfo;
  21616. /**
  21617. * Sets the submesh BoundingInfo
  21618. * @param boundingInfo defines the new bounding info to use
  21619. * @returns the SubMesh
  21620. */
  21621. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21622. /**
  21623. * Returns the mesh of the current submesh
  21624. * @return the parent mesh
  21625. */
  21626. getMesh(): AbstractMesh;
  21627. /**
  21628. * Returns the rendering mesh of the submesh
  21629. * @returns the rendering mesh (could be different from parent mesh)
  21630. */
  21631. getRenderingMesh(): Mesh;
  21632. /**
  21633. * Returns the submesh material
  21634. * @returns null or the current material
  21635. */
  21636. getMaterial(): Nullable<Material>;
  21637. /**
  21638. * Sets a new updated BoundingInfo object to the submesh
  21639. * @param data defines an optional position array to use to determine the bounding info
  21640. * @returns the SubMesh
  21641. */
  21642. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21643. /** @hidden */
  21644. _checkCollision(collider: Collider): boolean;
  21645. /**
  21646. * Updates the submesh BoundingInfo
  21647. * @param world defines the world matrix to use to update the bounding info
  21648. * @returns the submesh
  21649. */
  21650. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21651. /**
  21652. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21653. * @param frustumPlanes defines the frustum planes
  21654. * @returns true if the submesh is intersecting with the frustum
  21655. */
  21656. isInFrustum(frustumPlanes: Plane[]): boolean;
  21657. /**
  21658. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21659. * @param frustumPlanes defines the frustum planes
  21660. * @returns true if the submesh is inside the frustum
  21661. */
  21662. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21663. /**
  21664. * Renders the submesh
  21665. * @param enableAlphaMode defines if alpha needs to be used
  21666. * @returns the submesh
  21667. */
  21668. render(enableAlphaMode: boolean): SubMesh;
  21669. /**
  21670. * @hidden
  21671. */
  21672. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21673. /**
  21674. * Checks if the submesh intersects with a ray
  21675. * @param ray defines the ray to test
  21676. * @returns true is the passed ray intersects the submesh bounding box
  21677. */
  21678. canIntersects(ray: Ray): boolean;
  21679. /**
  21680. * Intersects current submesh with a ray
  21681. * @param ray defines the ray to test
  21682. * @param positions defines mesh's positions array
  21683. * @param indices defines mesh's indices array
  21684. * @param fastCheck defines if only bounding info should be used
  21685. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21686. * @returns intersection info or null if no intersection
  21687. */
  21688. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21689. /** @hidden */
  21690. private _intersectLines;
  21691. /** @hidden */
  21692. private _intersectUnIndexedLines;
  21693. /** @hidden */
  21694. private _intersectTriangles;
  21695. /** @hidden */
  21696. private _intersectUnIndexedTriangles;
  21697. /** @hidden */
  21698. _rebuild(): void;
  21699. /**
  21700. * Creates a new submesh from the passed mesh
  21701. * @param newMesh defines the new hosting mesh
  21702. * @param newRenderingMesh defines an optional rendering mesh
  21703. * @returns the new submesh
  21704. */
  21705. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21706. /**
  21707. * Release associated resources
  21708. */
  21709. dispose(): void;
  21710. /**
  21711. * Gets the class name
  21712. * @returns the string "SubMesh".
  21713. */
  21714. getClassName(): string;
  21715. /**
  21716. * Creates a new submesh from indices data
  21717. * @param materialIndex the index of the main mesh material
  21718. * @param startIndex the index where to start the copy in the mesh indices array
  21719. * @param indexCount the number of indices to copy then from the startIndex
  21720. * @param mesh the main mesh to create the submesh from
  21721. * @param renderingMesh the optional rendering mesh
  21722. * @returns a new submesh
  21723. */
  21724. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21725. }
  21726. }
  21727. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21728. /**
  21729. * Class used to represent data loading progression
  21730. */
  21731. export class SceneLoaderFlags {
  21732. private static _ForceFullSceneLoadingForIncremental;
  21733. private static _ShowLoadingScreen;
  21734. private static _CleanBoneMatrixWeights;
  21735. private static _loggingLevel;
  21736. /**
  21737. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21738. */
  21739. static ForceFullSceneLoadingForIncremental: boolean;
  21740. /**
  21741. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21742. */
  21743. static ShowLoadingScreen: boolean;
  21744. /**
  21745. * Defines the current logging level (while loading the scene)
  21746. * @ignorenaming
  21747. */
  21748. static loggingLevel: number;
  21749. /**
  21750. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21751. */
  21752. static CleanBoneMatrixWeights: boolean;
  21753. }
  21754. }
  21755. declare module "babylonjs/Meshes/geometry" {
  21756. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21757. import { Scene } from "babylonjs/scene";
  21758. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21759. import { Engine } from "babylonjs/Engines/engine";
  21760. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21761. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21762. import { Effect } from "babylonjs/Materials/effect";
  21763. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21764. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21765. import { Mesh } from "babylonjs/Meshes/mesh";
  21766. /**
  21767. * Class used to store geometry data (vertex buffers + index buffer)
  21768. */
  21769. export class Geometry implements IGetSetVerticesData {
  21770. /**
  21771. * Gets or sets the ID of the geometry
  21772. */
  21773. id: string;
  21774. /**
  21775. * Gets or sets the unique ID of the geometry
  21776. */
  21777. uniqueId: number;
  21778. /**
  21779. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21780. */
  21781. delayLoadState: number;
  21782. /**
  21783. * Gets the file containing the data to load when running in delay load state
  21784. */
  21785. delayLoadingFile: Nullable<string>;
  21786. /**
  21787. * Callback called when the geometry is updated
  21788. */
  21789. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21790. private _scene;
  21791. private _engine;
  21792. private _meshes;
  21793. private _totalVertices;
  21794. /** @hidden */
  21795. _indices: IndicesArray;
  21796. /** @hidden */
  21797. _vertexBuffers: {
  21798. [key: string]: VertexBuffer;
  21799. };
  21800. private _isDisposed;
  21801. private _extend;
  21802. private _boundingBias;
  21803. /** @hidden */
  21804. _delayInfo: Array<string>;
  21805. private _indexBuffer;
  21806. private _indexBufferIsUpdatable;
  21807. /** @hidden */
  21808. _boundingInfo: Nullable<BoundingInfo>;
  21809. /** @hidden */
  21810. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21811. /** @hidden */
  21812. _softwareSkinningFrameId: number;
  21813. private _vertexArrayObjects;
  21814. private _updatable;
  21815. /** @hidden */
  21816. _positions: Nullable<Vector3[]>;
  21817. /**
  21818. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21819. */
  21820. /**
  21821. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21822. */
  21823. boundingBias: Vector2;
  21824. /**
  21825. * Static function used to attach a new empty geometry to a mesh
  21826. * @param mesh defines the mesh to attach the geometry to
  21827. * @returns the new Geometry
  21828. */
  21829. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21830. /**
  21831. * Creates a new geometry
  21832. * @param id defines the unique ID
  21833. * @param scene defines the hosting scene
  21834. * @param vertexData defines the VertexData used to get geometry data
  21835. * @param updatable defines if geometry must be updatable (false by default)
  21836. * @param mesh defines the mesh that will be associated with the geometry
  21837. */
  21838. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21839. /**
  21840. * Gets the current extend of the geometry
  21841. */
  21842. readonly extend: {
  21843. minimum: Vector3;
  21844. maximum: Vector3;
  21845. };
  21846. /**
  21847. * Gets the hosting scene
  21848. * @returns the hosting Scene
  21849. */
  21850. getScene(): Scene;
  21851. /**
  21852. * Gets the hosting engine
  21853. * @returns the hosting Engine
  21854. */
  21855. getEngine(): Engine;
  21856. /**
  21857. * Defines if the geometry is ready to use
  21858. * @returns true if the geometry is ready to be used
  21859. */
  21860. isReady(): boolean;
  21861. /**
  21862. * Gets a value indicating that the geometry should not be serialized
  21863. */
  21864. readonly doNotSerialize: boolean;
  21865. /** @hidden */
  21866. _rebuild(): void;
  21867. /**
  21868. * Affects all geometry data in one call
  21869. * @param vertexData defines the geometry data
  21870. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21871. */
  21872. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21873. /**
  21874. * Set specific vertex data
  21875. * @param kind defines the data kind (Position, normal, etc...)
  21876. * @param data defines the vertex data to use
  21877. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21878. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21879. */
  21880. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21881. /**
  21882. * Removes a specific vertex data
  21883. * @param kind defines the data kind (Position, normal, etc...)
  21884. */
  21885. removeVerticesData(kind: string): void;
  21886. /**
  21887. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21888. * @param buffer defines the vertex buffer to use
  21889. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21890. */
  21891. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21892. /**
  21893. * Update a specific vertex buffer
  21894. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21895. * It will do nothing if the buffer is not updatable
  21896. * @param kind defines the data kind (Position, normal, etc...)
  21897. * @param data defines the data to use
  21898. * @param offset defines the offset in the target buffer where to store the data
  21899. * @param useBytes set to true if the offset is in bytes
  21900. */
  21901. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21902. /**
  21903. * Update a specific vertex buffer
  21904. * This function will create a new buffer if the current one is not updatable
  21905. * @param kind defines the data kind (Position, normal, etc...)
  21906. * @param data defines the data to use
  21907. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21908. */
  21909. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21910. private _updateBoundingInfo;
  21911. /** @hidden */
  21912. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21913. /**
  21914. * Gets total number of vertices
  21915. * @returns the total number of vertices
  21916. */
  21917. getTotalVertices(): number;
  21918. /**
  21919. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21920. * @param kind defines the data kind (Position, normal, etc...)
  21921. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21922. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21923. * @returns a float array containing vertex data
  21924. */
  21925. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21926. /**
  21927. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21928. * @param kind defines the data kind (Position, normal, etc...)
  21929. * @returns true if the vertex buffer with the specified kind is updatable
  21930. */
  21931. isVertexBufferUpdatable(kind: string): boolean;
  21932. /**
  21933. * Gets a specific vertex buffer
  21934. * @param kind defines the data kind (Position, normal, etc...)
  21935. * @returns a VertexBuffer
  21936. */
  21937. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21938. /**
  21939. * Returns all vertex buffers
  21940. * @return an object holding all vertex buffers indexed by kind
  21941. */
  21942. getVertexBuffers(): Nullable<{
  21943. [key: string]: VertexBuffer;
  21944. }>;
  21945. /**
  21946. * Gets a boolean indicating if specific vertex buffer is present
  21947. * @param kind defines the data kind (Position, normal, etc...)
  21948. * @returns true if data is present
  21949. */
  21950. isVerticesDataPresent(kind: string): boolean;
  21951. /**
  21952. * Gets a list of all attached data kinds (Position, normal, etc...)
  21953. * @returns a list of string containing all kinds
  21954. */
  21955. getVerticesDataKinds(): string[];
  21956. /**
  21957. * Update index buffer
  21958. * @param indices defines the indices to store in the index buffer
  21959. * @param offset defines the offset in the target buffer where to store the data
  21960. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21961. */
  21962. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21963. /**
  21964. * Creates a new index buffer
  21965. * @param indices defines the indices to store in the index buffer
  21966. * @param totalVertices defines the total number of vertices (could be null)
  21967. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21968. */
  21969. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21970. /**
  21971. * Return the total number of indices
  21972. * @returns the total number of indices
  21973. */
  21974. getTotalIndices(): number;
  21975. /**
  21976. * Gets the index buffer array
  21977. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21978. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21979. * @returns the index buffer array
  21980. */
  21981. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21982. /**
  21983. * Gets the index buffer
  21984. * @return the index buffer
  21985. */
  21986. getIndexBuffer(): Nullable<DataBuffer>;
  21987. /** @hidden */
  21988. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21989. /**
  21990. * Release the associated resources for a specific mesh
  21991. * @param mesh defines the source mesh
  21992. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21993. */
  21994. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21995. /**
  21996. * Apply current geometry to a given mesh
  21997. * @param mesh defines the mesh to apply geometry to
  21998. */
  21999. applyToMesh(mesh: Mesh): void;
  22000. private _updateExtend;
  22001. private _applyToMesh;
  22002. private notifyUpdate;
  22003. /**
  22004. * Load the geometry if it was flagged as delay loaded
  22005. * @param scene defines the hosting scene
  22006. * @param onLoaded defines a callback called when the geometry is loaded
  22007. */
  22008. load(scene: Scene, onLoaded?: () => void): void;
  22009. private _queueLoad;
  22010. /**
  22011. * Invert the geometry to move from a right handed system to a left handed one.
  22012. */
  22013. toLeftHanded(): void;
  22014. /** @hidden */
  22015. _resetPointsArrayCache(): void;
  22016. /** @hidden */
  22017. _generatePointsArray(): boolean;
  22018. /**
  22019. * Gets a value indicating if the geometry is disposed
  22020. * @returns true if the geometry was disposed
  22021. */
  22022. isDisposed(): boolean;
  22023. private _disposeVertexArrayObjects;
  22024. /**
  22025. * Free all associated resources
  22026. */
  22027. dispose(): void;
  22028. /**
  22029. * Clone the current geometry into a new geometry
  22030. * @param id defines the unique ID of the new geometry
  22031. * @returns a new geometry object
  22032. */
  22033. copy(id: string): Geometry;
  22034. /**
  22035. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22036. * @return a JSON representation of the current geometry data (without the vertices data)
  22037. */
  22038. serialize(): any;
  22039. private toNumberArray;
  22040. /**
  22041. * Serialize all vertices data into a JSON oject
  22042. * @returns a JSON representation of the current geometry data
  22043. */
  22044. serializeVerticeData(): any;
  22045. /**
  22046. * Extracts a clone of a mesh geometry
  22047. * @param mesh defines the source mesh
  22048. * @param id defines the unique ID of the new geometry object
  22049. * @returns the new geometry object
  22050. */
  22051. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22052. /**
  22053. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22054. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22055. * Be aware Math.random() could cause collisions, but:
  22056. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  22057. * @returns a string containing a new GUID
  22058. */
  22059. static RandomId(): string;
  22060. /** @hidden */
  22061. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22062. private static _CleanMatricesWeights;
  22063. /**
  22064. * Create a new geometry from persisted data (Using .babylon file format)
  22065. * @param parsedVertexData defines the persisted data
  22066. * @param scene defines the hosting scene
  22067. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22068. * @returns the new geometry object
  22069. */
  22070. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22071. }
  22072. }
  22073. declare module "babylonjs/Meshes/mesh.vertexData" {
  22074. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22075. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22076. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22077. import { Geometry } from "babylonjs/Meshes/geometry";
  22078. import { Mesh } from "babylonjs/Meshes/mesh";
  22079. /**
  22080. * Define an interface for all classes that will get and set the data on vertices
  22081. */
  22082. export interface IGetSetVerticesData {
  22083. /**
  22084. * Gets a boolean indicating if specific vertex data is present
  22085. * @param kind defines the vertex data kind to use
  22086. * @returns true is data kind is present
  22087. */
  22088. isVerticesDataPresent(kind: string): boolean;
  22089. /**
  22090. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22091. * @param kind defines the data kind (Position, normal, etc...)
  22092. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22093. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22094. * @returns a float array containing vertex data
  22095. */
  22096. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22097. /**
  22098. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22099. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  22100. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22101. * @returns the indices array or an empty array if the mesh has no geometry
  22102. */
  22103. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22104. /**
  22105. * Set specific vertex data
  22106. * @param kind defines the data kind (Position, normal, etc...)
  22107. * @param data defines the vertex data to use
  22108. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22109. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22110. */
  22111. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22112. /**
  22113. * Update a specific associated vertex buffer
  22114. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22115. * - VertexBuffer.PositionKind
  22116. * - VertexBuffer.UVKind
  22117. * - VertexBuffer.UV2Kind
  22118. * - VertexBuffer.UV3Kind
  22119. * - VertexBuffer.UV4Kind
  22120. * - VertexBuffer.UV5Kind
  22121. * - VertexBuffer.UV6Kind
  22122. * - VertexBuffer.ColorKind
  22123. * - VertexBuffer.MatricesIndicesKind
  22124. * - VertexBuffer.MatricesIndicesExtraKind
  22125. * - VertexBuffer.MatricesWeightsKind
  22126. * - VertexBuffer.MatricesWeightsExtraKind
  22127. * @param data defines the data source
  22128. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22129. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  22130. */
  22131. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22132. /**
  22133. * Creates a new index buffer
  22134. * @param indices defines the indices to store in the index buffer
  22135. * @param totalVertices defines the total number of vertices (could be null)
  22136. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22137. */
  22138. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22139. }
  22140. /**
  22141. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22142. */
  22143. export class VertexData {
  22144. /**
  22145. * Mesh side orientation : usually the external or front surface
  22146. */
  22147. static readonly FRONTSIDE: number;
  22148. /**
  22149. * Mesh side orientation : usually the internal or back surface
  22150. */
  22151. static readonly BACKSIDE: number;
  22152. /**
  22153. * Mesh side orientation : both internal and external or front and back surfaces
  22154. */
  22155. static readonly DOUBLESIDE: number;
  22156. /**
  22157. * Mesh side orientation : by default, `FRONTSIDE`
  22158. */
  22159. static readonly DEFAULTSIDE: number;
  22160. /**
  22161. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22162. */
  22163. positions: Nullable<FloatArray>;
  22164. /**
  22165. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22166. */
  22167. normals: Nullable<FloatArray>;
  22168. /**
  22169. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22170. */
  22171. tangents: Nullable<FloatArray>;
  22172. /**
  22173. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22174. */
  22175. uvs: Nullable<FloatArray>;
  22176. /**
  22177. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22178. */
  22179. uvs2: Nullable<FloatArray>;
  22180. /**
  22181. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22182. */
  22183. uvs3: Nullable<FloatArray>;
  22184. /**
  22185. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22186. */
  22187. uvs4: Nullable<FloatArray>;
  22188. /**
  22189. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22190. */
  22191. uvs5: Nullable<FloatArray>;
  22192. /**
  22193. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22194. */
  22195. uvs6: Nullable<FloatArray>;
  22196. /**
  22197. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22198. */
  22199. colors: Nullable<FloatArray>;
  22200. /**
  22201. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  22202. */
  22203. matricesIndices: Nullable<FloatArray>;
  22204. /**
  22205. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22206. */
  22207. matricesWeights: Nullable<FloatArray>;
  22208. /**
  22209. * An array extending the number of possible indices
  22210. */
  22211. matricesIndicesExtra: Nullable<FloatArray>;
  22212. /**
  22213. * An array extending the number of possible weights when the number of indices is extended
  22214. */
  22215. matricesWeightsExtra: Nullable<FloatArray>;
  22216. /**
  22217. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22218. */
  22219. indices: Nullable<IndicesArray>;
  22220. /**
  22221. * Uses the passed data array to set the set the values for the specified kind of data
  22222. * @param data a linear array of floating numbers
  22223. * @param kind the type of data that is being set, eg positions, colors etc
  22224. */
  22225. set(data: FloatArray, kind: string): void;
  22226. /**
  22227. * Associates the vertexData to the passed Mesh.
  22228. * Sets it as updatable or not (default `false`)
  22229. * @param mesh the mesh the vertexData is applied to
  22230. * @param updatable when used and having the value true allows new data to update the vertexData
  22231. * @returns the VertexData
  22232. */
  22233. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22234. /**
  22235. * Associates the vertexData to the passed Geometry.
  22236. * Sets it as updatable or not (default `false`)
  22237. * @param geometry the geometry the vertexData is applied to
  22238. * @param updatable when used and having the value true allows new data to update the vertexData
  22239. * @returns VertexData
  22240. */
  22241. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22242. /**
  22243. * Updates the associated mesh
  22244. * @param mesh the mesh to be updated
  22245. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22246. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22247. * @returns VertexData
  22248. */
  22249. updateMesh(mesh: Mesh): VertexData;
  22250. /**
  22251. * Updates the associated geometry
  22252. * @param geometry the geometry to be updated
  22253. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22254. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22255. * @returns VertexData.
  22256. */
  22257. updateGeometry(geometry: Geometry): VertexData;
  22258. private _applyTo;
  22259. private _update;
  22260. /**
  22261. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22262. * @param matrix the transforming matrix
  22263. * @returns the VertexData
  22264. */
  22265. transform(matrix: Matrix): VertexData;
  22266. /**
  22267. * Merges the passed VertexData into the current one
  22268. * @param other the VertexData to be merged into the current one
  22269. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22270. * @returns the modified VertexData
  22271. */
  22272. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22273. private _mergeElement;
  22274. private _validate;
  22275. /**
  22276. * Serializes the VertexData
  22277. * @returns a serialized object
  22278. */
  22279. serialize(): any;
  22280. /**
  22281. * Extracts the vertexData from a mesh
  22282. * @param mesh the mesh from which to extract the VertexData
  22283. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22284. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22285. * @returns the object VertexData associated to the passed mesh
  22286. */
  22287. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22288. /**
  22289. * Extracts the vertexData from the geometry
  22290. * @param geometry the geometry from which to extract the VertexData
  22291. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22292. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22293. * @returns the object VertexData associated to the passed mesh
  22294. */
  22295. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22296. private static _ExtractFrom;
  22297. /**
  22298. * Creates the VertexData for a Ribbon
  22299. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22300. * * pathArray array of paths, each of which an array of successive Vector3
  22301. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22302. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22303. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  22304. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22305. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22306. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22307. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22308. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22309. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22310. * @returns the VertexData of the ribbon
  22311. */
  22312. static CreateRibbon(options: {
  22313. pathArray: Vector3[][];
  22314. closeArray?: boolean;
  22315. closePath?: boolean;
  22316. offset?: number;
  22317. sideOrientation?: number;
  22318. frontUVs?: Vector4;
  22319. backUVs?: Vector4;
  22320. invertUV?: boolean;
  22321. uvs?: Vector2[];
  22322. colors?: Color4[];
  22323. }): VertexData;
  22324. /**
  22325. * Creates the VertexData for a box
  22326. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22327. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22328. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22329. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22330. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22331. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22332. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22333. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22334. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22335. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22336. * @returns the VertexData of the box
  22337. */
  22338. static CreateBox(options: {
  22339. size?: number;
  22340. width?: number;
  22341. height?: number;
  22342. depth?: number;
  22343. faceUV?: Vector4[];
  22344. faceColors?: Color4[];
  22345. sideOrientation?: number;
  22346. frontUVs?: Vector4;
  22347. backUVs?: Vector4;
  22348. }): VertexData;
  22349. /**
  22350. * Creates the VertexData for a tiled box
  22351. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22352. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22353. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22354. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22355. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22356. * @returns the VertexData of the box
  22357. */
  22358. static CreateTiledBox(options: {
  22359. pattern?: number;
  22360. width?: number;
  22361. height?: number;
  22362. depth?: number;
  22363. tileSize?: number;
  22364. tileWidth?: number;
  22365. tileHeight?: number;
  22366. alignHorizontal?: number;
  22367. alignVertical?: number;
  22368. faceUV?: Vector4[];
  22369. faceColors?: Color4[];
  22370. sideOrientation?: number;
  22371. }): VertexData;
  22372. /**
  22373. * Creates the VertexData for a tiled plane
  22374. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22375. * * pattern a limited pattern arrangement depending on the number
  22376. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22377. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22378. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22379. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22380. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22381. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22382. * @returns the VertexData of the tiled plane
  22383. */
  22384. static CreateTiledPlane(options: {
  22385. pattern?: number;
  22386. tileSize?: number;
  22387. tileWidth?: number;
  22388. tileHeight?: number;
  22389. size?: number;
  22390. width?: number;
  22391. height?: number;
  22392. alignHorizontal?: number;
  22393. alignVertical?: number;
  22394. sideOrientation?: number;
  22395. frontUVs?: Vector4;
  22396. backUVs?: Vector4;
  22397. }): VertexData;
  22398. /**
  22399. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22400. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22401. * * segments sets the number of horizontal strips optional, default 32
  22402. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22403. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22404. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22405. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22406. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22407. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22408. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22409. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22410. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22411. * @returns the VertexData of the ellipsoid
  22412. */
  22413. static CreateSphere(options: {
  22414. segments?: number;
  22415. diameter?: number;
  22416. diameterX?: number;
  22417. diameterY?: number;
  22418. diameterZ?: number;
  22419. arc?: number;
  22420. slice?: number;
  22421. sideOrientation?: number;
  22422. frontUVs?: Vector4;
  22423. backUVs?: Vector4;
  22424. }): VertexData;
  22425. /**
  22426. * Creates the VertexData for a cylinder, cone or prism
  22427. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22428. * * height sets the height (y direction) of the cylinder, optional, default 2
  22429. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22430. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22431. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22432. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22433. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22434. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22435. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22436. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22437. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22438. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22439. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22440. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22441. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22442. * @returns the VertexData of the cylinder, cone or prism
  22443. */
  22444. static CreateCylinder(options: {
  22445. height?: number;
  22446. diameterTop?: number;
  22447. diameterBottom?: number;
  22448. diameter?: number;
  22449. tessellation?: number;
  22450. subdivisions?: number;
  22451. arc?: number;
  22452. faceColors?: Color4[];
  22453. faceUV?: Vector4[];
  22454. hasRings?: boolean;
  22455. enclose?: boolean;
  22456. sideOrientation?: number;
  22457. frontUVs?: Vector4;
  22458. backUVs?: Vector4;
  22459. }): VertexData;
  22460. /**
  22461. * Creates the VertexData for a torus
  22462. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22463. * * diameter the diameter of the torus, optional default 1
  22464. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22465. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22466. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22467. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22468. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22469. * @returns the VertexData of the torus
  22470. */
  22471. static CreateTorus(options: {
  22472. diameter?: number;
  22473. thickness?: number;
  22474. tessellation?: number;
  22475. sideOrientation?: number;
  22476. frontUVs?: Vector4;
  22477. backUVs?: Vector4;
  22478. }): VertexData;
  22479. /**
  22480. * Creates the VertexData of the LineSystem
  22481. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22482. * - lines an array of lines, each line being an array of successive Vector3
  22483. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22484. * @returns the VertexData of the LineSystem
  22485. */
  22486. static CreateLineSystem(options: {
  22487. lines: Vector3[][];
  22488. colors?: Nullable<Color4[][]>;
  22489. }): VertexData;
  22490. /**
  22491. * Create the VertexData for a DashedLines
  22492. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22493. * - points an array successive Vector3
  22494. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22495. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22496. * - dashNb the intended total number of dashes, optional, default 200
  22497. * @returns the VertexData for the DashedLines
  22498. */
  22499. static CreateDashedLines(options: {
  22500. points: Vector3[];
  22501. dashSize?: number;
  22502. gapSize?: number;
  22503. dashNb?: number;
  22504. }): VertexData;
  22505. /**
  22506. * Creates the VertexData for a Ground
  22507. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22508. * - width the width (x direction) of the ground, optional, default 1
  22509. * - height the height (z direction) of the ground, optional, default 1
  22510. * - subdivisions the number of subdivisions per side, optional, default 1
  22511. * @returns the VertexData of the Ground
  22512. */
  22513. static CreateGround(options: {
  22514. width?: number;
  22515. height?: number;
  22516. subdivisions?: number;
  22517. subdivisionsX?: number;
  22518. subdivisionsY?: number;
  22519. }): VertexData;
  22520. /**
  22521. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22522. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22523. * * xmin the ground minimum X coordinate, optional, default -1
  22524. * * zmin the ground minimum Z coordinate, optional, default -1
  22525. * * xmax the ground maximum X coordinate, optional, default 1
  22526. * * zmax the ground maximum Z coordinate, optional, default 1
  22527. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22528. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22529. * @returns the VertexData of the TiledGround
  22530. */
  22531. static CreateTiledGround(options: {
  22532. xmin: number;
  22533. zmin: number;
  22534. xmax: number;
  22535. zmax: number;
  22536. subdivisions?: {
  22537. w: number;
  22538. h: number;
  22539. };
  22540. precision?: {
  22541. w: number;
  22542. h: number;
  22543. };
  22544. }): VertexData;
  22545. /**
  22546. * Creates the VertexData of the Ground designed from a heightmap
  22547. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22548. * * width the width (x direction) of the ground
  22549. * * height the height (z direction) of the ground
  22550. * * subdivisions the number of subdivisions per side
  22551. * * minHeight the minimum altitude on the ground, optional, default 0
  22552. * * maxHeight the maximum altitude on the ground, optional default 1
  22553. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22554. * * buffer the array holding the image color data
  22555. * * bufferWidth the width of image
  22556. * * bufferHeight the height of image
  22557. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22558. * @returns the VertexData of the Ground designed from a heightmap
  22559. */
  22560. static CreateGroundFromHeightMap(options: {
  22561. width: number;
  22562. height: number;
  22563. subdivisions: number;
  22564. minHeight: number;
  22565. maxHeight: number;
  22566. colorFilter: Color3;
  22567. buffer: Uint8Array;
  22568. bufferWidth: number;
  22569. bufferHeight: number;
  22570. alphaFilter: number;
  22571. }): VertexData;
  22572. /**
  22573. * Creates the VertexData for a Plane
  22574. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22575. * * size sets the width and height of the plane to the value of size, optional default 1
  22576. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22577. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22578. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22579. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22580. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22581. * @returns the VertexData of the box
  22582. */
  22583. static CreatePlane(options: {
  22584. size?: number;
  22585. width?: number;
  22586. height?: number;
  22587. sideOrientation?: number;
  22588. frontUVs?: Vector4;
  22589. backUVs?: Vector4;
  22590. }): VertexData;
  22591. /**
  22592. * Creates the VertexData of the Disc or regular Polygon
  22593. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22594. * * radius the radius of the disc, optional default 0.5
  22595. * * tessellation the number of polygon sides, optional, default 64
  22596. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22597. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22598. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22599. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22600. * @returns the VertexData of the box
  22601. */
  22602. static CreateDisc(options: {
  22603. radius?: number;
  22604. tessellation?: number;
  22605. arc?: number;
  22606. sideOrientation?: number;
  22607. frontUVs?: Vector4;
  22608. backUVs?: Vector4;
  22609. }): VertexData;
  22610. /**
  22611. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22612. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22613. * @param polygon a mesh built from polygonTriangulation.build()
  22614. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22615. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22616. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22617. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22618. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22619. * @returns the VertexData of the Polygon
  22620. */
  22621. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22622. /**
  22623. * Creates the VertexData of the IcoSphere
  22624. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22625. * * radius the radius of the IcoSphere, optional default 1
  22626. * * radiusX allows stretching in the x direction, optional, default radius
  22627. * * radiusY allows stretching in the y direction, optional, default radius
  22628. * * radiusZ allows stretching in the z direction, optional, default radius
  22629. * * flat when true creates a flat shaded mesh, optional, default true
  22630. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22631. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22632. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22633. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22634. * @returns the VertexData of the IcoSphere
  22635. */
  22636. static CreateIcoSphere(options: {
  22637. radius?: number;
  22638. radiusX?: number;
  22639. radiusY?: number;
  22640. radiusZ?: number;
  22641. flat?: boolean;
  22642. subdivisions?: number;
  22643. sideOrientation?: number;
  22644. frontUVs?: Vector4;
  22645. backUVs?: Vector4;
  22646. }): VertexData;
  22647. /**
  22648. * Creates the VertexData for a Polyhedron
  22649. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22650. * * type provided types are:
  22651. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22652. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22653. * * size the size of the IcoSphere, optional default 1
  22654. * * sizeX allows stretching in the x direction, optional, default size
  22655. * * sizeY allows stretching in the y direction, optional, default size
  22656. * * sizeZ allows stretching in the z direction, optional, default size
  22657. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22658. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22659. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22660. * * flat when true creates a flat shaded mesh, optional, default true
  22661. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22662. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22663. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22664. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22665. * @returns the VertexData of the Polyhedron
  22666. */
  22667. static CreatePolyhedron(options: {
  22668. type?: number;
  22669. size?: number;
  22670. sizeX?: number;
  22671. sizeY?: number;
  22672. sizeZ?: number;
  22673. custom?: any;
  22674. faceUV?: Vector4[];
  22675. faceColors?: Color4[];
  22676. flat?: boolean;
  22677. sideOrientation?: number;
  22678. frontUVs?: Vector4;
  22679. backUVs?: Vector4;
  22680. }): VertexData;
  22681. /**
  22682. * Creates the VertexData for a TorusKnot
  22683. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22684. * * radius the radius of the torus knot, optional, default 2
  22685. * * tube the thickness of the tube, optional, default 0.5
  22686. * * radialSegments the number of sides on each tube segments, optional, default 32
  22687. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22688. * * p the number of windings around the z axis, optional, default 2
  22689. * * q the number of windings around the x axis, optional, default 3
  22690. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22691. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22692. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22693. * @returns the VertexData of the Torus Knot
  22694. */
  22695. static CreateTorusKnot(options: {
  22696. radius?: number;
  22697. tube?: number;
  22698. radialSegments?: number;
  22699. tubularSegments?: number;
  22700. p?: number;
  22701. q?: number;
  22702. sideOrientation?: number;
  22703. frontUVs?: Vector4;
  22704. backUVs?: Vector4;
  22705. }): VertexData;
  22706. /**
  22707. * Compute normals for given positions and indices
  22708. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22709. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22710. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22711. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22712. * * facetNormals : optional array of facet normals (vector3)
  22713. * * facetPositions : optional array of facet positions (vector3)
  22714. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22715. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22716. * * bInfo : optional bounding info, required for facetPartitioning computation
  22717. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22718. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22719. * * useRightHandedSystem: optional boolean to for right handed system computation
  22720. * * depthSort : optional boolean to enable the facet depth sort computation
  22721. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22722. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22723. */
  22724. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22725. facetNormals?: any;
  22726. facetPositions?: any;
  22727. facetPartitioning?: any;
  22728. ratio?: number;
  22729. bInfo?: any;
  22730. bbSize?: Vector3;
  22731. subDiv?: any;
  22732. useRightHandedSystem?: boolean;
  22733. depthSort?: boolean;
  22734. distanceTo?: Vector3;
  22735. depthSortedFacets?: any;
  22736. }): void;
  22737. /** @hidden */
  22738. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22739. /**
  22740. * Applies VertexData created from the imported parameters to the geometry
  22741. * @param parsedVertexData the parsed data from an imported file
  22742. * @param geometry the geometry to apply the VertexData to
  22743. */
  22744. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22745. }
  22746. }
  22747. declare module "babylonjs/Morph/morphTarget" {
  22748. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22749. import { Observable } from "babylonjs/Misc/observable";
  22750. import { Nullable, FloatArray } from "babylonjs/types";
  22751. import { Scene } from "babylonjs/scene";
  22752. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22753. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22754. /**
  22755. * Defines a target to use with MorphTargetManager
  22756. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22757. */
  22758. export class MorphTarget implements IAnimatable {
  22759. /** defines the name of the target */
  22760. name: string;
  22761. /**
  22762. * Gets or sets the list of animations
  22763. */
  22764. animations: import("babylonjs/Animations/animation").Animation[];
  22765. private _scene;
  22766. private _positions;
  22767. private _normals;
  22768. private _tangents;
  22769. private _uvs;
  22770. private _influence;
  22771. private _uniqueId;
  22772. /**
  22773. * Observable raised when the influence changes
  22774. */
  22775. onInfluenceChanged: Observable<boolean>;
  22776. /** @hidden */
  22777. _onDataLayoutChanged: Observable<void>;
  22778. /**
  22779. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22780. */
  22781. influence: number;
  22782. /**
  22783. * Gets or sets the id of the morph Target
  22784. */
  22785. id: string;
  22786. private _animationPropertiesOverride;
  22787. /**
  22788. * Gets or sets the animation properties override
  22789. */
  22790. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22791. /**
  22792. * Creates a new MorphTarget
  22793. * @param name defines the name of the target
  22794. * @param influence defines the influence to use
  22795. * @param scene defines the scene the morphtarget belongs to
  22796. */
  22797. constructor(
  22798. /** defines the name of the target */
  22799. name: string, influence?: number, scene?: Nullable<Scene>);
  22800. /**
  22801. * Gets the unique ID of this manager
  22802. */
  22803. readonly uniqueId: number;
  22804. /**
  22805. * Gets a boolean defining if the target contains position data
  22806. */
  22807. readonly hasPositions: boolean;
  22808. /**
  22809. * Gets a boolean defining if the target contains normal data
  22810. */
  22811. readonly hasNormals: boolean;
  22812. /**
  22813. * Gets a boolean defining if the target contains tangent data
  22814. */
  22815. readonly hasTangents: boolean;
  22816. /**
  22817. * Gets a boolean defining if the target contains texture coordinates data
  22818. */
  22819. readonly hasUVs: boolean;
  22820. /**
  22821. * Affects position data to this target
  22822. * @param data defines the position data to use
  22823. */
  22824. setPositions(data: Nullable<FloatArray>): void;
  22825. /**
  22826. * Gets the position data stored in this target
  22827. * @returns a FloatArray containing the position data (or null if not present)
  22828. */
  22829. getPositions(): Nullable<FloatArray>;
  22830. /**
  22831. * Affects normal data to this target
  22832. * @param data defines the normal data to use
  22833. */
  22834. setNormals(data: Nullable<FloatArray>): void;
  22835. /**
  22836. * Gets the normal data stored in this target
  22837. * @returns a FloatArray containing the normal data (or null if not present)
  22838. */
  22839. getNormals(): Nullable<FloatArray>;
  22840. /**
  22841. * Affects tangent data to this target
  22842. * @param data defines the tangent data to use
  22843. */
  22844. setTangents(data: Nullable<FloatArray>): void;
  22845. /**
  22846. * Gets the tangent data stored in this target
  22847. * @returns a FloatArray containing the tangent data (or null if not present)
  22848. */
  22849. getTangents(): Nullable<FloatArray>;
  22850. /**
  22851. * Affects texture coordinates data to this target
  22852. * @param data defines the texture coordinates data to use
  22853. */
  22854. setUVs(data: Nullable<FloatArray>): void;
  22855. /**
  22856. * Gets the texture coordinates data stored in this target
  22857. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22858. */
  22859. getUVs(): Nullable<FloatArray>;
  22860. /**
  22861. * Clone the current target
  22862. * @returns a new MorphTarget
  22863. */
  22864. clone(): MorphTarget;
  22865. /**
  22866. * Serializes the current target into a Serialization object
  22867. * @returns the serialized object
  22868. */
  22869. serialize(): any;
  22870. /**
  22871. * Returns the string "MorphTarget"
  22872. * @returns "MorphTarget"
  22873. */
  22874. getClassName(): string;
  22875. /**
  22876. * Creates a new target from serialized data
  22877. * @param serializationObject defines the serialized data to use
  22878. * @returns a new MorphTarget
  22879. */
  22880. static Parse(serializationObject: any): MorphTarget;
  22881. /**
  22882. * Creates a MorphTarget from mesh data
  22883. * @param mesh defines the source mesh
  22884. * @param name defines the name to use for the new target
  22885. * @param influence defines the influence to attach to the target
  22886. * @returns a new MorphTarget
  22887. */
  22888. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22889. }
  22890. }
  22891. declare module "babylonjs/Morph/morphTargetManager" {
  22892. import { Nullable } from "babylonjs/types";
  22893. import { Scene } from "babylonjs/scene";
  22894. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22895. /**
  22896. * This class is used to deform meshes using morphing between different targets
  22897. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22898. */
  22899. export class MorphTargetManager {
  22900. private _targets;
  22901. private _targetInfluenceChangedObservers;
  22902. private _targetDataLayoutChangedObservers;
  22903. private _activeTargets;
  22904. private _scene;
  22905. private _influences;
  22906. private _supportsNormals;
  22907. private _supportsTangents;
  22908. private _supportsUVs;
  22909. private _vertexCount;
  22910. private _uniqueId;
  22911. private _tempInfluences;
  22912. /**
  22913. * Gets or sets a boolean indicating if normals must be morphed
  22914. */
  22915. enableNormalMorphing: boolean;
  22916. /**
  22917. * Gets or sets a boolean indicating if tangents must be morphed
  22918. */
  22919. enableTangentMorphing: boolean;
  22920. /**
  22921. * Gets or sets a boolean indicating if UV must be morphed
  22922. */
  22923. enableUVMorphing: boolean;
  22924. /**
  22925. * Creates a new MorphTargetManager
  22926. * @param scene defines the current scene
  22927. */
  22928. constructor(scene?: Nullable<Scene>);
  22929. /**
  22930. * Gets the unique ID of this manager
  22931. */
  22932. readonly uniqueId: number;
  22933. /**
  22934. * Gets the number of vertices handled by this manager
  22935. */
  22936. readonly vertexCount: number;
  22937. /**
  22938. * Gets a boolean indicating if this manager supports morphing of normals
  22939. */
  22940. readonly supportsNormals: boolean;
  22941. /**
  22942. * Gets a boolean indicating if this manager supports morphing of tangents
  22943. */
  22944. readonly supportsTangents: boolean;
  22945. /**
  22946. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22947. */
  22948. readonly supportsUVs: boolean;
  22949. /**
  22950. * Gets the number of targets stored in this manager
  22951. */
  22952. readonly numTargets: number;
  22953. /**
  22954. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22955. */
  22956. readonly numInfluencers: number;
  22957. /**
  22958. * Gets the list of influences (one per target)
  22959. */
  22960. readonly influences: Float32Array;
  22961. /**
  22962. * Gets the active target at specified index. An active target is a target with an influence > 0
  22963. * @param index defines the index to check
  22964. * @returns the requested target
  22965. */
  22966. getActiveTarget(index: number): MorphTarget;
  22967. /**
  22968. * Gets the target at specified index
  22969. * @param index defines the index to check
  22970. * @returns the requested target
  22971. */
  22972. getTarget(index: number): MorphTarget;
  22973. /**
  22974. * Add a new target to this manager
  22975. * @param target defines the target to add
  22976. */
  22977. addTarget(target: MorphTarget): void;
  22978. /**
  22979. * Removes a target from the manager
  22980. * @param target defines the target to remove
  22981. */
  22982. removeTarget(target: MorphTarget): void;
  22983. /**
  22984. * Clone the current manager
  22985. * @returns a new MorphTargetManager
  22986. */
  22987. clone(): MorphTargetManager;
  22988. /**
  22989. * Serializes the current manager into a Serialization object
  22990. * @returns the serialized object
  22991. */
  22992. serialize(): any;
  22993. private _syncActiveTargets;
  22994. /**
  22995. * Syncrhonize the targets with all the meshes using this morph target manager
  22996. */
  22997. synchronize(): void;
  22998. /**
  22999. * Creates a new MorphTargetManager from serialized data
  23000. * @param serializationObject defines the serialized data
  23001. * @param scene defines the hosting scene
  23002. * @returns the new MorphTargetManager
  23003. */
  23004. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23005. }
  23006. }
  23007. declare module "babylonjs/Meshes/meshLODLevel" {
  23008. import { Mesh } from "babylonjs/Meshes/mesh";
  23009. import { Nullable } from "babylonjs/types";
  23010. /**
  23011. * Class used to represent a specific level of detail of a mesh
  23012. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23013. */
  23014. export class MeshLODLevel {
  23015. /** Defines the distance where this level should start being displayed */
  23016. distance: number;
  23017. /** Defines the mesh to use to render this level */
  23018. mesh: Nullable<Mesh>;
  23019. /**
  23020. * Creates a new LOD level
  23021. * @param distance defines the distance where this level should star being displayed
  23022. * @param mesh defines the mesh to use to render this level
  23023. */
  23024. constructor(
  23025. /** Defines the distance where this level should start being displayed */
  23026. distance: number,
  23027. /** Defines the mesh to use to render this level */
  23028. mesh: Nullable<Mesh>);
  23029. }
  23030. }
  23031. declare module "babylonjs/Meshes/groundMesh" {
  23032. import { Scene } from "babylonjs/scene";
  23033. import { Vector3 } from "babylonjs/Maths/math.vector";
  23034. import { Mesh } from "babylonjs/Meshes/mesh";
  23035. /**
  23036. * Mesh representing the gorund
  23037. */
  23038. export class GroundMesh extends Mesh {
  23039. /** If octree should be generated */
  23040. generateOctree: boolean;
  23041. private _heightQuads;
  23042. /** @hidden */
  23043. _subdivisionsX: number;
  23044. /** @hidden */
  23045. _subdivisionsY: number;
  23046. /** @hidden */
  23047. _width: number;
  23048. /** @hidden */
  23049. _height: number;
  23050. /** @hidden */
  23051. _minX: number;
  23052. /** @hidden */
  23053. _maxX: number;
  23054. /** @hidden */
  23055. _minZ: number;
  23056. /** @hidden */
  23057. _maxZ: number;
  23058. constructor(name: string, scene: Scene);
  23059. /**
  23060. * "GroundMesh"
  23061. * @returns "GroundMesh"
  23062. */
  23063. getClassName(): string;
  23064. /**
  23065. * The minimum of x and y subdivisions
  23066. */
  23067. readonly subdivisions: number;
  23068. /**
  23069. * X subdivisions
  23070. */
  23071. readonly subdivisionsX: number;
  23072. /**
  23073. * Y subdivisions
  23074. */
  23075. readonly subdivisionsY: number;
  23076. /**
  23077. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23078. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23079. * @param chunksCount the number of subdivisions for x and y
  23080. * @param octreeBlocksSize (Default: 32)
  23081. */
  23082. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23083. /**
  23084. * Returns a height (y) value in the Worl system :
  23085. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23086. * @param x x coordinate
  23087. * @param z z coordinate
  23088. * @returns the ground y position if (x, z) are outside the ground surface.
  23089. */
  23090. getHeightAtCoordinates(x: number, z: number): number;
  23091. /**
  23092. * Returns a normalized vector (Vector3) orthogonal to the ground
  23093. * at the ground coordinates (x, z) expressed in the World system.
  23094. * @param x x coordinate
  23095. * @param z z coordinate
  23096. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23097. */
  23098. getNormalAtCoordinates(x: number, z: number): Vector3;
  23099. /**
  23100. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23101. * at the ground coordinates (x, z) expressed in the World system.
  23102. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23103. * @param x x coordinate
  23104. * @param z z coordinate
  23105. * @param ref vector to store the result
  23106. * @returns the GroundMesh.
  23107. */
  23108. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23109. /**
  23110. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23111. * if the ground has been updated.
  23112. * This can be used in the render loop.
  23113. * @returns the GroundMesh.
  23114. */
  23115. updateCoordinateHeights(): GroundMesh;
  23116. private _getFacetAt;
  23117. private _initHeightQuads;
  23118. private _computeHeightQuads;
  23119. /**
  23120. * Serializes this ground mesh
  23121. * @param serializationObject object to write serialization to
  23122. */
  23123. serialize(serializationObject: any): void;
  23124. /**
  23125. * Parses a serialized ground mesh
  23126. * @param parsedMesh the serialized mesh
  23127. * @param scene the scene to create the ground mesh in
  23128. * @returns the created ground mesh
  23129. */
  23130. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23131. }
  23132. }
  23133. declare module "babylonjs/Physics/physicsJoint" {
  23134. import { Vector3 } from "babylonjs/Maths/math.vector";
  23135. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23136. /**
  23137. * Interface for Physics-Joint data
  23138. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23139. */
  23140. export interface PhysicsJointData {
  23141. /**
  23142. * The main pivot of the joint
  23143. */
  23144. mainPivot?: Vector3;
  23145. /**
  23146. * The connected pivot of the joint
  23147. */
  23148. connectedPivot?: Vector3;
  23149. /**
  23150. * The main axis of the joint
  23151. */
  23152. mainAxis?: Vector3;
  23153. /**
  23154. * The connected axis of the joint
  23155. */
  23156. connectedAxis?: Vector3;
  23157. /**
  23158. * The collision of the joint
  23159. */
  23160. collision?: boolean;
  23161. /**
  23162. * Native Oimo/Cannon/Energy data
  23163. */
  23164. nativeParams?: any;
  23165. }
  23166. /**
  23167. * This is a holder class for the physics joint created by the physics plugin
  23168. * It holds a set of functions to control the underlying joint
  23169. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23170. */
  23171. export class PhysicsJoint {
  23172. /**
  23173. * The type of the physics joint
  23174. */
  23175. type: number;
  23176. /**
  23177. * The data for the physics joint
  23178. */
  23179. jointData: PhysicsJointData;
  23180. private _physicsJoint;
  23181. protected _physicsPlugin: IPhysicsEnginePlugin;
  23182. /**
  23183. * Initializes the physics joint
  23184. * @param type The type of the physics joint
  23185. * @param jointData The data for the physics joint
  23186. */
  23187. constructor(
  23188. /**
  23189. * The type of the physics joint
  23190. */
  23191. type: number,
  23192. /**
  23193. * The data for the physics joint
  23194. */
  23195. jointData: PhysicsJointData);
  23196. /**
  23197. * Gets the physics joint
  23198. */
  23199. /**
  23200. * Sets the physics joint
  23201. */
  23202. physicsJoint: any;
  23203. /**
  23204. * Sets the physics plugin
  23205. */
  23206. physicsPlugin: IPhysicsEnginePlugin;
  23207. /**
  23208. * Execute a function that is physics-plugin specific.
  23209. * @param {Function} func the function that will be executed.
  23210. * It accepts two parameters: the physics world and the physics joint
  23211. */
  23212. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23213. /**
  23214. * Distance-Joint type
  23215. */
  23216. static DistanceJoint: number;
  23217. /**
  23218. * Hinge-Joint type
  23219. */
  23220. static HingeJoint: number;
  23221. /**
  23222. * Ball-and-Socket joint type
  23223. */
  23224. static BallAndSocketJoint: number;
  23225. /**
  23226. * Wheel-Joint type
  23227. */
  23228. static WheelJoint: number;
  23229. /**
  23230. * Slider-Joint type
  23231. */
  23232. static SliderJoint: number;
  23233. /**
  23234. * Prismatic-Joint type
  23235. */
  23236. static PrismaticJoint: number;
  23237. /**
  23238. * Universal-Joint type
  23239. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23240. */
  23241. static UniversalJoint: number;
  23242. /**
  23243. * Hinge-Joint 2 type
  23244. */
  23245. static Hinge2Joint: number;
  23246. /**
  23247. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23248. */
  23249. static PointToPointJoint: number;
  23250. /**
  23251. * Spring-Joint type
  23252. */
  23253. static SpringJoint: number;
  23254. /**
  23255. * Lock-Joint type
  23256. */
  23257. static LockJoint: number;
  23258. }
  23259. /**
  23260. * A class representing a physics distance joint
  23261. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23262. */
  23263. export class DistanceJoint extends PhysicsJoint {
  23264. /**
  23265. *
  23266. * @param jointData The data for the Distance-Joint
  23267. */
  23268. constructor(jointData: DistanceJointData);
  23269. /**
  23270. * Update the predefined distance.
  23271. * @param maxDistance The maximum preferred distance
  23272. * @param minDistance The minimum preferred distance
  23273. */
  23274. updateDistance(maxDistance: number, minDistance?: number): void;
  23275. }
  23276. /**
  23277. * Represents a Motor-Enabled Joint
  23278. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23279. */
  23280. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23281. /**
  23282. * Initializes the Motor-Enabled Joint
  23283. * @param type The type of the joint
  23284. * @param jointData The physica joint data for the joint
  23285. */
  23286. constructor(type: number, jointData: PhysicsJointData);
  23287. /**
  23288. * Set the motor values.
  23289. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23290. * @param force the force to apply
  23291. * @param maxForce max force for this motor.
  23292. */
  23293. setMotor(force?: number, maxForce?: number): void;
  23294. /**
  23295. * Set the motor's limits.
  23296. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23297. * @param upperLimit The upper limit of the motor
  23298. * @param lowerLimit The lower limit of the motor
  23299. */
  23300. setLimit(upperLimit: number, lowerLimit?: number): void;
  23301. }
  23302. /**
  23303. * This class represents a single physics Hinge-Joint
  23304. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23305. */
  23306. export class HingeJoint extends MotorEnabledJoint {
  23307. /**
  23308. * Initializes the Hinge-Joint
  23309. * @param jointData The joint data for the Hinge-Joint
  23310. */
  23311. constructor(jointData: PhysicsJointData);
  23312. /**
  23313. * Set the motor values.
  23314. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23315. * @param {number} force the force to apply
  23316. * @param {number} maxForce max force for this motor.
  23317. */
  23318. setMotor(force?: number, maxForce?: number): void;
  23319. /**
  23320. * Set the motor's limits.
  23321. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23322. * @param upperLimit The upper limit of the motor
  23323. * @param lowerLimit The lower limit of the motor
  23324. */
  23325. setLimit(upperLimit: number, lowerLimit?: number): void;
  23326. }
  23327. /**
  23328. * This class represents a dual hinge physics joint (same as wheel joint)
  23329. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23330. */
  23331. export class Hinge2Joint extends MotorEnabledJoint {
  23332. /**
  23333. * Initializes the Hinge2-Joint
  23334. * @param jointData The joint data for the Hinge2-Joint
  23335. */
  23336. constructor(jointData: PhysicsJointData);
  23337. /**
  23338. * Set the motor values.
  23339. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23340. * @param {number} targetSpeed the speed the motor is to reach
  23341. * @param {number} maxForce max force for this motor.
  23342. * @param {motorIndex} the motor's index, 0 or 1.
  23343. */
  23344. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23345. /**
  23346. * Set the motor limits.
  23347. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23348. * @param {number} upperLimit the upper limit
  23349. * @param {number} lowerLimit lower limit
  23350. * @param {motorIndex} the motor's index, 0 or 1.
  23351. */
  23352. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23353. }
  23354. /**
  23355. * Interface for a motor enabled joint
  23356. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23357. */
  23358. export interface IMotorEnabledJoint {
  23359. /**
  23360. * Physics joint
  23361. */
  23362. physicsJoint: any;
  23363. /**
  23364. * Sets the motor of the motor-enabled joint
  23365. * @param force The force of the motor
  23366. * @param maxForce The maximum force of the motor
  23367. * @param motorIndex The index of the motor
  23368. */
  23369. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23370. /**
  23371. * Sets the limit of the motor
  23372. * @param upperLimit The upper limit of the motor
  23373. * @param lowerLimit The lower limit of the motor
  23374. * @param motorIndex The index of the motor
  23375. */
  23376. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23377. }
  23378. /**
  23379. * Joint data for a Distance-Joint
  23380. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23381. */
  23382. export interface DistanceJointData extends PhysicsJointData {
  23383. /**
  23384. * Max distance the 2 joint objects can be apart
  23385. */
  23386. maxDistance: number;
  23387. }
  23388. /**
  23389. * Joint data from a spring joint
  23390. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23391. */
  23392. export interface SpringJointData extends PhysicsJointData {
  23393. /**
  23394. * Length of the spring
  23395. */
  23396. length: number;
  23397. /**
  23398. * Stiffness of the spring
  23399. */
  23400. stiffness: number;
  23401. /**
  23402. * Damping of the spring
  23403. */
  23404. damping: number;
  23405. /** this callback will be called when applying the force to the impostors. */
  23406. forceApplicationCallback: () => void;
  23407. }
  23408. }
  23409. declare module "babylonjs/Physics/physicsRaycastResult" {
  23410. import { Vector3 } from "babylonjs/Maths/math.vector";
  23411. /**
  23412. * Holds the data for the raycast result
  23413. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23414. */
  23415. export class PhysicsRaycastResult {
  23416. private _hasHit;
  23417. private _hitDistance;
  23418. private _hitNormalWorld;
  23419. private _hitPointWorld;
  23420. private _rayFromWorld;
  23421. private _rayToWorld;
  23422. /**
  23423. * Gets if there was a hit
  23424. */
  23425. readonly hasHit: boolean;
  23426. /**
  23427. * Gets the distance from the hit
  23428. */
  23429. readonly hitDistance: number;
  23430. /**
  23431. * Gets the hit normal/direction in the world
  23432. */
  23433. readonly hitNormalWorld: Vector3;
  23434. /**
  23435. * Gets the hit point in the world
  23436. */
  23437. readonly hitPointWorld: Vector3;
  23438. /**
  23439. * Gets the ray "start point" of the ray in the world
  23440. */
  23441. readonly rayFromWorld: Vector3;
  23442. /**
  23443. * Gets the ray "end point" of the ray in the world
  23444. */
  23445. readonly rayToWorld: Vector3;
  23446. /**
  23447. * Sets the hit data (normal & point in world space)
  23448. * @param hitNormalWorld defines the normal in world space
  23449. * @param hitPointWorld defines the point in world space
  23450. */
  23451. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23452. /**
  23453. * Sets the distance from the start point to the hit point
  23454. * @param distance
  23455. */
  23456. setHitDistance(distance: number): void;
  23457. /**
  23458. * Calculates the distance manually
  23459. */
  23460. calculateHitDistance(): void;
  23461. /**
  23462. * Resets all the values to default
  23463. * @param from The from point on world space
  23464. * @param to The to point on world space
  23465. */
  23466. reset(from?: Vector3, to?: Vector3): void;
  23467. }
  23468. /**
  23469. * Interface for the size containing width and height
  23470. */
  23471. interface IXYZ {
  23472. /**
  23473. * X
  23474. */
  23475. x: number;
  23476. /**
  23477. * Y
  23478. */
  23479. y: number;
  23480. /**
  23481. * Z
  23482. */
  23483. z: number;
  23484. }
  23485. }
  23486. declare module "babylonjs/Physics/IPhysicsEngine" {
  23487. import { Nullable } from "babylonjs/types";
  23488. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23489. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23490. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23491. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23492. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23493. /**
  23494. * Interface used to describe a physics joint
  23495. */
  23496. export interface PhysicsImpostorJoint {
  23497. /** Defines the main impostor to which the joint is linked */
  23498. mainImpostor: PhysicsImpostor;
  23499. /** Defines the impostor that is connected to the main impostor using this joint */
  23500. connectedImpostor: PhysicsImpostor;
  23501. /** Defines the joint itself */
  23502. joint: PhysicsJoint;
  23503. }
  23504. /** @hidden */
  23505. export interface IPhysicsEnginePlugin {
  23506. world: any;
  23507. name: string;
  23508. setGravity(gravity: Vector3): void;
  23509. setTimeStep(timeStep: number): void;
  23510. getTimeStep(): number;
  23511. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23512. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23513. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23514. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23515. removePhysicsBody(impostor: PhysicsImpostor): void;
  23516. generateJoint(joint: PhysicsImpostorJoint): void;
  23517. removeJoint(joint: PhysicsImpostorJoint): void;
  23518. isSupported(): boolean;
  23519. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23520. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23521. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23522. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23523. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23524. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23525. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23526. getBodyMass(impostor: PhysicsImpostor): number;
  23527. getBodyFriction(impostor: PhysicsImpostor): number;
  23528. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23529. getBodyRestitution(impostor: PhysicsImpostor): number;
  23530. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23531. getBodyPressure?(impostor: PhysicsImpostor): number;
  23532. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23533. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23534. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23535. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23536. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23537. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23538. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23539. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23540. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23541. sleepBody(impostor: PhysicsImpostor): void;
  23542. wakeUpBody(impostor: PhysicsImpostor): void;
  23543. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23544. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23545. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23546. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23547. getRadius(impostor: PhysicsImpostor): number;
  23548. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23549. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23550. dispose(): void;
  23551. }
  23552. /**
  23553. * Interface used to define a physics engine
  23554. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23555. */
  23556. export interface IPhysicsEngine {
  23557. /**
  23558. * Gets the gravity vector used by the simulation
  23559. */
  23560. gravity: Vector3;
  23561. /**
  23562. * Sets the gravity vector used by the simulation
  23563. * @param gravity defines the gravity vector to use
  23564. */
  23565. setGravity(gravity: Vector3): void;
  23566. /**
  23567. * Set the time step of the physics engine.
  23568. * Default is 1/60.
  23569. * To slow it down, enter 1/600 for example.
  23570. * To speed it up, 1/30
  23571. * @param newTimeStep the new timestep to apply to this world.
  23572. */
  23573. setTimeStep(newTimeStep: number): void;
  23574. /**
  23575. * Get the time step of the physics engine.
  23576. * @returns the current time step
  23577. */
  23578. getTimeStep(): number;
  23579. /**
  23580. * Release all resources
  23581. */
  23582. dispose(): void;
  23583. /**
  23584. * Gets the name of the current physics plugin
  23585. * @returns the name of the plugin
  23586. */
  23587. getPhysicsPluginName(): string;
  23588. /**
  23589. * Adding a new impostor for the impostor tracking.
  23590. * This will be done by the impostor itself.
  23591. * @param impostor the impostor to add
  23592. */
  23593. addImpostor(impostor: PhysicsImpostor): void;
  23594. /**
  23595. * Remove an impostor from the engine.
  23596. * This impostor and its mesh will not longer be updated by the physics engine.
  23597. * @param impostor the impostor to remove
  23598. */
  23599. removeImpostor(impostor: PhysicsImpostor): void;
  23600. /**
  23601. * Add a joint to the physics engine
  23602. * @param mainImpostor defines the main impostor to which the joint is added.
  23603. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23604. * @param joint defines the joint that will connect both impostors.
  23605. */
  23606. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23607. /**
  23608. * Removes a joint from the simulation
  23609. * @param mainImpostor defines the impostor used with the joint
  23610. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23611. * @param joint defines the joint to remove
  23612. */
  23613. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23614. /**
  23615. * Gets the current plugin used to run the simulation
  23616. * @returns current plugin
  23617. */
  23618. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23619. /**
  23620. * Gets the list of physic impostors
  23621. * @returns an array of PhysicsImpostor
  23622. */
  23623. getImpostors(): Array<PhysicsImpostor>;
  23624. /**
  23625. * Gets the impostor for a physics enabled object
  23626. * @param object defines the object impersonated by the impostor
  23627. * @returns the PhysicsImpostor or null if not found
  23628. */
  23629. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23630. /**
  23631. * Gets the impostor for a physics body object
  23632. * @param body defines physics body used by the impostor
  23633. * @returns the PhysicsImpostor or null if not found
  23634. */
  23635. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23636. /**
  23637. * Does a raycast in the physics world
  23638. * @param from when should the ray start?
  23639. * @param to when should the ray end?
  23640. * @returns PhysicsRaycastResult
  23641. */
  23642. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23643. /**
  23644. * Called by the scene. No need to call it.
  23645. * @param delta defines the timespam between frames
  23646. */
  23647. _step(delta: number): void;
  23648. }
  23649. }
  23650. declare module "babylonjs/Physics/physicsImpostor" {
  23651. import { Nullable, IndicesArray } from "babylonjs/types";
  23652. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23653. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23655. import { Scene } from "babylonjs/scene";
  23656. import { Bone } from "babylonjs/Bones/bone";
  23657. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23658. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23659. import { Space } from "babylonjs/Maths/math.axis";
  23660. /**
  23661. * The interface for the physics imposter parameters
  23662. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23663. */
  23664. export interface PhysicsImpostorParameters {
  23665. /**
  23666. * The mass of the physics imposter
  23667. */
  23668. mass: number;
  23669. /**
  23670. * The friction of the physics imposter
  23671. */
  23672. friction?: number;
  23673. /**
  23674. * The coefficient of restitution of the physics imposter
  23675. */
  23676. restitution?: number;
  23677. /**
  23678. * The native options of the physics imposter
  23679. */
  23680. nativeOptions?: any;
  23681. /**
  23682. * Specifies if the parent should be ignored
  23683. */
  23684. ignoreParent?: boolean;
  23685. /**
  23686. * Specifies if bi-directional transformations should be disabled
  23687. */
  23688. disableBidirectionalTransformation?: boolean;
  23689. /**
  23690. * The pressure inside the physics imposter, soft object only
  23691. */
  23692. pressure?: number;
  23693. /**
  23694. * The stiffness the physics imposter, soft object only
  23695. */
  23696. stiffness?: number;
  23697. /**
  23698. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23699. */
  23700. velocityIterations?: number;
  23701. /**
  23702. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23703. */
  23704. positionIterations?: number;
  23705. /**
  23706. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23707. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23708. * Add to fix multiple points
  23709. */
  23710. fixedPoints?: number;
  23711. /**
  23712. * The collision margin around a soft object
  23713. */
  23714. margin?: number;
  23715. /**
  23716. * The collision margin around a soft object
  23717. */
  23718. damping?: number;
  23719. /**
  23720. * The path for a rope based on an extrusion
  23721. */
  23722. path?: any;
  23723. /**
  23724. * The shape of an extrusion used for a rope based on an extrusion
  23725. */
  23726. shape?: any;
  23727. }
  23728. /**
  23729. * Interface for a physics-enabled object
  23730. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23731. */
  23732. export interface IPhysicsEnabledObject {
  23733. /**
  23734. * The position of the physics-enabled object
  23735. */
  23736. position: Vector3;
  23737. /**
  23738. * The rotation of the physics-enabled object
  23739. */
  23740. rotationQuaternion: Nullable<Quaternion>;
  23741. /**
  23742. * The scale of the physics-enabled object
  23743. */
  23744. scaling: Vector3;
  23745. /**
  23746. * The rotation of the physics-enabled object
  23747. */
  23748. rotation?: Vector3;
  23749. /**
  23750. * The parent of the physics-enabled object
  23751. */
  23752. parent?: any;
  23753. /**
  23754. * The bounding info of the physics-enabled object
  23755. * @returns The bounding info of the physics-enabled object
  23756. */
  23757. getBoundingInfo(): BoundingInfo;
  23758. /**
  23759. * Computes the world matrix
  23760. * @param force Specifies if the world matrix should be computed by force
  23761. * @returns A world matrix
  23762. */
  23763. computeWorldMatrix(force: boolean): Matrix;
  23764. /**
  23765. * Gets the world matrix
  23766. * @returns A world matrix
  23767. */
  23768. getWorldMatrix?(): Matrix;
  23769. /**
  23770. * Gets the child meshes
  23771. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23772. * @returns An array of abstract meshes
  23773. */
  23774. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23775. /**
  23776. * Gets the vertex data
  23777. * @param kind The type of vertex data
  23778. * @returns A nullable array of numbers, or a float32 array
  23779. */
  23780. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23781. /**
  23782. * Gets the indices from the mesh
  23783. * @returns A nullable array of index arrays
  23784. */
  23785. getIndices?(): Nullable<IndicesArray>;
  23786. /**
  23787. * Gets the scene from the mesh
  23788. * @returns the indices array or null
  23789. */
  23790. getScene?(): Scene;
  23791. /**
  23792. * Gets the absolute position from the mesh
  23793. * @returns the absolute position
  23794. */
  23795. getAbsolutePosition(): Vector3;
  23796. /**
  23797. * Gets the absolute pivot point from the mesh
  23798. * @returns the absolute pivot point
  23799. */
  23800. getAbsolutePivotPoint(): Vector3;
  23801. /**
  23802. * Rotates the mesh
  23803. * @param axis The axis of rotation
  23804. * @param amount The amount of rotation
  23805. * @param space The space of the rotation
  23806. * @returns The rotation transform node
  23807. */
  23808. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23809. /**
  23810. * Translates the mesh
  23811. * @param axis The axis of translation
  23812. * @param distance The distance of translation
  23813. * @param space The space of the translation
  23814. * @returns The transform node
  23815. */
  23816. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23817. /**
  23818. * Sets the absolute position of the mesh
  23819. * @param absolutePosition The absolute position of the mesh
  23820. * @returns The transform node
  23821. */
  23822. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23823. /**
  23824. * Gets the class name of the mesh
  23825. * @returns The class name
  23826. */
  23827. getClassName(): string;
  23828. }
  23829. /**
  23830. * Represents a physics imposter
  23831. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23832. */
  23833. export class PhysicsImpostor {
  23834. /**
  23835. * The physics-enabled object used as the physics imposter
  23836. */
  23837. object: IPhysicsEnabledObject;
  23838. /**
  23839. * The type of the physics imposter
  23840. */
  23841. type: number;
  23842. private _options;
  23843. private _scene?;
  23844. /**
  23845. * The default object size of the imposter
  23846. */
  23847. static DEFAULT_OBJECT_SIZE: Vector3;
  23848. /**
  23849. * The identity quaternion of the imposter
  23850. */
  23851. static IDENTITY_QUATERNION: Quaternion;
  23852. /** @hidden */
  23853. _pluginData: any;
  23854. private _physicsEngine;
  23855. private _physicsBody;
  23856. private _bodyUpdateRequired;
  23857. private _onBeforePhysicsStepCallbacks;
  23858. private _onAfterPhysicsStepCallbacks;
  23859. /** @hidden */
  23860. _onPhysicsCollideCallbacks: Array<{
  23861. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23862. otherImpostors: Array<PhysicsImpostor>;
  23863. }>;
  23864. private _deltaPosition;
  23865. private _deltaRotation;
  23866. private _deltaRotationConjugated;
  23867. /** @hidden */
  23868. _isFromLine: boolean;
  23869. private _parent;
  23870. private _isDisposed;
  23871. private static _tmpVecs;
  23872. private static _tmpQuat;
  23873. /**
  23874. * Specifies if the physics imposter is disposed
  23875. */
  23876. readonly isDisposed: boolean;
  23877. /**
  23878. * Gets the mass of the physics imposter
  23879. */
  23880. mass: number;
  23881. /**
  23882. * Gets the coefficient of friction
  23883. */
  23884. /**
  23885. * Sets the coefficient of friction
  23886. */
  23887. friction: number;
  23888. /**
  23889. * Gets the coefficient of restitution
  23890. */
  23891. /**
  23892. * Sets the coefficient of restitution
  23893. */
  23894. restitution: number;
  23895. /**
  23896. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23897. */
  23898. /**
  23899. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23900. */
  23901. pressure: number;
  23902. /**
  23903. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23904. */
  23905. /**
  23906. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23907. */
  23908. stiffness: number;
  23909. /**
  23910. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23911. */
  23912. /**
  23913. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23914. */
  23915. velocityIterations: number;
  23916. /**
  23917. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23918. */
  23919. /**
  23920. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23921. */
  23922. positionIterations: number;
  23923. /**
  23924. * The unique id of the physics imposter
  23925. * set by the physics engine when adding this impostor to the array
  23926. */
  23927. uniqueId: number;
  23928. /**
  23929. * @hidden
  23930. */
  23931. soft: boolean;
  23932. /**
  23933. * @hidden
  23934. */
  23935. segments: number;
  23936. private _joints;
  23937. /**
  23938. * Initializes the physics imposter
  23939. * @param object The physics-enabled object used as the physics imposter
  23940. * @param type The type of the physics imposter
  23941. * @param _options The options for the physics imposter
  23942. * @param _scene The Babylon scene
  23943. */
  23944. constructor(
  23945. /**
  23946. * The physics-enabled object used as the physics imposter
  23947. */
  23948. object: IPhysicsEnabledObject,
  23949. /**
  23950. * The type of the physics imposter
  23951. */
  23952. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23953. /**
  23954. * This function will completly initialize this impostor.
  23955. * It will create a new body - but only if this mesh has no parent.
  23956. * If it has, this impostor will not be used other than to define the impostor
  23957. * of the child mesh.
  23958. * @hidden
  23959. */
  23960. _init(): void;
  23961. private _getPhysicsParent;
  23962. /**
  23963. * Should a new body be generated.
  23964. * @returns boolean specifying if body initialization is required
  23965. */
  23966. isBodyInitRequired(): boolean;
  23967. /**
  23968. * Sets the updated scaling
  23969. * @param updated Specifies if the scaling is updated
  23970. */
  23971. setScalingUpdated(): void;
  23972. /**
  23973. * Force a regeneration of this or the parent's impostor's body.
  23974. * Use under cautious - This will remove all joints already implemented.
  23975. */
  23976. forceUpdate(): void;
  23977. /**
  23978. * Gets the body that holds this impostor. Either its own, or its parent.
  23979. */
  23980. /**
  23981. * Set the physics body. Used mainly by the physics engine/plugin
  23982. */
  23983. physicsBody: any;
  23984. /**
  23985. * Get the parent of the physics imposter
  23986. * @returns Physics imposter or null
  23987. */
  23988. /**
  23989. * Sets the parent of the physics imposter
  23990. */
  23991. parent: Nullable<PhysicsImpostor>;
  23992. /**
  23993. * Resets the update flags
  23994. */
  23995. resetUpdateFlags(): void;
  23996. /**
  23997. * Gets the object extend size
  23998. * @returns the object extend size
  23999. */
  24000. getObjectExtendSize(): Vector3;
  24001. /**
  24002. * Gets the object center
  24003. * @returns The object center
  24004. */
  24005. getObjectCenter(): Vector3;
  24006. /**
  24007. * Get a specific parametes from the options parameter
  24008. * @param paramName The object parameter name
  24009. * @returns The object parameter
  24010. */
  24011. getParam(paramName: string): any;
  24012. /**
  24013. * Sets a specific parameter in the options given to the physics plugin
  24014. * @param paramName The parameter name
  24015. * @param value The value of the parameter
  24016. */
  24017. setParam(paramName: string, value: number): void;
  24018. /**
  24019. * Specifically change the body's mass option. Won't recreate the physics body object
  24020. * @param mass The mass of the physics imposter
  24021. */
  24022. setMass(mass: number): void;
  24023. /**
  24024. * Gets the linear velocity
  24025. * @returns linear velocity or null
  24026. */
  24027. getLinearVelocity(): Nullable<Vector3>;
  24028. /**
  24029. * Sets the linear velocity
  24030. * @param velocity linear velocity or null
  24031. */
  24032. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24033. /**
  24034. * Gets the angular velocity
  24035. * @returns angular velocity or null
  24036. */
  24037. getAngularVelocity(): Nullable<Vector3>;
  24038. /**
  24039. * Sets the angular velocity
  24040. * @param velocity The velocity or null
  24041. */
  24042. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24043. /**
  24044. * Execute a function with the physics plugin native code
  24045. * Provide a function the will have two variables - the world object and the physics body object
  24046. * @param func The function to execute with the physics plugin native code
  24047. */
  24048. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24049. /**
  24050. * Register a function that will be executed before the physics world is stepping forward
  24051. * @param func The function to execute before the physics world is stepped forward
  24052. */
  24053. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24054. /**
  24055. * Unregister a function that will be executed before the physics world is stepping forward
  24056. * @param func The function to execute before the physics world is stepped forward
  24057. */
  24058. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24059. /**
  24060. * Register a function that will be executed after the physics step
  24061. * @param func The function to execute after physics step
  24062. */
  24063. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24064. /**
  24065. * Unregisters a function that will be executed after the physics step
  24066. * @param func The function to execute after physics step
  24067. */
  24068. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24069. /**
  24070. * register a function that will be executed when this impostor collides against a different body
  24071. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24072. * @param func Callback that is executed on collision
  24073. */
  24074. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24075. /**
  24076. * Unregisters the physics imposter on contact
  24077. * @param collideAgainst The physics object to collide against
  24078. * @param func Callback to execute on collision
  24079. */
  24080. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24081. private _tmpQuat;
  24082. private _tmpQuat2;
  24083. /**
  24084. * Get the parent rotation
  24085. * @returns The parent rotation
  24086. */
  24087. getParentsRotation(): Quaternion;
  24088. /**
  24089. * this function is executed by the physics engine.
  24090. */
  24091. beforeStep: () => void;
  24092. /**
  24093. * this function is executed by the physics engine
  24094. */
  24095. afterStep: () => void;
  24096. /**
  24097. * Legacy collision detection event support
  24098. */
  24099. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24100. /**
  24101. * event and body object due to cannon's event-based architecture.
  24102. */
  24103. onCollide: (e: {
  24104. body: any;
  24105. }) => void;
  24106. /**
  24107. * Apply a force
  24108. * @param force The force to apply
  24109. * @param contactPoint The contact point for the force
  24110. * @returns The physics imposter
  24111. */
  24112. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24113. /**
  24114. * Apply an impulse
  24115. * @param force The impulse force
  24116. * @param contactPoint The contact point for the impulse force
  24117. * @returns The physics imposter
  24118. */
  24119. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24120. /**
  24121. * A help function to create a joint
  24122. * @param otherImpostor A physics imposter used to create a joint
  24123. * @param jointType The type of joint
  24124. * @param jointData The data for the joint
  24125. * @returns The physics imposter
  24126. */
  24127. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24128. /**
  24129. * Add a joint to this impostor with a different impostor
  24130. * @param otherImpostor A physics imposter used to add a joint
  24131. * @param joint The joint to add
  24132. * @returns The physics imposter
  24133. */
  24134. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24135. /**
  24136. * Add an anchor to a cloth impostor
  24137. * @param otherImpostor rigid impostor to anchor to
  24138. * @param width ratio across width from 0 to 1
  24139. * @param height ratio up height from 0 to 1
  24140. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24141. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24142. * @returns impostor the soft imposter
  24143. */
  24144. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24145. /**
  24146. * Add a hook to a rope impostor
  24147. * @param otherImpostor rigid impostor to anchor to
  24148. * @param length ratio across rope from 0 to 1
  24149. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24150. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24151. * @returns impostor the rope imposter
  24152. */
  24153. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24154. /**
  24155. * Will keep this body still, in a sleep mode.
  24156. * @returns the physics imposter
  24157. */
  24158. sleep(): PhysicsImpostor;
  24159. /**
  24160. * Wake the body up.
  24161. * @returns The physics imposter
  24162. */
  24163. wakeUp(): PhysicsImpostor;
  24164. /**
  24165. * Clones the physics imposter
  24166. * @param newObject The physics imposter clones to this physics-enabled object
  24167. * @returns A nullable physics imposter
  24168. */
  24169. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24170. /**
  24171. * Disposes the physics imposter
  24172. */
  24173. dispose(): void;
  24174. /**
  24175. * Sets the delta position
  24176. * @param position The delta position amount
  24177. */
  24178. setDeltaPosition(position: Vector3): void;
  24179. /**
  24180. * Sets the delta rotation
  24181. * @param rotation The delta rotation amount
  24182. */
  24183. setDeltaRotation(rotation: Quaternion): void;
  24184. /**
  24185. * Gets the box size of the physics imposter and stores the result in the input parameter
  24186. * @param result Stores the box size
  24187. * @returns The physics imposter
  24188. */
  24189. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24190. /**
  24191. * Gets the radius of the physics imposter
  24192. * @returns Radius of the physics imposter
  24193. */
  24194. getRadius(): number;
  24195. /**
  24196. * Sync a bone with this impostor
  24197. * @param bone The bone to sync to the impostor.
  24198. * @param boneMesh The mesh that the bone is influencing.
  24199. * @param jointPivot The pivot of the joint / bone in local space.
  24200. * @param distToJoint Optional distance from the impostor to the joint.
  24201. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24202. */
  24203. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24204. /**
  24205. * Sync impostor to a bone
  24206. * @param bone The bone that the impostor will be synced to.
  24207. * @param boneMesh The mesh that the bone is influencing.
  24208. * @param jointPivot The pivot of the joint / bone in local space.
  24209. * @param distToJoint Optional distance from the impostor to the joint.
  24210. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24211. * @param boneAxis Optional vector3 axis the bone is aligned with
  24212. */
  24213. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24214. /**
  24215. * No-Imposter type
  24216. */
  24217. static NoImpostor: number;
  24218. /**
  24219. * Sphere-Imposter type
  24220. */
  24221. static SphereImpostor: number;
  24222. /**
  24223. * Box-Imposter type
  24224. */
  24225. static BoxImpostor: number;
  24226. /**
  24227. * Plane-Imposter type
  24228. */
  24229. static PlaneImpostor: number;
  24230. /**
  24231. * Mesh-imposter type
  24232. */
  24233. static MeshImpostor: number;
  24234. /**
  24235. * Capsule-Impostor type (Ammo.js plugin only)
  24236. */
  24237. static CapsuleImpostor: number;
  24238. /**
  24239. * Cylinder-Imposter type
  24240. */
  24241. static CylinderImpostor: number;
  24242. /**
  24243. * Particle-Imposter type
  24244. */
  24245. static ParticleImpostor: number;
  24246. /**
  24247. * Heightmap-Imposter type
  24248. */
  24249. static HeightmapImpostor: number;
  24250. /**
  24251. * ConvexHull-Impostor type (Ammo.js plugin only)
  24252. */
  24253. static ConvexHullImpostor: number;
  24254. /**
  24255. * Rope-Imposter type
  24256. */
  24257. static RopeImpostor: number;
  24258. /**
  24259. * Cloth-Imposter type
  24260. */
  24261. static ClothImpostor: number;
  24262. /**
  24263. * Softbody-Imposter type
  24264. */
  24265. static SoftbodyImpostor: number;
  24266. }
  24267. }
  24268. declare module "babylonjs/Meshes/mesh" {
  24269. import { Observable } from "babylonjs/Misc/observable";
  24270. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24271. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24272. import { Camera } from "babylonjs/Cameras/camera";
  24273. import { Scene } from "babylonjs/scene";
  24274. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24275. import { Color4 } from "babylonjs/Maths/math.color";
  24276. import { Engine } from "babylonjs/Engines/engine";
  24277. import { Node } from "babylonjs/node";
  24278. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24279. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24280. import { Buffer } from "babylonjs/Meshes/buffer";
  24281. import { Geometry } from "babylonjs/Meshes/geometry";
  24282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24283. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24284. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24285. import { Effect } from "babylonjs/Materials/effect";
  24286. import { Material } from "babylonjs/Materials/material";
  24287. import { Skeleton } from "babylonjs/Bones/skeleton";
  24288. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24289. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24290. import { Path3D } from "babylonjs/Maths/math.path";
  24291. import { Plane } from "babylonjs/Maths/math.plane";
  24292. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24293. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24294. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24295. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24296. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24297. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24298. /**
  24299. * @hidden
  24300. **/
  24301. export class _CreationDataStorage {
  24302. closePath?: boolean;
  24303. closeArray?: boolean;
  24304. idx: number[];
  24305. dashSize: number;
  24306. gapSize: number;
  24307. path3D: Path3D;
  24308. pathArray: Vector3[][];
  24309. arc: number;
  24310. radius: number;
  24311. cap: number;
  24312. tessellation: number;
  24313. }
  24314. /**
  24315. * @hidden
  24316. **/
  24317. class _InstanceDataStorage {
  24318. visibleInstances: any;
  24319. batchCache: _InstancesBatch;
  24320. instancesBufferSize: number;
  24321. instancesBuffer: Nullable<Buffer>;
  24322. instancesData: Float32Array;
  24323. overridenInstanceCount: number;
  24324. isFrozen: boolean;
  24325. previousBatch: Nullable<_InstancesBatch>;
  24326. hardwareInstancedRendering: boolean;
  24327. sideOrientation: number;
  24328. }
  24329. /**
  24330. * @hidden
  24331. **/
  24332. export class _InstancesBatch {
  24333. mustReturn: boolean;
  24334. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24335. renderSelf: boolean[];
  24336. hardwareInstancedRendering: boolean[];
  24337. }
  24338. /**
  24339. * Class used to represent renderable models
  24340. */
  24341. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24342. /**
  24343. * Mesh side orientation : usually the external or front surface
  24344. */
  24345. static readonly FRONTSIDE: number;
  24346. /**
  24347. * Mesh side orientation : usually the internal or back surface
  24348. */
  24349. static readonly BACKSIDE: number;
  24350. /**
  24351. * Mesh side orientation : both internal and external or front and back surfaces
  24352. */
  24353. static readonly DOUBLESIDE: number;
  24354. /**
  24355. * Mesh side orientation : by default, `FRONTSIDE`
  24356. */
  24357. static readonly DEFAULTSIDE: number;
  24358. /**
  24359. * Mesh cap setting : no cap
  24360. */
  24361. static readonly NO_CAP: number;
  24362. /**
  24363. * Mesh cap setting : one cap at the beginning of the mesh
  24364. */
  24365. static readonly CAP_START: number;
  24366. /**
  24367. * Mesh cap setting : one cap at the end of the mesh
  24368. */
  24369. static readonly CAP_END: number;
  24370. /**
  24371. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24372. */
  24373. static readonly CAP_ALL: number;
  24374. /**
  24375. * Mesh pattern setting : no flip or rotate
  24376. */
  24377. static readonly NO_FLIP: number;
  24378. /**
  24379. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24380. */
  24381. static readonly FLIP_TILE: number;
  24382. /**
  24383. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24384. */
  24385. static readonly ROTATE_TILE: number;
  24386. /**
  24387. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24388. */
  24389. static readonly FLIP_ROW: number;
  24390. /**
  24391. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24392. */
  24393. static readonly ROTATE_ROW: number;
  24394. /**
  24395. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24396. */
  24397. static readonly FLIP_N_ROTATE_TILE: number;
  24398. /**
  24399. * Mesh pattern setting : rotate pattern and rotate
  24400. */
  24401. static readonly FLIP_N_ROTATE_ROW: number;
  24402. /**
  24403. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24404. */
  24405. static readonly CENTER: number;
  24406. /**
  24407. * Mesh tile positioning : part tiles on left
  24408. */
  24409. static readonly LEFT: number;
  24410. /**
  24411. * Mesh tile positioning : part tiles on right
  24412. */
  24413. static readonly RIGHT: number;
  24414. /**
  24415. * Mesh tile positioning : part tiles on top
  24416. */
  24417. static readonly TOP: number;
  24418. /**
  24419. * Mesh tile positioning : part tiles on bottom
  24420. */
  24421. static readonly BOTTOM: number;
  24422. /**
  24423. * Gets the default side orientation.
  24424. * @param orientation the orientation to value to attempt to get
  24425. * @returns the default orientation
  24426. * @hidden
  24427. */
  24428. static _GetDefaultSideOrientation(orientation?: number): number;
  24429. private _internalMeshDataInfo;
  24430. /**
  24431. * An event triggered before rendering the mesh
  24432. */
  24433. readonly onBeforeRenderObservable: Observable<Mesh>;
  24434. /**
  24435. * An event triggered before binding the mesh
  24436. */
  24437. readonly onBeforeBindObservable: Observable<Mesh>;
  24438. /**
  24439. * An event triggered after rendering the mesh
  24440. */
  24441. readonly onAfterRenderObservable: Observable<Mesh>;
  24442. /**
  24443. * An event triggered before drawing the mesh
  24444. */
  24445. readonly onBeforeDrawObservable: Observable<Mesh>;
  24446. private _onBeforeDrawObserver;
  24447. /**
  24448. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24449. */
  24450. onBeforeDraw: () => void;
  24451. readonly hasInstances: boolean;
  24452. /**
  24453. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24454. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24455. */
  24456. delayLoadState: number;
  24457. /**
  24458. * Gets the list of instances created from this mesh
  24459. * it is not supposed to be modified manually.
  24460. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24461. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24462. */
  24463. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24464. /**
  24465. * Gets the file containing delay loading data for this mesh
  24466. */
  24467. delayLoadingFile: string;
  24468. /** @hidden */
  24469. _binaryInfo: any;
  24470. /**
  24471. * User defined function used to change how LOD level selection is done
  24472. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24473. */
  24474. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24475. /**
  24476. * Gets or sets the morph target manager
  24477. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24478. */
  24479. morphTargetManager: Nullable<MorphTargetManager>;
  24480. /** @hidden */
  24481. _creationDataStorage: Nullable<_CreationDataStorage>;
  24482. /** @hidden */
  24483. _geometry: Nullable<Geometry>;
  24484. /** @hidden */
  24485. _delayInfo: Array<string>;
  24486. /** @hidden */
  24487. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24488. /** @hidden */
  24489. _instanceDataStorage: _InstanceDataStorage;
  24490. private _effectiveMaterial;
  24491. /** @hidden */
  24492. _shouldGenerateFlatShading: boolean;
  24493. /** @hidden */
  24494. _originalBuilderSideOrientation: number;
  24495. /**
  24496. * Use this property to change the original side orientation defined at construction time
  24497. */
  24498. overrideMaterialSideOrientation: Nullable<number>;
  24499. /**
  24500. * Gets the source mesh (the one used to clone this one from)
  24501. */
  24502. readonly source: Nullable<Mesh>;
  24503. /**
  24504. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24505. */
  24506. isUnIndexed: boolean;
  24507. /**
  24508. * @constructor
  24509. * @param name The value used by scene.getMeshByName() to do a lookup.
  24510. * @param scene The scene to add this mesh to.
  24511. * @param parent The parent of this mesh, if it has one
  24512. * @param source An optional Mesh from which geometry is shared, cloned.
  24513. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24514. * When false, achieved by calling a clone(), also passing False.
  24515. * This will make creation of children, recursive.
  24516. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24517. */
  24518. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24519. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24520. doNotInstantiate: boolean;
  24521. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24522. /**
  24523. * Gets the class name
  24524. * @returns the string "Mesh".
  24525. */
  24526. getClassName(): string;
  24527. /** @hidden */
  24528. readonly _isMesh: boolean;
  24529. /**
  24530. * Returns a description of this mesh
  24531. * @param fullDetails define if full details about this mesh must be used
  24532. * @returns a descriptive string representing this mesh
  24533. */
  24534. toString(fullDetails?: boolean): string;
  24535. /** @hidden */
  24536. _unBindEffect(): void;
  24537. /**
  24538. * Gets a boolean indicating if this mesh has LOD
  24539. */
  24540. readonly hasLODLevels: boolean;
  24541. /**
  24542. * Gets the list of MeshLODLevel associated with the current mesh
  24543. * @returns an array of MeshLODLevel
  24544. */
  24545. getLODLevels(): MeshLODLevel[];
  24546. private _sortLODLevels;
  24547. /**
  24548. * Add a mesh as LOD level triggered at the given distance.
  24549. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24550. * @param distance The distance from the center of the object to show this level
  24551. * @param mesh The mesh to be added as LOD level (can be null)
  24552. * @return This mesh (for chaining)
  24553. */
  24554. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24555. /**
  24556. * Returns the LOD level mesh at the passed distance or null if not found.
  24557. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24558. * @param distance The distance from the center of the object to show this level
  24559. * @returns a Mesh or `null`
  24560. */
  24561. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24562. /**
  24563. * Remove a mesh from the LOD array
  24564. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24565. * @param mesh defines the mesh to be removed
  24566. * @return This mesh (for chaining)
  24567. */
  24568. removeLODLevel(mesh: Mesh): Mesh;
  24569. /**
  24570. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24571. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24572. * @param camera defines the camera to use to compute distance
  24573. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24574. * @return This mesh (for chaining)
  24575. */
  24576. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24577. /**
  24578. * Gets the mesh internal Geometry object
  24579. */
  24580. readonly geometry: Nullable<Geometry>;
  24581. /**
  24582. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24583. * @returns the total number of vertices
  24584. */
  24585. getTotalVertices(): number;
  24586. /**
  24587. * Returns the content of an associated vertex buffer
  24588. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24589. * - VertexBuffer.PositionKind
  24590. * - VertexBuffer.UVKind
  24591. * - VertexBuffer.UV2Kind
  24592. * - VertexBuffer.UV3Kind
  24593. * - VertexBuffer.UV4Kind
  24594. * - VertexBuffer.UV5Kind
  24595. * - VertexBuffer.UV6Kind
  24596. * - VertexBuffer.ColorKind
  24597. * - VertexBuffer.MatricesIndicesKind
  24598. * - VertexBuffer.MatricesIndicesExtraKind
  24599. * - VertexBuffer.MatricesWeightsKind
  24600. * - VertexBuffer.MatricesWeightsExtraKind
  24601. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24602. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24603. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24604. */
  24605. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24606. /**
  24607. * Returns the mesh VertexBuffer object from the requested `kind`
  24608. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24609. * - VertexBuffer.PositionKind
  24610. * - VertexBuffer.NormalKind
  24611. * - VertexBuffer.UVKind
  24612. * - VertexBuffer.UV2Kind
  24613. * - VertexBuffer.UV3Kind
  24614. * - VertexBuffer.UV4Kind
  24615. * - VertexBuffer.UV5Kind
  24616. * - VertexBuffer.UV6Kind
  24617. * - VertexBuffer.ColorKind
  24618. * - VertexBuffer.MatricesIndicesKind
  24619. * - VertexBuffer.MatricesIndicesExtraKind
  24620. * - VertexBuffer.MatricesWeightsKind
  24621. * - VertexBuffer.MatricesWeightsExtraKind
  24622. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24623. */
  24624. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24625. /**
  24626. * Tests if a specific vertex buffer is associated with this mesh
  24627. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24628. * - VertexBuffer.PositionKind
  24629. * - VertexBuffer.NormalKind
  24630. * - VertexBuffer.UVKind
  24631. * - VertexBuffer.UV2Kind
  24632. * - VertexBuffer.UV3Kind
  24633. * - VertexBuffer.UV4Kind
  24634. * - VertexBuffer.UV5Kind
  24635. * - VertexBuffer.UV6Kind
  24636. * - VertexBuffer.ColorKind
  24637. * - VertexBuffer.MatricesIndicesKind
  24638. * - VertexBuffer.MatricesIndicesExtraKind
  24639. * - VertexBuffer.MatricesWeightsKind
  24640. * - VertexBuffer.MatricesWeightsExtraKind
  24641. * @returns a boolean
  24642. */
  24643. isVerticesDataPresent(kind: string): boolean;
  24644. /**
  24645. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24646. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24647. * - VertexBuffer.PositionKind
  24648. * - VertexBuffer.UVKind
  24649. * - VertexBuffer.UV2Kind
  24650. * - VertexBuffer.UV3Kind
  24651. * - VertexBuffer.UV4Kind
  24652. * - VertexBuffer.UV5Kind
  24653. * - VertexBuffer.UV6Kind
  24654. * - VertexBuffer.ColorKind
  24655. * - VertexBuffer.MatricesIndicesKind
  24656. * - VertexBuffer.MatricesIndicesExtraKind
  24657. * - VertexBuffer.MatricesWeightsKind
  24658. * - VertexBuffer.MatricesWeightsExtraKind
  24659. * @returns a boolean
  24660. */
  24661. isVertexBufferUpdatable(kind: string): boolean;
  24662. /**
  24663. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24664. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24665. * - VertexBuffer.PositionKind
  24666. * - VertexBuffer.NormalKind
  24667. * - VertexBuffer.UVKind
  24668. * - VertexBuffer.UV2Kind
  24669. * - VertexBuffer.UV3Kind
  24670. * - VertexBuffer.UV4Kind
  24671. * - VertexBuffer.UV5Kind
  24672. * - VertexBuffer.UV6Kind
  24673. * - VertexBuffer.ColorKind
  24674. * - VertexBuffer.MatricesIndicesKind
  24675. * - VertexBuffer.MatricesIndicesExtraKind
  24676. * - VertexBuffer.MatricesWeightsKind
  24677. * - VertexBuffer.MatricesWeightsExtraKind
  24678. * @returns an array of strings
  24679. */
  24680. getVerticesDataKinds(): string[];
  24681. /**
  24682. * Returns a positive integer : the total number of indices in this mesh geometry.
  24683. * @returns the numner of indices or zero if the mesh has no geometry.
  24684. */
  24685. getTotalIndices(): number;
  24686. /**
  24687. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24688. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24689. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24690. * @returns the indices array or an empty array if the mesh has no geometry
  24691. */
  24692. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24693. readonly isBlocked: boolean;
  24694. /**
  24695. * Determine if the current mesh is ready to be rendered
  24696. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24697. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24698. * @returns true if all associated assets are ready (material, textures, shaders)
  24699. */
  24700. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24701. /**
  24702. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24703. */
  24704. readonly areNormalsFrozen: boolean;
  24705. /**
  24706. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24707. * @returns the current mesh
  24708. */
  24709. freezeNormals(): Mesh;
  24710. /**
  24711. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24712. * @returns the current mesh
  24713. */
  24714. unfreezeNormals(): Mesh;
  24715. /**
  24716. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24717. */
  24718. overridenInstanceCount: number;
  24719. /** @hidden */
  24720. _preActivate(): Mesh;
  24721. /** @hidden */
  24722. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24723. /** @hidden */
  24724. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24725. /**
  24726. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24727. * This means the mesh underlying bounding box and sphere are recomputed.
  24728. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24729. * @returns the current mesh
  24730. */
  24731. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24732. /** @hidden */
  24733. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24734. /**
  24735. * This function will subdivide the mesh into multiple submeshes
  24736. * @param count defines the expected number of submeshes
  24737. */
  24738. subdivide(count: number): void;
  24739. /**
  24740. * Copy a FloatArray into a specific associated vertex buffer
  24741. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24742. * - VertexBuffer.PositionKind
  24743. * - VertexBuffer.UVKind
  24744. * - VertexBuffer.UV2Kind
  24745. * - VertexBuffer.UV3Kind
  24746. * - VertexBuffer.UV4Kind
  24747. * - VertexBuffer.UV5Kind
  24748. * - VertexBuffer.UV6Kind
  24749. * - VertexBuffer.ColorKind
  24750. * - VertexBuffer.MatricesIndicesKind
  24751. * - VertexBuffer.MatricesIndicesExtraKind
  24752. * - VertexBuffer.MatricesWeightsKind
  24753. * - VertexBuffer.MatricesWeightsExtraKind
  24754. * @param data defines the data source
  24755. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24756. * @param stride defines the data stride size (can be null)
  24757. * @returns the current mesh
  24758. */
  24759. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24760. /**
  24761. * Delete a vertex buffer associated with this mesh
  24762. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24763. * - VertexBuffer.PositionKind
  24764. * - VertexBuffer.UVKind
  24765. * - VertexBuffer.UV2Kind
  24766. * - VertexBuffer.UV3Kind
  24767. * - VertexBuffer.UV4Kind
  24768. * - VertexBuffer.UV5Kind
  24769. * - VertexBuffer.UV6Kind
  24770. * - VertexBuffer.ColorKind
  24771. * - VertexBuffer.MatricesIndicesKind
  24772. * - VertexBuffer.MatricesIndicesExtraKind
  24773. * - VertexBuffer.MatricesWeightsKind
  24774. * - VertexBuffer.MatricesWeightsExtraKind
  24775. */
  24776. removeVerticesData(kind: string): void;
  24777. /**
  24778. * Flags an associated vertex buffer as updatable
  24779. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24780. * - VertexBuffer.PositionKind
  24781. * - VertexBuffer.UVKind
  24782. * - VertexBuffer.UV2Kind
  24783. * - VertexBuffer.UV3Kind
  24784. * - VertexBuffer.UV4Kind
  24785. * - VertexBuffer.UV5Kind
  24786. * - VertexBuffer.UV6Kind
  24787. * - VertexBuffer.ColorKind
  24788. * - VertexBuffer.MatricesIndicesKind
  24789. * - VertexBuffer.MatricesIndicesExtraKind
  24790. * - VertexBuffer.MatricesWeightsKind
  24791. * - VertexBuffer.MatricesWeightsExtraKind
  24792. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24793. */
  24794. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24795. /**
  24796. * Sets the mesh global Vertex Buffer
  24797. * @param buffer defines the buffer to use
  24798. * @returns the current mesh
  24799. */
  24800. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24801. /**
  24802. * Update a specific associated vertex buffer
  24803. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24804. * - VertexBuffer.PositionKind
  24805. * - VertexBuffer.UVKind
  24806. * - VertexBuffer.UV2Kind
  24807. * - VertexBuffer.UV3Kind
  24808. * - VertexBuffer.UV4Kind
  24809. * - VertexBuffer.UV5Kind
  24810. * - VertexBuffer.UV6Kind
  24811. * - VertexBuffer.ColorKind
  24812. * - VertexBuffer.MatricesIndicesKind
  24813. * - VertexBuffer.MatricesIndicesExtraKind
  24814. * - VertexBuffer.MatricesWeightsKind
  24815. * - VertexBuffer.MatricesWeightsExtraKind
  24816. * @param data defines the data source
  24817. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24818. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24819. * @returns the current mesh
  24820. */
  24821. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24822. /**
  24823. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24824. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24825. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24826. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24827. * @returns the current mesh
  24828. */
  24829. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24830. /**
  24831. * Creates a un-shared specific occurence of the geometry for the mesh.
  24832. * @returns the current mesh
  24833. */
  24834. makeGeometryUnique(): Mesh;
  24835. /**
  24836. * Set the index buffer of this mesh
  24837. * @param indices defines the source data
  24838. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24839. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24840. * @returns the current mesh
  24841. */
  24842. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24843. /**
  24844. * Update the current index buffer
  24845. * @param indices defines the source data
  24846. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24847. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24848. * @returns the current mesh
  24849. */
  24850. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24851. /**
  24852. * Invert the geometry to move from a right handed system to a left handed one.
  24853. * @returns the current mesh
  24854. */
  24855. toLeftHanded(): Mesh;
  24856. /** @hidden */
  24857. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24858. /** @hidden */
  24859. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24860. /**
  24861. * Registers for this mesh a javascript function called just before the rendering process
  24862. * @param func defines the function to call before rendering this mesh
  24863. * @returns the current mesh
  24864. */
  24865. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24866. /**
  24867. * Disposes a previously registered javascript function called before the rendering
  24868. * @param func defines the function to remove
  24869. * @returns the current mesh
  24870. */
  24871. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24872. /**
  24873. * Registers for this mesh a javascript function called just after the rendering is complete
  24874. * @param func defines the function to call after rendering this mesh
  24875. * @returns the current mesh
  24876. */
  24877. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24878. /**
  24879. * Disposes a previously registered javascript function called after the rendering.
  24880. * @param func defines the function to remove
  24881. * @returns the current mesh
  24882. */
  24883. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24884. /** @hidden */
  24885. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24886. /** @hidden */
  24887. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24888. /** @hidden */
  24889. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  24890. /** @hidden */
  24891. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24892. /** @hidden */
  24893. _rebuild(): void;
  24894. /** @hidden */
  24895. _freeze(): void;
  24896. /** @hidden */
  24897. _unFreeze(): void;
  24898. /**
  24899. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  24900. * @param subMesh defines the subMesh to render
  24901. * @param enableAlphaMode defines if alpha mode can be changed
  24902. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  24903. * @returns the current mesh
  24904. */
  24905. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  24906. private _onBeforeDraw;
  24907. /**
  24908. * Renormalize the mesh and patch it up if there are no weights
  24909. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24910. * However in the case of zero weights then we set just a single influence to 1.
  24911. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24912. */
  24913. cleanMatrixWeights(): void;
  24914. private normalizeSkinFourWeights;
  24915. private normalizeSkinWeightsAndExtra;
  24916. /**
  24917. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24918. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24919. * the user know there was an issue with importing the mesh
  24920. * @returns a validation object with skinned, valid and report string
  24921. */
  24922. validateSkinning(): {
  24923. skinned: boolean;
  24924. valid: boolean;
  24925. report: string;
  24926. };
  24927. /** @hidden */
  24928. _checkDelayState(): Mesh;
  24929. private _queueLoad;
  24930. /**
  24931. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24932. * A mesh is in the frustum if its bounding box intersects the frustum
  24933. * @param frustumPlanes defines the frustum to test
  24934. * @returns true if the mesh is in the frustum planes
  24935. */
  24936. isInFrustum(frustumPlanes: Plane[]): boolean;
  24937. /**
  24938. * Sets the mesh material by the material or multiMaterial `id` property
  24939. * @param id is a string identifying the material or the multiMaterial
  24940. * @returns the current mesh
  24941. */
  24942. setMaterialByID(id: string): Mesh;
  24943. /**
  24944. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24945. * @returns an array of IAnimatable
  24946. */
  24947. getAnimatables(): IAnimatable[];
  24948. /**
  24949. * Modifies the mesh geometry according to the passed transformation matrix.
  24950. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24951. * The mesh normals are modified using the same transformation.
  24952. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24953. * @param transform defines the transform matrix to use
  24954. * @see http://doc.babylonjs.com/resources/baking_transformations
  24955. * @returns the current mesh
  24956. */
  24957. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24958. /**
  24959. * Modifies the mesh geometry according to its own current World Matrix.
  24960. * The mesh World Matrix is then reset.
  24961. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24962. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24963. * @see http://doc.babylonjs.com/resources/baking_transformations
  24964. * @returns the current mesh
  24965. */
  24966. bakeCurrentTransformIntoVertices(): Mesh;
  24967. /** @hidden */
  24968. readonly _positions: Nullable<Vector3[]>;
  24969. /** @hidden */
  24970. _resetPointsArrayCache(): Mesh;
  24971. /** @hidden */
  24972. _generatePointsArray(): boolean;
  24973. /**
  24974. * Returns a new Mesh object generated from the current mesh properties.
  24975. * This method must not get confused with createInstance()
  24976. * @param name is a string, the name given to the new mesh
  24977. * @param newParent can be any Node object (default `null`)
  24978. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24979. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24980. * @returns a new mesh
  24981. */
  24982. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24983. /**
  24984. * Releases resources associated with this mesh.
  24985. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24986. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24987. */
  24988. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24989. /** @hidden */
  24990. _disposeInstanceSpecificData(): void;
  24991. /**
  24992. * Modifies the mesh geometry according to a displacement map.
  24993. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24994. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24995. * @param url is a string, the URL from the image file is to be downloaded.
  24996. * @param minHeight is the lower limit of the displacement.
  24997. * @param maxHeight is the upper limit of the displacement.
  24998. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24999. * @param uvOffset is an optional vector2 used to offset UV.
  25000. * @param uvScale is an optional vector2 used to scale UV.
  25001. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  25002. * @returns the Mesh.
  25003. */
  25004. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25005. /**
  25006. * Modifies the mesh geometry according to a displacementMap buffer.
  25007. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  25008. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25009. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25010. * @param heightMapWidth is the width of the buffer image.
  25011. * @param heightMapHeight is the height of the buffer image.
  25012. * @param minHeight is the lower limit of the displacement.
  25013. * @param maxHeight is the upper limit of the displacement.
  25014. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  25015. * @param uvOffset is an optional vector2 used to offset UV.
  25016. * @param uvScale is an optional vector2 used to scale UV.
  25017. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  25018. * @returns the Mesh.
  25019. */
  25020. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25021. /**
  25022. * Modify the mesh to get a flat shading rendering.
  25023. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25024. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25025. * @returns current mesh
  25026. */
  25027. convertToFlatShadedMesh(): Mesh;
  25028. /**
  25029. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25030. * In other words, more vertices, no more indices and a single bigger VBO.
  25031. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25032. * @returns current mesh
  25033. */
  25034. convertToUnIndexedMesh(): Mesh;
  25035. /**
  25036. * Inverses facet orientations.
  25037. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25038. * @param flipNormals will also inverts the normals
  25039. * @returns current mesh
  25040. */
  25041. flipFaces(flipNormals?: boolean): Mesh;
  25042. /**
  25043. * Increase the number of facets and hence vertices in a mesh
  25044. * Vertex normals are interpolated from existing vertex normals
  25045. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25046. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25047. */
  25048. increaseVertices(numberPerEdge: number): void;
  25049. /**
  25050. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25051. * This will undo any application of covertToFlatShadedMesh
  25052. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25053. */
  25054. forceSharedVertices(): void;
  25055. /** @hidden */
  25056. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25057. /** @hidden */
  25058. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25059. /**
  25060. * Creates a new InstancedMesh object from the mesh model.
  25061. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25062. * @param name defines the name of the new instance
  25063. * @returns a new InstancedMesh
  25064. */
  25065. createInstance(name: string): InstancedMesh;
  25066. /**
  25067. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25068. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25069. * @returns the current mesh
  25070. */
  25071. synchronizeInstances(): Mesh;
  25072. /**
  25073. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25074. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25075. * This should be used together with the simplification to avoid disappearing triangles.
  25076. * @param successCallback an optional success callback to be called after the optimization finished.
  25077. * @returns the current mesh
  25078. */
  25079. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25080. /**
  25081. * Serialize current mesh
  25082. * @param serializationObject defines the object which will receive the serialization data
  25083. */
  25084. serialize(serializationObject: any): void;
  25085. /** @hidden */
  25086. _syncGeometryWithMorphTargetManager(): void;
  25087. /** @hidden */
  25088. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25089. /**
  25090. * Returns a new Mesh object parsed from the source provided.
  25091. * @param parsedMesh is the source
  25092. * @param scene defines the hosting scene
  25093. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25094. * @returns a new Mesh
  25095. */
  25096. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25097. /**
  25098. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25099. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25100. * @param name defines the name of the mesh to create
  25101. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25102. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25103. * @param closePath creates a seam between the first and the last points of each path of the path array
  25104. * @param offset is taken in account only if the `pathArray` is containing a single path
  25105. * @param scene defines the hosting scene
  25106. * @param updatable defines if the mesh must be flagged as updatable
  25107. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25108. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  25109. * @returns a new Mesh
  25110. */
  25111. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25112. /**
  25113. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25114. * @param name defines the name of the mesh to create
  25115. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25116. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25117. * @param scene defines the hosting scene
  25118. * @param updatable defines if the mesh must be flagged as updatable
  25119. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25120. * @returns a new Mesh
  25121. */
  25122. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25123. /**
  25124. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25125. * @param name defines the name of the mesh to create
  25126. * @param size sets the size (float) of each box side (default 1)
  25127. * @param scene defines the hosting scene
  25128. * @param updatable defines if the mesh must be flagged as updatable
  25129. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25130. * @returns a new Mesh
  25131. */
  25132. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25133. /**
  25134. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25135. * @param name defines the name of the mesh to create
  25136. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25137. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25138. * @param scene defines the hosting scene
  25139. * @param updatable defines if the mesh must be flagged as updatable
  25140. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25141. * @returns a new Mesh
  25142. */
  25143. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25144. /**
  25145. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25146. * @param name defines the name of the mesh to create
  25147. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25148. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25149. * @param scene defines the hosting scene
  25150. * @returns a new Mesh
  25151. */
  25152. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25153. /**
  25154. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25155. * @param name defines the name of the mesh to create
  25156. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25157. * @param diameterTop set the top cap diameter (floats, default 1)
  25158. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25159. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25160. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25161. * @param scene defines the hosting scene
  25162. * @param updatable defines if the mesh must be flagged as updatable
  25163. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25164. * @returns a new Mesh
  25165. */
  25166. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25167. /**
  25168. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25169. * @param name defines the name of the mesh to create
  25170. * @param diameter sets the diameter size (float) of the torus (default 1)
  25171. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25172. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25173. * @param scene defines the hosting scene
  25174. * @param updatable defines if the mesh must be flagged as updatable
  25175. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25176. * @returns a new Mesh
  25177. */
  25178. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25179. /**
  25180. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25181. * @param name defines the name of the mesh to create
  25182. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25183. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25184. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25185. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25186. * @param p the number of windings on X axis (positive integers, default 2)
  25187. * @param q the number of windings on Y axis (positive integers, default 3)
  25188. * @param scene defines the hosting scene
  25189. * @param updatable defines if the mesh must be flagged as updatable
  25190. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25191. * @returns a new Mesh
  25192. */
  25193. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25194. /**
  25195. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25196. * @param name defines the name of the mesh to create
  25197. * @param points is an array successive Vector3
  25198. * @param scene defines the hosting scene
  25199. * @param updatable defines if the mesh must be flagged as updatable
  25200. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  25201. * @returns a new Mesh
  25202. */
  25203. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25204. /**
  25205. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25206. * @param name defines the name of the mesh to create
  25207. * @param points is an array successive Vector3
  25208. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25209. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25210. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25211. * @param scene defines the hosting scene
  25212. * @param updatable defines if the mesh must be flagged as updatable
  25213. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  25214. * @returns a new Mesh
  25215. */
  25216. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25217. /**
  25218. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25219. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25220. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  25221. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25222. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25223. * Remember you can only change the shape positions, not their number when updating a polygon.
  25224. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25225. * @param name defines the name of the mesh to create
  25226. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25227. * @param scene defines the hosting scene
  25228. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25229. * @param updatable defines if the mesh must be flagged as updatable
  25230. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25231. * @param earcutInjection can be used to inject your own earcut reference
  25232. * @returns a new Mesh
  25233. */
  25234. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25235. /**
  25236. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25237. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25238. * @param name defines the name of the mesh to create
  25239. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25240. * @param depth defines the height of extrusion
  25241. * @param scene defines the hosting scene
  25242. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25243. * @param updatable defines if the mesh must be flagged as updatable
  25244. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25245. * @param earcutInjection can be used to inject your own earcut reference
  25246. * @returns a new Mesh
  25247. */
  25248. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25249. /**
  25250. * Creates an extruded shape mesh.
  25251. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  25252. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25253. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25254. * @param name defines the name of the mesh to create
  25255. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25256. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25257. * @param scale is the value to scale the shape
  25258. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  25259. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25260. * @param scene defines the hosting scene
  25261. * @param updatable defines if the mesh must be flagged as updatable
  25262. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25263. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  25264. * @returns a new Mesh
  25265. */
  25266. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25267. /**
  25268. * Creates an custom extruded shape mesh.
  25269. * The custom extrusion is a parametric shape.
  25270. * It has no predefined shape. Its final shape will depend on the input parameters.
  25271. * Please consider using the same method from the MeshBuilder class instead
  25272. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25273. * @param name defines the name of the mesh to create
  25274. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25275. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25276. * @param scaleFunction is a custom Javascript function called on each path point
  25277. * @param rotationFunction is a custom Javascript function called on each path point
  25278. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25279. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25280. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25281. * @param scene defines the hosting scene
  25282. * @param updatable defines if the mesh must be flagged as updatable
  25283. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25284. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  25285. * @returns a new Mesh
  25286. */
  25287. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25288. /**
  25289. * Creates lathe mesh.
  25290. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25291. * Please consider using the same method from the MeshBuilder class instead
  25292. * @param name defines the name of the mesh to create
  25293. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  25294. * @param radius is the radius value of the lathe
  25295. * @param tessellation is the side number of the lathe.
  25296. * @param scene defines the hosting scene
  25297. * @param updatable defines if the mesh must be flagged as updatable
  25298. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25299. * @returns a new Mesh
  25300. */
  25301. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25302. /**
  25303. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25304. * @param name defines the name of the mesh to create
  25305. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25306. * @param scene defines the hosting scene
  25307. * @param updatable defines if the mesh must be flagged as updatable
  25308. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25309. * @returns a new Mesh
  25310. */
  25311. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25312. /**
  25313. * Creates a ground mesh.
  25314. * Please consider using the same method from the MeshBuilder class instead
  25315. * @param name defines the name of the mesh to create
  25316. * @param width set the width of the ground
  25317. * @param height set the height of the ground
  25318. * @param subdivisions sets the number of subdivisions per side
  25319. * @param scene defines the hosting scene
  25320. * @param updatable defines if the mesh must be flagged as updatable
  25321. * @returns a new Mesh
  25322. */
  25323. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25324. /**
  25325. * Creates a tiled ground mesh.
  25326. * Please consider using the same method from the MeshBuilder class instead
  25327. * @param name defines the name of the mesh to create
  25328. * @param xmin set the ground minimum X coordinate
  25329. * @param zmin set the ground minimum Y coordinate
  25330. * @param xmax set the ground maximum X coordinate
  25331. * @param zmax set the ground maximum Z coordinate
  25332. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  25333. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  25334. * @param scene defines the hosting scene
  25335. * @param updatable defines if the mesh must be flagged as updatable
  25336. * @returns a new Mesh
  25337. */
  25338. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25339. w: number;
  25340. h: number;
  25341. }, precision: {
  25342. w: number;
  25343. h: number;
  25344. }, scene: Scene, updatable?: boolean): Mesh;
  25345. /**
  25346. * Creates a ground mesh from a height map.
  25347. * Please consider using the same method from the MeshBuilder class instead
  25348. * @see http://doc.babylonjs.com/babylon101/height_map
  25349. * @param name defines the name of the mesh to create
  25350. * @param url sets the URL of the height map image resource
  25351. * @param width set the ground width size
  25352. * @param height set the ground height size
  25353. * @param subdivisions sets the number of subdivision per side
  25354. * @param minHeight is the minimum altitude on the ground
  25355. * @param maxHeight is the maximum altitude on the ground
  25356. * @param scene defines the hosting scene
  25357. * @param updatable defines if the mesh must be flagged as updatable
  25358. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25359. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25360. * @returns a new Mesh
  25361. */
  25362. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  25363. /**
  25364. * Creates a tube mesh.
  25365. * The tube is a parametric shape.
  25366. * It has no predefined shape. Its final shape will depend on the input parameters.
  25367. * Please consider using the same method from the MeshBuilder class instead
  25368. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25369. * @param name defines the name of the mesh to create
  25370. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25371. * @param radius sets the tube radius size
  25372. * @param tessellation is the number of sides on the tubular surface
  25373. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  25374. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25375. * @param scene defines the hosting scene
  25376. * @param updatable defines if the mesh must be flagged as updatable
  25377. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25378. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  25379. * @returns a new Mesh
  25380. */
  25381. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25382. (i: number, distance: number): number;
  25383. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25384. /**
  25385. * Creates a polyhedron mesh.
  25386. * Please consider using the same method from the MeshBuilder class instead.
  25387. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  25388. * * The parameter `size` (positive float, default 1) sets the polygon size
  25389. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25390. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  25391. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  25392. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  25393. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  25394. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  25395. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25396. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25397. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25398. * @param name defines the name of the mesh to create
  25399. * @param options defines the options used to create the mesh
  25400. * @param scene defines the hosting scene
  25401. * @returns a new Mesh
  25402. */
  25403. static CreatePolyhedron(name: string, options: {
  25404. type?: number;
  25405. size?: number;
  25406. sizeX?: number;
  25407. sizeY?: number;
  25408. sizeZ?: number;
  25409. custom?: any;
  25410. faceUV?: Vector4[];
  25411. faceColors?: Color4[];
  25412. updatable?: boolean;
  25413. sideOrientation?: number;
  25414. }, scene: Scene): Mesh;
  25415. /**
  25416. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25417. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25418. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  25419. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25420. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  25421. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25422. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25423. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25424. * @param name defines the name of the mesh
  25425. * @param options defines the options used to create the mesh
  25426. * @param scene defines the hosting scene
  25427. * @returns a new Mesh
  25428. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25429. */
  25430. static CreateIcoSphere(name: string, options: {
  25431. radius?: number;
  25432. flat?: boolean;
  25433. subdivisions?: number;
  25434. sideOrientation?: number;
  25435. updatable?: boolean;
  25436. }, scene: Scene): Mesh;
  25437. /**
  25438. * Creates a decal mesh.
  25439. * Please consider using the same method from the MeshBuilder class instead.
  25440. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25441. * @param name defines the name of the mesh
  25442. * @param sourceMesh defines the mesh receiving the decal
  25443. * @param position sets the position of the decal in world coordinates
  25444. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25445. * @param size sets the decal scaling
  25446. * @param angle sets the angle to rotate the decal
  25447. * @returns a new Mesh
  25448. */
  25449. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25450. /**
  25451. * Prepare internal position array for software CPU skinning
  25452. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25453. */
  25454. setPositionsForCPUSkinning(): Float32Array;
  25455. /**
  25456. * Prepare internal normal array for software CPU skinning
  25457. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25458. */
  25459. setNormalsForCPUSkinning(): Float32Array;
  25460. /**
  25461. * Updates the vertex buffer by applying transformation from the bones
  25462. * @param skeleton defines the skeleton to apply to current mesh
  25463. * @returns the current mesh
  25464. */
  25465. applySkeleton(skeleton: Skeleton): Mesh;
  25466. /**
  25467. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25468. * @param meshes defines the list of meshes to scan
  25469. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25470. */
  25471. static MinMax(meshes: AbstractMesh[]): {
  25472. min: Vector3;
  25473. max: Vector3;
  25474. };
  25475. /**
  25476. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25477. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25478. * @returns a vector3
  25479. */
  25480. static Center(meshesOrMinMaxVector: {
  25481. min: Vector3;
  25482. max: Vector3;
  25483. } | AbstractMesh[]): Vector3;
  25484. /**
  25485. * Merge the array of meshes into a single mesh for performance reasons.
  25486. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25487. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25488. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25489. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25490. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25491. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25492. * @returns a new mesh
  25493. */
  25494. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25495. /** @hidden */
  25496. addInstance(instance: InstancedMesh): void;
  25497. /** @hidden */
  25498. removeInstance(instance: InstancedMesh): void;
  25499. }
  25500. }
  25501. declare module "babylonjs/Cameras/camera" {
  25502. import { SmartArray } from "babylonjs/Misc/smartArray";
  25503. import { Observable } from "babylonjs/Misc/observable";
  25504. import { Nullable } from "babylonjs/types";
  25505. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25506. import { Scene } from "babylonjs/scene";
  25507. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25508. import { Node } from "babylonjs/node";
  25509. import { Mesh } from "babylonjs/Meshes/mesh";
  25510. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25511. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25512. import { Viewport } from "babylonjs/Maths/math.viewport";
  25513. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25514. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25515. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25516. import { Ray } from "babylonjs/Culling/ray";
  25517. /**
  25518. * This is the base class of all the camera used in the application.
  25519. * @see http://doc.babylonjs.com/features/cameras
  25520. */
  25521. export class Camera extends Node {
  25522. /** @hidden */
  25523. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25524. /**
  25525. * This is the default projection mode used by the cameras.
  25526. * It helps recreating a feeling of perspective and better appreciate depth.
  25527. * This is the best way to simulate real life cameras.
  25528. */
  25529. static readonly PERSPECTIVE_CAMERA: number;
  25530. /**
  25531. * This helps creating camera with an orthographic mode.
  25532. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25533. */
  25534. static readonly ORTHOGRAPHIC_CAMERA: number;
  25535. /**
  25536. * This is the default FOV mode for perspective cameras.
  25537. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25538. */
  25539. static readonly FOVMODE_VERTICAL_FIXED: number;
  25540. /**
  25541. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25542. */
  25543. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25544. /**
  25545. * This specifies ther is no need for a camera rig.
  25546. * Basically only one eye is rendered corresponding to the camera.
  25547. */
  25548. static readonly RIG_MODE_NONE: number;
  25549. /**
  25550. * Simulates a camera Rig with one blue eye and one red eye.
  25551. * This can be use with 3d blue and red glasses.
  25552. */
  25553. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25554. /**
  25555. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25556. */
  25557. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25558. /**
  25559. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25560. */
  25561. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25562. /**
  25563. * Defines that both eyes of the camera will be rendered over under each other.
  25564. */
  25565. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25566. /**
  25567. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25568. */
  25569. static readonly RIG_MODE_VR: number;
  25570. /**
  25571. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25572. */
  25573. static readonly RIG_MODE_WEBVR: number;
  25574. /**
  25575. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25576. */
  25577. static readonly RIG_MODE_CUSTOM: number;
  25578. /**
  25579. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25580. */
  25581. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25582. /**
  25583. * Define the input manager associated with the camera.
  25584. */
  25585. inputs: CameraInputsManager<Camera>;
  25586. /** @hidden */
  25587. _position: Vector3;
  25588. /**
  25589. * Define the current local position of the camera in the scene
  25590. */
  25591. position: Vector3;
  25592. /**
  25593. * The vector the camera should consider as up.
  25594. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25595. */
  25596. upVector: Vector3;
  25597. /**
  25598. * Define the current limit on the left side for an orthographic camera
  25599. * In scene unit
  25600. */
  25601. orthoLeft: Nullable<number>;
  25602. /**
  25603. * Define the current limit on the right side for an orthographic camera
  25604. * In scene unit
  25605. */
  25606. orthoRight: Nullable<number>;
  25607. /**
  25608. * Define the current limit on the bottom side for an orthographic camera
  25609. * In scene unit
  25610. */
  25611. orthoBottom: Nullable<number>;
  25612. /**
  25613. * Define the current limit on the top side for an orthographic camera
  25614. * In scene unit
  25615. */
  25616. orthoTop: Nullable<number>;
  25617. /**
  25618. * Field Of View is set in Radians. (default is 0.8)
  25619. */
  25620. fov: number;
  25621. /**
  25622. * Define the minimum distance the camera can see from.
  25623. * This is important to note that the depth buffer are not infinite and the closer it starts
  25624. * the more your scene might encounter depth fighting issue.
  25625. */
  25626. minZ: number;
  25627. /**
  25628. * Define the maximum distance the camera can see to.
  25629. * This is important to note that the depth buffer are not infinite and the further it end
  25630. * the more your scene might encounter depth fighting issue.
  25631. */
  25632. maxZ: number;
  25633. /**
  25634. * Define the default inertia of the camera.
  25635. * This helps giving a smooth feeling to the camera movement.
  25636. */
  25637. inertia: number;
  25638. /**
  25639. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25640. */
  25641. mode: number;
  25642. /**
  25643. * Define wether the camera is intermediate.
  25644. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25645. */
  25646. isIntermediate: boolean;
  25647. /**
  25648. * Define the viewport of the camera.
  25649. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25650. */
  25651. viewport: Viewport;
  25652. /**
  25653. * Restricts the camera to viewing objects with the same layerMask.
  25654. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25655. */
  25656. layerMask: number;
  25657. /**
  25658. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25659. */
  25660. fovMode: number;
  25661. /**
  25662. * Rig mode of the camera.
  25663. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25664. * This is normally controlled byt the camera themselves as internal use.
  25665. */
  25666. cameraRigMode: number;
  25667. /**
  25668. * Defines the distance between both "eyes" in case of a RIG
  25669. */
  25670. interaxialDistance: number;
  25671. /**
  25672. * Defines if stereoscopic rendering is done side by side or over under.
  25673. */
  25674. isStereoscopicSideBySide: boolean;
  25675. /**
  25676. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25677. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25678. * else in the scene. (Eg. security camera)
  25679. *
  25680. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25681. */
  25682. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25683. /**
  25684. * When set, the camera will render to this render target instead of the default canvas
  25685. *
  25686. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25687. */
  25688. outputRenderTarget: Nullable<RenderTargetTexture>;
  25689. /**
  25690. * Observable triggered when the camera view matrix has changed.
  25691. */
  25692. onViewMatrixChangedObservable: Observable<Camera>;
  25693. /**
  25694. * Observable triggered when the camera Projection matrix has changed.
  25695. */
  25696. onProjectionMatrixChangedObservable: Observable<Camera>;
  25697. /**
  25698. * Observable triggered when the inputs have been processed.
  25699. */
  25700. onAfterCheckInputsObservable: Observable<Camera>;
  25701. /**
  25702. * Observable triggered when reset has been called and applied to the camera.
  25703. */
  25704. onRestoreStateObservable: Observable<Camera>;
  25705. /** @hidden */
  25706. _cameraRigParams: any;
  25707. /** @hidden */
  25708. _rigCameras: Camera[];
  25709. /** @hidden */
  25710. _rigPostProcess: Nullable<PostProcess>;
  25711. protected _webvrViewMatrix: Matrix;
  25712. /** @hidden */
  25713. _skipRendering: boolean;
  25714. /** @hidden */
  25715. _projectionMatrix: Matrix;
  25716. /** @hidden */
  25717. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25718. /** @hidden */
  25719. _activeMeshes: SmartArray<AbstractMesh>;
  25720. protected _globalPosition: Vector3;
  25721. /** @hidden */
  25722. _computedViewMatrix: Matrix;
  25723. private _doNotComputeProjectionMatrix;
  25724. private _transformMatrix;
  25725. private _frustumPlanes;
  25726. private _refreshFrustumPlanes;
  25727. private _storedFov;
  25728. private _stateStored;
  25729. /**
  25730. * Instantiates a new camera object.
  25731. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25732. * @see http://doc.babylonjs.com/features/cameras
  25733. * @param name Defines the name of the camera in the scene
  25734. * @param position Defines the position of the camera
  25735. * @param scene Defines the scene the camera belongs too
  25736. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25737. */
  25738. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25739. /**
  25740. * Store current camera state (fov, position, etc..)
  25741. * @returns the camera
  25742. */
  25743. storeState(): Camera;
  25744. /**
  25745. * Restores the camera state values if it has been stored. You must call storeState() first
  25746. */
  25747. protected _restoreStateValues(): boolean;
  25748. /**
  25749. * Restored camera state. You must call storeState() first.
  25750. * @returns true if restored and false otherwise
  25751. */
  25752. restoreState(): boolean;
  25753. /**
  25754. * Gets the class name of the camera.
  25755. * @returns the class name
  25756. */
  25757. getClassName(): string;
  25758. /** @hidden */
  25759. readonly _isCamera: boolean;
  25760. /**
  25761. * Gets a string representation of the camera useful for debug purpose.
  25762. * @param fullDetails Defines that a more verboe level of logging is required
  25763. * @returns the string representation
  25764. */
  25765. toString(fullDetails?: boolean): string;
  25766. /**
  25767. * Gets the current world space position of the camera.
  25768. */
  25769. readonly globalPosition: Vector3;
  25770. /**
  25771. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25772. * @returns the active meshe list
  25773. */
  25774. getActiveMeshes(): SmartArray<AbstractMesh>;
  25775. /**
  25776. * Check wether a mesh is part of the current active mesh list of the camera
  25777. * @param mesh Defines the mesh to check
  25778. * @returns true if active, false otherwise
  25779. */
  25780. isActiveMesh(mesh: Mesh): boolean;
  25781. /**
  25782. * Is this camera ready to be used/rendered
  25783. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25784. * @return true if the camera is ready
  25785. */
  25786. isReady(completeCheck?: boolean): boolean;
  25787. /** @hidden */
  25788. _initCache(): void;
  25789. /** @hidden */
  25790. _updateCache(ignoreParentClass?: boolean): void;
  25791. /** @hidden */
  25792. _isSynchronized(): boolean;
  25793. /** @hidden */
  25794. _isSynchronizedViewMatrix(): boolean;
  25795. /** @hidden */
  25796. _isSynchronizedProjectionMatrix(): boolean;
  25797. /**
  25798. * Attach the input controls to a specific dom element to get the input from.
  25799. * @param element Defines the element the controls should be listened from
  25800. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25801. */
  25802. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25803. /**
  25804. * Detach the current controls from the specified dom element.
  25805. * @param element Defines the element to stop listening the inputs from
  25806. */
  25807. detachControl(element: HTMLElement): void;
  25808. /**
  25809. * Update the camera state according to the different inputs gathered during the frame.
  25810. */
  25811. update(): void;
  25812. /** @hidden */
  25813. _checkInputs(): void;
  25814. /** @hidden */
  25815. readonly rigCameras: Camera[];
  25816. /**
  25817. * Gets the post process used by the rig cameras
  25818. */
  25819. readonly rigPostProcess: Nullable<PostProcess>;
  25820. /**
  25821. * Internal, gets the first post proces.
  25822. * @returns the first post process to be run on this camera.
  25823. */
  25824. _getFirstPostProcess(): Nullable<PostProcess>;
  25825. private _cascadePostProcessesToRigCams;
  25826. /**
  25827. * Attach a post process to the camera.
  25828. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25829. * @param postProcess The post process to attach to the camera
  25830. * @param insertAt The position of the post process in case several of them are in use in the scene
  25831. * @returns the position the post process has been inserted at
  25832. */
  25833. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25834. /**
  25835. * Detach a post process to the camera.
  25836. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25837. * @param postProcess The post process to detach from the camera
  25838. */
  25839. detachPostProcess(postProcess: PostProcess): void;
  25840. /**
  25841. * Gets the current world matrix of the camera
  25842. */
  25843. getWorldMatrix(): Matrix;
  25844. /** @hidden */
  25845. _getViewMatrix(): Matrix;
  25846. /**
  25847. * Gets the current view matrix of the camera.
  25848. * @param force forces the camera to recompute the matrix without looking at the cached state
  25849. * @returns the view matrix
  25850. */
  25851. getViewMatrix(force?: boolean): Matrix;
  25852. /**
  25853. * Freeze the projection matrix.
  25854. * It will prevent the cache check of the camera projection compute and can speed up perf
  25855. * if no parameter of the camera are meant to change
  25856. * @param projection Defines manually a projection if necessary
  25857. */
  25858. freezeProjectionMatrix(projection?: Matrix): void;
  25859. /**
  25860. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25861. */
  25862. unfreezeProjectionMatrix(): void;
  25863. /**
  25864. * Gets the current projection matrix of the camera.
  25865. * @param force forces the camera to recompute the matrix without looking at the cached state
  25866. * @returns the projection matrix
  25867. */
  25868. getProjectionMatrix(force?: boolean): Matrix;
  25869. /**
  25870. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25871. * @returns a Matrix
  25872. */
  25873. getTransformationMatrix(): Matrix;
  25874. private _updateFrustumPlanes;
  25875. /**
  25876. * Checks if a cullable object (mesh...) is in the camera frustum
  25877. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25878. * @param target The object to check
  25879. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25880. * @returns true if the object is in frustum otherwise false
  25881. */
  25882. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25883. /**
  25884. * Checks if a cullable object (mesh...) is in the camera frustum
  25885. * Unlike isInFrustum this cheks the full bounding box
  25886. * @param target The object to check
  25887. * @returns true if the object is in frustum otherwise false
  25888. */
  25889. isCompletelyInFrustum(target: ICullable): boolean;
  25890. /**
  25891. * Gets a ray in the forward direction from the camera.
  25892. * @param length Defines the length of the ray to create
  25893. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25894. * @param origin Defines the start point of the ray which defaults to the camera position
  25895. * @returns the forward ray
  25896. */
  25897. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25898. /**
  25899. * Releases resources associated with this node.
  25900. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25901. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25902. */
  25903. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25904. /** @hidden */
  25905. _isLeftCamera: boolean;
  25906. /**
  25907. * Gets the left camera of a rig setup in case of Rigged Camera
  25908. */
  25909. readonly isLeftCamera: boolean;
  25910. /** @hidden */
  25911. _isRightCamera: boolean;
  25912. /**
  25913. * Gets the right camera of a rig setup in case of Rigged Camera
  25914. */
  25915. readonly isRightCamera: boolean;
  25916. /**
  25917. * Gets the left camera of a rig setup in case of Rigged Camera
  25918. */
  25919. readonly leftCamera: Nullable<FreeCamera>;
  25920. /**
  25921. * Gets the right camera of a rig setup in case of Rigged Camera
  25922. */
  25923. readonly rightCamera: Nullable<FreeCamera>;
  25924. /**
  25925. * Gets the left camera target of a rig setup in case of Rigged Camera
  25926. * @returns the target position
  25927. */
  25928. getLeftTarget(): Nullable<Vector3>;
  25929. /**
  25930. * Gets the right camera target of a rig setup in case of Rigged Camera
  25931. * @returns the target position
  25932. */
  25933. getRightTarget(): Nullable<Vector3>;
  25934. /**
  25935. * @hidden
  25936. */
  25937. setCameraRigMode(mode: number, rigParams: any): void;
  25938. /** @hidden */
  25939. static _setStereoscopicRigMode(camera: Camera): void;
  25940. /** @hidden */
  25941. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25942. /** @hidden */
  25943. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25944. /** @hidden */
  25945. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25946. /** @hidden */
  25947. _getVRProjectionMatrix(): Matrix;
  25948. protected _updateCameraRotationMatrix(): void;
  25949. protected _updateWebVRCameraRotationMatrix(): void;
  25950. /**
  25951. * This function MUST be overwritten by the different WebVR cameras available.
  25952. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25953. * @hidden
  25954. */
  25955. _getWebVRProjectionMatrix(): Matrix;
  25956. /**
  25957. * This function MUST be overwritten by the different WebVR cameras available.
  25958. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25959. * @hidden
  25960. */
  25961. _getWebVRViewMatrix(): Matrix;
  25962. /** @hidden */
  25963. setCameraRigParameter(name: string, value: any): void;
  25964. /**
  25965. * needs to be overridden by children so sub has required properties to be copied
  25966. * @hidden
  25967. */
  25968. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25969. /**
  25970. * May need to be overridden by children
  25971. * @hidden
  25972. */
  25973. _updateRigCameras(): void;
  25974. /** @hidden */
  25975. _setupInputs(): void;
  25976. /**
  25977. * Serialiaze the camera setup to a json represention
  25978. * @returns the JSON representation
  25979. */
  25980. serialize(): any;
  25981. /**
  25982. * Clones the current camera.
  25983. * @param name The cloned camera name
  25984. * @returns the cloned camera
  25985. */
  25986. clone(name: string): Camera;
  25987. /**
  25988. * Gets the direction of the camera relative to a given local axis.
  25989. * @param localAxis Defines the reference axis to provide a relative direction.
  25990. * @return the direction
  25991. */
  25992. getDirection(localAxis: Vector3): Vector3;
  25993. /**
  25994. * Returns the current camera absolute rotation
  25995. */
  25996. readonly absoluteRotation: Quaternion;
  25997. /**
  25998. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25999. * @param localAxis Defines the reference axis to provide a relative direction.
  26000. * @param result Defines the vector to store the result in
  26001. */
  26002. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26003. /**
  26004. * Gets a camera constructor for a given camera type
  26005. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26006. * @param name The name of the camera the result will be able to instantiate
  26007. * @param scene The scene the result will construct the camera in
  26008. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26009. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26010. * @returns a factory method to construc the camera
  26011. */
  26012. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26013. /**
  26014. * Compute the world matrix of the camera.
  26015. * @returns the camera world matrix
  26016. */
  26017. computeWorldMatrix(): Matrix;
  26018. /**
  26019. * Parse a JSON and creates the camera from the parsed information
  26020. * @param parsedCamera The JSON to parse
  26021. * @param scene The scene to instantiate the camera in
  26022. * @returns the newly constructed camera
  26023. */
  26024. static Parse(parsedCamera: any, scene: Scene): Camera;
  26025. }
  26026. }
  26027. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26028. import { Nullable } from "babylonjs/types";
  26029. import { Scene } from "babylonjs/scene";
  26030. import { Vector4 } from "babylonjs/Maths/math.vector";
  26031. import { Mesh } from "babylonjs/Meshes/mesh";
  26032. /**
  26033. * Class containing static functions to help procedurally build meshes
  26034. */
  26035. export class DiscBuilder {
  26036. /**
  26037. * Creates a plane polygonal mesh. By default, this is a disc
  26038. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26039. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  26040. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  26041. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26042. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  26043. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26044. * @param name defines the name of the mesh
  26045. * @param options defines the options used to create the mesh
  26046. * @param scene defines the hosting scene
  26047. * @returns the plane polygonal mesh
  26048. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26049. */
  26050. static CreateDisc(name: string, options: {
  26051. radius?: number;
  26052. tessellation?: number;
  26053. arc?: number;
  26054. updatable?: boolean;
  26055. sideOrientation?: number;
  26056. frontUVs?: Vector4;
  26057. backUVs?: Vector4;
  26058. }, scene?: Nullable<Scene>): Mesh;
  26059. }
  26060. }
  26061. declare module "babylonjs/Particles/solidParticleSystem" {
  26062. import { Vector3 } from "babylonjs/Maths/math.vector";
  26063. import { Mesh } from "babylonjs/Meshes/mesh";
  26064. import { Scene, IDisposable } from "babylonjs/scene";
  26065. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26066. /**
  26067. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26068. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  26069. * The SPS is also a particle system. It provides some methods to manage the particles.
  26070. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26071. *
  26072. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26073. */
  26074. export class SolidParticleSystem implements IDisposable {
  26075. /**
  26076. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26077. * Example : var p = SPS.particles[i];
  26078. */
  26079. particles: SolidParticle[];
  26080. /**
  26081. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26082. */
  26083. nbParticles: number;
  26084. /**
  26085. * If the particles must ever face the camera (default false). Useful for planar particles.
  26086. */
  26087. billboard: boolean;
  26088. /**
  26089. * Recompute normals when adding a shape
  26090. */
  26091. recomputeNormals: boolean;
  26092. /**
  26093. * This a counter ofr your own usage. It's not set by any SPS functions.
  26094. */
  26095. counter: number;
  26096. /**
  26097. * The SPS name. This name is also given to the underlying mesh.
  26098. */
  26099. name: string;
  26100. /**
  26101. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26102. */
  26103. mesh: Mesh;
  26104. /**
  26105. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26106. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26107. */
  26108. vars: any;
  26109. /**
  26110. * This array is populated when the SPS is set as 'pickable'.
  26111. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26112. * Each element of this array is an object `{idx: int, faceId: int}`.
  26113. * `idx` is the picked particle index in the `SPS.particles` array
  26114. * `faceId` is the picked face index counted within this particle.
  26115. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26116. */
  26117. pickedParticles: {
  26118. idx: number;
  26119. faceId: number;
  26120. }[];
  26121. /**
  26122. * This array is populated when `enableDepthSort` is set to true.
  26123. * Each element of this array is an instance of the class DepthSortedParticle.
  26124. */
  26125. depthSortedParticles: DepthSortedParticle[];
  26126. /**
  26127. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26128. * @hidden
  26129. */
  26130. _bSphereOnly: boolean;
  26131. /**
  26132. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26133. * @hidden
  26134. */
  26135. _bSphereRadiusFactor: number;
  26136. private _scene;
  26137. private _positions;
  26138. private _indices;
  26139. private _normals;
  26140. private _colors;
  26141. private _uvs;
  26142. private _indices32;
  26143. private _positions32;
  26144. private _normals32;
  26145. private _fixedNormal32;
  26146. private _colors32;
  26147. private _uvs32;
  26148. private _index;
  26149. private _updatable;
  26150. private _pickable;
  26151. private _isVisibilityBoxLocked;
  26152. private _alwaysVisible;
  26153. private _depthSort;
  26154. private _expandable;
  26155. private _shapeCounter;
  26156. private _copy;
  26157. private _color;
  26158. private _computeParticleColor;
  26159. private _computeParticleTexture;
  26160. private _computeParticleRotation;
  26161. private _computeParticleVertex;
  26162. private _computeBoundingBox;
  26163. private _depthSortParticles;
  26164. private _camera;
  26165. private _mustUnrotateFixedNormals;
  26166. private _particlesIntersect;
  26167. private _needs32Bits;
  26168. private _isNotBuilt;
  26169. /**
  26170. * Creates a SPS (Solid Particle System) object.
  26171. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26172. * @param scene (Scene) is the scene in which the SPS is added.
  26173. * @param options defines the options of the sps e.g.
  26174. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26175. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26176. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26177. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26178. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26179. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26180. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26181. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26182. */
  26183. constructor(name: string, scene: Scene, options?: {
  26184. updatable?: boolean;
  26185. isPickable?: boolean;
  26186. enableDepthSort?: boolean;
  26187. particleIntersection?: boolean;
  26188. boundingSphereOnly?: boolean;
  26189. bSphereRadiusFactor?: number;
  26190. expandable?: boolean;
  26191. });
  26192. /**
  26193. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26194. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26195. * @returns the created mesh
  26196. */
  26197. buildMesh(): Mesh;
  26198. /**
  26199. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26200. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26201. * Thus the particles generated from `digest()` have their property `position` set yet.
  26202. * @param mesh ( Mesh ) is the mesh to be digested
  26203. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  26204. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26205. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26206. * @returns the current SPS
  26207. */
  26208. digest(mesh: Mesh, options?: {
  26209. facetNb?: number;
  26210. number?: number;
  26211. delta?: number;
  26212. }): SolidParticleSystem;
  26213. private _unrotateFixedNormals;
  26214. private _resetCopy;
  26215. private _meshBuilder;
  26216. private _posToShape;
  26217. private _uvsToShapeUV;
  26218. private _addParticle;
  26219. /**
  26220. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26221. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26222. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26223. * @param nb (positive integer) the number of particles to be created from this model
  26224. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26225. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26226. * @returns the number of shapes in the system
  26227. */
  26228. addShape(mesh: Mesh, nb: number, options?: {
  26229. positionFunction?: any;
  26230. vertexFunction?: any;
  26231. }): number;
  26232. private _rebuildParticle;
  26233. /**
  26234. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26235. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26236. * @returns the SPS.
  26237. */
  26238. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26239. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26240. * Returns an array with the removed particles.
  26241. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26242. * The SPS can't be empty so at least one particle needs to remain in place.
  26243. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26244. * @param start index of the first particle to remove
  26245. * @param end index of the last particle to remove (included)
  26246. * @returns an array populated with the removed particles
  26247. */
  26248. removeParticles(start: number, end: number): SolidParticle[];
  26249. /**
  26250. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26251. * This method calls `updateParticle()` for each particle of the SPS.
  26252. * For an animated SPS, it is usually called within the render loop.
  26253. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26254. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26255. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26256. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26257. * @returns the SPS.
  26258. */
  26259. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26260. /**
  26261. * Disposes the SPS.
  26262. */
  26263. dispose(): void;
  26264. /**
  26265. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26266. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26267. * @returns the SPS.
  26268. */
  26269. refreshVisibleSize(): SolidParticleSystem;
  26270. /**
  26271. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26272. * @param size the size (float) of the visibility box
  26273. * note : this doesn't lock the SPS mesh bounding box.
  26274. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26275. */
  26276. setVisibilityBox(size: number): void;
  26277. /**
  26278. * Gets whether the SPS as always visible or not
  26279. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26280. */
  26281. /**
  26282. * Sets the SPS as always visible or not
  26283. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26284. */
  26285. isAlwaysVisible: boolean;
  26286. /**
  26287. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26288. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26289. */
  26290. /**
  26291. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26292. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26293. */
  26294. isVisibilityBoxLocked: boolean;
  26295. /**
  26296. * Tells to `setParticles()` to compute the particle rotations or not.
  26297. * Default value : true. The SPS is faster when it's set to false.
  26298. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26299. */
  26300. /**
  26301. * Gets if `setParticles()` computes the particle rotations or not.
  26302. * Default value : true. The SPS is faster when it's set to false.
  26303. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26304. */
  26305. computeParticleRotation: boolean;
  26306. /**
  26307. * Tells to `setParticles()` to compute the particle colors or not.
  26308. * Default value : true. The SPS is faster when it's set to false.
  26309. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26310. */
  26311. /**
  26312. * Gets if `setParticles()` computes the particle colors or not.
  26313. * Default value : true. The SPS is faster when it's set to false.
  26314. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26315. */
  26316. computeParticleColor: boolean;
  26317. /**
  26318. * Gets if `setParticles()` computes the particle textures or not.
  26319. * Default value : true. The SPS is faster when it's set to false.
  26320. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26321. */
  26322. computeParticleTexture: boolean;
  26323. /**
  26324. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26325. * Default value : false. The SPS is faster when it's set to false.
  26326. * Note : the particle custom vertex positions aren't stored values.
  26327. */
  26328. /**
  26329. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26330. * Default value : false. The SPS is faster when it's set to false.
  26331. * Note : the particle custom vertex positions aren't stored values.
  26332. */
  26333. computeParticleVertex: boolean;
  26334. /**
  26335. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26336. */
  26337. /**
  26338. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26339. */
  26340. computeBoundingBox: boolean;
  26341. /**
  26342. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26343. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26344. * Default : `true`
  26345. */
  26346. /**
  26347. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26348. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26349. * Default : `true`
  26350. */
  26351. depthSortParticles: boolean;
  26352. /**
  26353. * Gets if the SPS is created as expandable at construction time.
  26354. * Default : `false`
  26355. */
  26356. readonly expandable: boolean;
  26357. /**
  26358. * This function does nothing. It may be overwritten to set all the particle first values.
  26359. * The SPS doesn't call this function, you may have to call it by your own.
  26360. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26361. */
  26362. initParticles(): void;
  26363. /**
  26364. * This function does nothing. It may be overwritten to recycle a particle.
  26365. * The SPS doesn't call this function, you may have to call it by your own.
  26366. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26367. * @param particle The particle to recycle
  26368. * @returns the recycled particle
  26369. */
  26370. recycleParticle(particle: SolidParticle): SolidParticle;
  26371. /**
  26372. * Updates a particle : this function should be overwritten by the user.
  26373. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26374. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26375. * @example : just set a particle position or velocity and recycle conditions
  26376. * @param particle The particle to update
  26377. * @returns the updated particle
  26378. */
  26379. updateParticle(particle: SolidParticle): SolidParticle;
  26380. /**
  26381. * Updates a vertex of a particle : it can be overwritten by the user.
  26382. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26383. * @param particle the current particle
  26384. * @param vertex the current index of the current particle
  26385. * @param pt the index of the current vertex in the particle shape
  26386. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26387. * @example : just set a vertex particle position
  26388. * @returns the updated vertex
  26389. */
  26390. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26391. /**
  26392. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26393. * This does nothing and may be overwritten by the user.
  26394. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26395. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26396. * @param update the boolean update value actually passed to setParticles()
  26397. */
  26398. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26399. /**
  26400. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26401. * This will be passed three parameters.
  26402. * This does nothing and may be overwritten by the user.
  26403. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26404. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26405. * @param update the boolean update value actually passed to setParticles()
  26406. */
  26407. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26408. }
  26409. }
  26410. declare module "babylonjs/Particles/solidParticle" {
  26411. import { Nullable } from "babylonjs/types";
  26412. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26413. import { Color4 } from "babylonjs/Maths/math.color";
  26414. import { Mesh } from "babylonjs/Meshes/mesh";
  26415. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26416. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26417. import { Plane } from "babylonjs/Maths/math.plane";
  26418. /**
  26419. * Represents one particle of a solid particle system.
  26420. */
  26421. export class SolidParticle {
  26422. /**
  26423. * particle global index
  26424. */
  26425. idx: number;
  26426. /**
  26427. * The color of the particle
  26428. */
  26429. color: Nullable<Color4>;
  26430. /**
  26431. * The world space position of the particle.
  26432. */
  26433. position: Vector3;
  26434. /**
  26435. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26436. */
  26437. rotation: Vector3;
  26438. /**
  26439. * The world space rotation quaternion of the particle.
  26440. */
  26441. rotationQuaternion: Nullable<Quaternion>;
  26442. /**
  26443. * The scaling of the particle.
  26444. */
  26445. scaling: Vector3;
  26446. /**
  26447. * The uvs of the particle.
  26448. */
  26449. uvs: Vector4;
  26450. /**
  26451. * The current speed of the particle.
  26452. */
  26453. velocity: Vector3;
  26454. /**
  26455. * The pivot point in the particle local space.
  26456. */
  26457. pivot: Vector3;
  26458. /**
  26459. * Must the particle be translated from its pivot point in its local space ?
  26460. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26461. * Default : false
  26462. */
  26463. translateFromPivot: boolean;
  26464. /**
  26465. * Is the particle active or not ?
  26466. */
  26467. alive: boolean;
  26468. /**
  26469. * Is the particle visible or not ?
  26470. */
  26471. isVisible: boolean;
  26472. /**
  26473. * Index of this particle in the global "positions" array (Internal use)
  26474. * @hidden
  26475. */
  26476. _pos: number;
  26477. /**
  26478. * @hidden Index of this particle in the global "indices" array (Internal use)
  26479. */
  26480. _ind: number;
  26481. /**
  26482. * @hidden ModelShape of this particle (Internal use)
  26483. */
  26484. _model: ModelShape;
  26485. /**
  26486. * ModelShape id of this particle
  26487. */
  26488. shapeId: number;
  26489. /**
  26490. * Index of the particle in its shape id
  26491. */
  26492. idxInShape: number;
  26493. /**
  26494. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26495. */
  26496. _modelBoundingInfo: BoundingInfo;
  26497. /**
  26498. * @hidden Particle BoundingInfo object (Internal use)
  26499. */
  26500. _boundingInfo: BoundingInfo;
  26501. /**
  26502. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26503. */
  26504. _sps: SolidParticleSystem;
  26505. /**
  26506. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26507. */
  26508. _stillInvisible: boolean;
  26509. /**
  26510. * @hidden Last computed particle rotation matrix
  26511. */
  26512. _rotationMatrix: number[];
  26513. /**
  26514. * Parent particle Id, if any.
  26515. * Default null.
  26516. */
  26517. parentId: Nullable<number>;
  26518. /**
  26519. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26520. * The possible values are :
  26521. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26522. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26523. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26524. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26525. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26526. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26527. * */
  26528. cullingStrategy: number;
  26529. /**
  26530. * @hidden Internal global position in the SPS.
  26531. */
  26532. _globalPosition: Vector3;
  26533. /**
  26534. * Creates a Solid Particle object.
  26535. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26536. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26537. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26538. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26539. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26540. * @param shapeId (integer) is the model shape identifier in the SPS.
  26541. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26542. * @param sps defines the sps it is associated to
  26543. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26544. */
  26545. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26546. /**
  26547. * Legacy support, changed scale to scaling
  26548. */
  26549. /**
  26550. * Legacy support, changed scale to scaling
  26551. */
  26552. scale: Vector3;
  26553. /**
  26554. * Legacy support, changed quaternion to rotationQuaternion
  26555. */
  26556. /**
  26557. * Legacy support, changed quaternion to rotationQuaternion
  26558. */
  26559. quaternion: Nullable<Quaternion>;
  26560. /**
  26561. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26562. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26563. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26564. * @returns true if it intersects
  26565. */
  26566. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26567. /**
  26568. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26569. * A particle is in the frustum if its bounding box intersects the frustum
  26570. * @param frustumPlanes defines the frustum to test
  26571. * @returns true if the particle is in the frustum planes
  26572. */
  26573. isInFrustum(frustumPlanes: Plane[]): boolean;
  26574. /**
  26575. * get the rotation matrix of the particle
  26576. * @hidden
  26577. */
  26578. getRotationMatrix(m: Matrix): void;
  26579. }
  26580. /**
  26581. * Represents the shape of the model used by one particle of a solid particle system.
  26582. * SPS internal tool, don't use it manually.
  26583. */
  26584. export class ModelShape {
  26585. /**
  26586. * The shape id
  26587. * @hidden
  26588. */
  26589. shapeID: number;
  26590. /**
  26591. * flat array of model positions (internal use)
  26592. * @hidden
  26593. */
  26594. _shape: Vector3[];
  26595. /**
  26596. * flat array of model UVs (internal use)
  26597. * @hidden
  26598. */
  26599. _shapeUV: number[];
  26600. /**
  26601. * color array of the model
  26602. * @hidden
  26603. */
  26604. _shapeColors: number[];
  26605. /**
  26606. * indices array of the model
  26607. * @hidden
  26608. */
  26609. _indices: number[];
  26610. /**
  26611. * normals array of the model
  26612. * @hidden
  26613. */
  26614. _normals: number[];
  26615. /**
  26616. * length of the shape in the model indices array (internal use)
  26617. * @hidden
  26618. */
  26619. _indicesLength: number;
  26620. /**
  26621. * Custom position function (internal use)
  26622. * @hidden
  26623. */
  26624. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26625. /**
  26626. * Custom vertex function (internal use)
  26627. * @hidden
  26628. */
  26629. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26630. /**
  26631. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26632. * SPS internal tool, don't use it manually.
  26633. * @hidden
  26634. */
  26635. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26636. }
  26637. /**
  26638. * Represents a Depth Sorted Particle in the solid particle system.
  26639. */
  26640. export class DepthSortedParticle {
  26641. /**
  26642. * Index of the particle in the "indices" array
  26643. */
  26644. ind: number;
  26645. /**
  26646. * Length of the particle shape in the "indices" array
  26647. */
  26648. indicesLength: number;
  26649. /**
  26650. * Squared distance from the particle to the camera
  26651. */
  26652. sqDistance: number;
  26653. }
  26654. }
  26655. declare module "babylonjs/Collisions/meshCollisionData" {
  26656. import { Collider } from "babylonjs/Collisions/collider";
  26657. import { Vector3 } from "babylonjs/Maths/math.vector";
  26658. import { Nullable } from "babylonjs/types";
  26659. import { Observer } from "babylonjs/Misc/observable";
  26660. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26661. /**
  26662. * @hidden
  26663. */
  26664. export class _MeshCollisionData {
  26665. _checkCollisions: boolean;
  26666. _collisionMask: number;
  26667. _collisionGroup: number;
  26668. _collider: Nullable<Collider>;
  26669. _oldPositionForCollisions: Vector3;
  26670. _diffPositionForCollisions: Vector3;
  26671. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26672. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26673. }
  26674. }
  26675. declare module "babylonjs/Meshes/abstractMesh" {
  26676. import { Observable } from "babylonjs/Misc/observable";
  26677. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26678. import { Camera } from "babylonjs/Cameras/camera";
  26679. import { Scene, IDisposable } from "babylonjs/scene";
  26680. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26681. import { Node } from "babylonjs/node";
  26682. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26683. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26684. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26685. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26686. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26687. import { Material } from "babylonjs/Materials/material";
  26688. import { Light } from "babylonjs/Lights/light";
  26689. import { Skeleton } from "babylonjs/Bones/skeleton";
  26690. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26691. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26692. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26693. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26694. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26695. import { Plane } from "babylonjs/Maths/math.plane";
  26696. import { Ray } from "babylonjs/Culling/ray";
  26697. import { Collider } from "babylonjs/Collisions/collider";
  26698. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26699. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26700. /** @hidden */
  26701. class _FacetDataStorage {
  26702. facetPositions: Vector3[];
  26703. facetNormals: Vector3[];
  26704. facetPartitioning: number[][];
  26705. facetNb: number;
  26706. partitioningSubdivisions: number;
  26707. partitioningBBoxRatio: number;
  26708. facetDataEnabled: boolean;
  26709. facetParameters: any;
  26710. bbSize: Vector3;
  26711. subDiv: {
  26712. max: number;
  26713. X: number;
  26714. Y: number;
  26715. Z: number;
  26716. };
  26717. facetDepthSort: boolean;
  26718. facetDepthSortEnabled: boolean;
  26719. depthSortedIndices: IndicesArray;
  26720. depthSortedFacets: {
  26721. ind: number;
  26722. sqDistance: number;
  26723. }[];
  26724. facetDepthSortFunction: (f1: {
  26725. ind: number;
  26726. sqDistance: number;
  26727. }, f2: {
  26728. ind: number;
  26729. sqDistance: number;
  26730. }) => number;
  26731. facetDepthSortFrom: Vector3;
  26732. facetDepthSortOrigin: Vector3;
  26733. invertedMatrix: Matrix;
  26734. }
  26735. /**
  26736. * @hidden
  26737. **/
  26738. class _InternalAbstractMeshDataInfo {
  26739. _hasVertexAlpha: boolean;
  26740. _useVertexColors: boolean;
  26741. _numBoneInfluencers: number;
  26742. _applyFog: boolean;
  26743. _receiveShadows: boolean;
  26744. _facetData: _FacetDataStorage;
  26745. _visibility: number;
  26746. _skeleton: Nullable<Skeleton>;
  26747. _layerMask: number;
  26748. _computeBonesUsingShaders: boolean;
  26749. _isActive: boolean;
  26750. _onlyForInstances: boolean;
  26751. _isActiveIntermediate: boolean;
  26752. _onlyForInstancesIntermediate: boolean;
  26753. _actAsRegularMesh: boolean;
  26754. }
  26755. /**
  26756. * Class used to store all common mesh properties
  26757. */
  26758. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26759. /** No occlusion */
  26760. static OCCLUSION_TYPE_NONE: number;
  26761. /** Occlusion set to optimisitic */
  26762. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26763. /** Occlusion set to strict */
  26764. static OCCLUSION_TYPE_STRICT: number;
  26765. /** Use an accurante occlusion algorithm */
  26766. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26767. /** Use a conservative occlusion algorithm */
  26768. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26769. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26770. * Test order :
  26771. * Is the bounding sphere outside the frustum ?
  26772. * If not, are the bounding box vertices outside the frustum ?
  26773. * It not, then the cullable object is in the frustum.
  26774. */
  26775. static readonly CULLINGSTRATEGY_STANDARD: number;
  26776. /** Culling strategy : Bounding Sphere Only.
  26777. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26778. * It's also less accurate than the standard because some not visible objects can still be selected.
  26779. * Test : is the bounding sphere outside the frustum ?
  26780. * If not, then the cullable object is in the frustum.
  26781. */
  26782. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26783. /** Culling strategy : Optimistic Inclusion.
  26784. * This in an inclusion test first, then the standard exclusion test.
  26785. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26786. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  26787. * Anyway, it's as accurate as the standard strategy.
  26788. * Test :
  26789. * Is the cullable object bounding sphere center in the frustum ?
  26790. * If not, apply the default culling strategy.
  26791. */
  26792. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26793. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26794. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26795. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26796. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  26797. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26798. * Test :
  26799. * Is the cullable object bounding sphere center in the frustum ?
  26800. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26801. */
  26802. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26803. /**
  26804. * No billboard
  26805. */
  26806. static readonly BILLBOARDMODE_NONE: number;
  26807. /** Billboard on X axis */
  26808. static readonly BILLBOARDMODE_X: number;
  26809. /** Billboard on Y axis */
  26810. static readonly BILLBOARDMODE_Y: number;
  26811. /** Billboard on Z axis */
  26812. static readonly BILLBOARDMODE_Z: number;
  26813. /** Billboard on all axes */
  26814. static readonly BILLBOARDMODE_ALL: number;
  26815. /** Billboard on using position instead of orientation */
  26816. static readonly BILLBOARDMODE_USE_POSITION: number;
  26817. /** @hidden */
  26818. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26819. /**
  26820. * The culling strategy to use to check whether the mesh must be rendered or not.
  26821. * This value can be changed at any time and will be used on the next render mesh selection.
  26822. * The possible values are :
  26823. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26824. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26825. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26826. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26827. * Please read each static variable documentation to get details about the culling process.
  26828. * */
  26829. cullingStrategy: number;
  26830. /**
  26831. * Gets the number of facets in the mesh
  26832. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26833. */
  26834. readonly facetNb: number;
  26835. /**
  26836. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26837. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26838. */
  26839. partitioningSubdivisions: number;
  26840. /**
  26841. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26842. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26843. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26844. */
  26845. partitioningBBoxRatio: number;
  26846. /**
  26847. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26848. * Works only for updatable meshes.
  26849. * Doesn't work with multi-materials
  26850. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26851. */
  26852. mustDepthSortFacets: boolean;
  26853. /**
  26854. * The location (Vector3) where the facet depth sort must be computed from.
  26855. * By default, the active camera position.
  26856. * Used only when facet depth sort is enabled
  26857. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26858. */
  26859. facetDepthSortFrom: Vector3;
  26860. /**
  26861. * gets a boolean indicating if facetData is enabled
  26862. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26863. */
  26864. readonly isFacetDataEnabled: boolean;
  26865. /** @hidden */
  26866. _updateNonUniformScalingState(value: boolean): boolean;
  26867. /**
  26868. * An event triggered when this mesh collides with another one
  26869. */
  26870. onCollideObservable: Observable<AbstractMesh>;
  26871. /** Set a function to call when this mesh collides with another one */
  26872. onCollide: () => void;
  26873. /**
  26874. * An event triggered when the collision's position changes
  26875. */
  26876. onCollisionPositionChangeObservable: Observable<Vector3>;
  26877. /** Set a function to call when the collision's position changes */
  26878. onCollisionPositionChange: () => void;
  26879. /**
  26880. * An event triggered when material is changed
  26881. */
  26882. onMaterialChangedObservable: Observable<AbstractMesh>;
  26883. /**
  26884. * Gets or sets the orientation for POV movement & rotation
  26885. */
  26886. definedFacingForward: boolean;
  26887. /** @hidden */
  26888. _occlusionQuery: Nullable<WebGLQuery>;
  26889. /** @hidden */
  26890. _renderingGroup: Nullable<RenderingGroup>;
  26891. /**
  26892. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26893. */
  26894. /**
  26895. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26896. */
  26897. visibility: number;
  26898. /** Gets or sets the alpha index used to sort transparent meshes
  26899. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26900. */
  26901. alphaIndex: number;
  26902. /**
  26903. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26904. */
  26905. isVisible: boolean;
  26906. /**
  26907. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26908. */
  26909. isPickable: boolean;
  26910. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26911. showSubMeshesBoundingBox: boolean;
  26912. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26913. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26914. */
  26915. isBlocker: boolean;
  26916. /**
  26917. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26918. */
  26919. enablePointerMoveEvents: boolean;
  26920. /**
  26921. * Specifies the rendering group id for this mesh (0 by default)
  26922. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26923. */
  26924. renderingGroupId: number;
  26925. private _material;
  26926. /** Gets or sets current material */
  26927. material: Nullable<Material>;
  26928. /**
  26929. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26930. * @see http://doc.babylonjs.com/babylon101/shadows
  26931. */
  26932. receiveShadows: boolean;
  26933. /** Defines color to use when rendering outline */
  26934. outlineColor: Color3;
  26935. /** Define width to use when rendering outline */
  26936. outlineWidth: number;
  26937. /** Defines color to use when rendering overlay */
  26938. overlayColor: Color3;
  26939. /** Defines alpha to use when rendering overlay */
  26940. overlayAlpha: number;
  26941. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26942. hasVertexAlpha: boolean;
  26943. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  26944. useVertexColors: boolean;
  26945. /**
  26946. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26947. */
  26948. computeBonesUsingShaders: boolean;
  26949. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26950. numBoneInfluencers: number;
  26951. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26952. applyFog: boolean;
  26953. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26954. useOctreeForRenderingSelection: boolean;
  26955. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26956. useOctreeForPicking: boolean;
  26957. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26958. useOctreeForCollisions: boolean;
  26959. /**
  26960. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26961. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26962. */
  26963. layerMask: number;
  26964. /**
  26965. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26966. */
  26967. alwaysSelectAsActiveMesh: boolean;
  26968. /**
  26969. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26970. */
  26971. doNotSyncBoundingInfo: boolean;
  26972. /**
  26973. * Gets or sets the current action manager
  26974. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26975. */
  26976. actionManager: Nullable<AbstractActionManager>;
  26977. private _meshCollisionData;
  26978. /**
  26979. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26980. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26981. */
  26982. ellipsoid: Vector3;
  26983. /**
  26984. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26985. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26986. */
  26987. ellipsoidOffset: Vector3;
  26988. /**
  26989. * Gets or sets a collision mask used to mask collisions (default is -1).
  26990. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26991. */
  26992. collisionMask: number;
  26993. /**
  26994. * Gets or sets the current collision group mask (-1 by default).
  26995. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26996. */
  26997. collisionGroup: number;
  26998. /**
  26999. * Defines edge width used when edgesRenderer is enabled
  27000. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27001. */
  27002. edgesWidth: number;
  27003. /**
  27004. * Defines edge color used when edgesRenderer is enabled
  27005. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27006. */
  27007. edgesColor: Color4;
  27008. /** @hidden */
  27009. _edgesRenderer: Nullable<IEdgesRenderer>;
  27010. /** @hidden */
  27011. _masterMesh: Nullable<AbstractMesh>;
  27012. /** @hidden */
  27013. _boundingInfo: Nullable<BoundingInfo>;
  27014. /** @hidden */
  27015. _renderId: number;
  27016. /**
  27017. * Gets or sets the list of subMeshes
  27018. * @see http://doc.babylonjs.com/how_to/multi_materials
  27019. */
  27020. subMeshes: SubMesh[];
  27021. /** @hidden */
  27022. _intersectionsInProgress: AbstractMesh[];
  27023. /** @hidden */
  27024. _unIndexed: boolean;
  27025. /** @hidden */
  27026. _lightSources: Light[];
  27027. /** Gets the list of lights affecting that mesh */
  27028. readonly lightSources: Light[];
  27029. /** @hidden */
  27030. readonly _positions: Nullable<Vector3[]>;
  27031. /** @hidden */
  27032. _waitingData: {
  27033. lods: Nullable<any>;
  27034. actions: Nullable<any>;
  27035. freezeWorldMatrix: Nullable<boolean>;
  27036. };
  27037. /** @hidden */
  27038. _bonesTransformMatrices: Nullable<Float32Array>;
  27039. /** @hidden */
  27040. _transformMatrixTexture: Nullable<RawTexture>;
  27041. /**
  27042. * Gets or sets a skeleton to apply skining transformations
  27043. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27044. */
  27045. skeleton: Nullable<Skeleton>;
  27046. /**
  27047. * An event triggered when the mesh is rebuilt.
  27048. */
  27049. onRebuildObservable: Observable<AbstractMesh>;
  27050. /**
  27051. * Creates a new AbstractMesh
  27052. * @param name defines the name of the mesh
  27053. * @param scene defines the hosting scene
  27054. */
  27055. constructor(name: string, scene?: Nullable<Scene>);
  27056. /**
  27057. * Returns the string "AbstractMesh"
  27058. * @returns "AbstractMesh"
  27059. */
  27060. getClassName(): string;
  27061. /**
  27062. * Gets a string representation of the current mesh
  27063. * @param fullDetails defines a boolean indicating if full details must be included
  27064. * @returns a string representation of the current mesh
  27065. */
  27066. toString(fullDetails?: boolean): string;
  27067. /**
  27068. * @hidden
  27069. */
  27070. protected _getEffectiveParent(): Nullable<Node>;
  27071. /** @hidden */
  27072. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27073. /** @hidden */
  27074. _rebuild(): void;
  27075. /** @hidden */
  27076. _resyncLightSources(): void;
  27077. /** @hidden */
  27078. _resyncLighSource(light: Light): void;
  27079. /** @hidden */
  27080. _unBindEffect(): void;
  27081. /** @hidden */
  27082. _removeLightSource(light: Light, dispose: boolean): void;
  27083. private _markSubMeshesAsDirty;
  27084. /** @hidden */
  27085. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27086. /** @hidden */
  27087. _markSubMeshesAsAttributesDirty(): void;
  27088. /** @hidden */
  27089. _markSubMeshesAsMiscDirty(): void;
  27090. /**
  27091. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27092. */
  27093. scaling: Vector3;
  27094. /**
  27095. * Returns true if the mesh is blocked. Implemented by child classes
  27096. */
  27097. readonly isBlocked: boolean;
  27098. /**
  27099. * Returns the mesh itself by default. Implemented by child classes
  27100. * @param camera defines the camera to use to pick the right LOD level
  27101. * @returns the currentAbstractMesh
  27102. */
  27103. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27104. /**
  27105. * Returns 0 by default. Implemented by child classes
  27106. * @returns an integer
  27107. */
  27108. getTotalVertices(): number;
  27109. /**
  27110. * Returns a positive integer : the total number of indices in this mesh geometry.
  27111. * @returns the numner of indices or zero if the mesh has no geometry.
  27112. */
  27113. getTotalIndices(): number;
  27114. /**
  27115. * Returns null by default. Implemented by child classes
  27116. * @returns null
  27117. */
  27118. getIndices(): Nullable<IndicesArray>;
  27119. /**
  27120. * Returns the array of the requested vertex data kind. Implemented by child classes
  27121. * @param kind defines the vertex data kind to use
  27122. * @returns null
  27123. */
  27124. getVerticesData(kind: string): Nullable<FloatArray>;
  27125. /**
  27126. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27127. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27128. * Note that a new underlying VertexBuffer object is created each call.
  27129. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27130. * @param kind defines vertex data kind:
  27131. * * VertexBuffer.PositionKind
  27132. * * VertexBuffer.UVKind
  27133. * * VertexBuffer.UV2Kind
  27134. * * VertexBuffer.UV3Kind
  27135. * * VertexBuffer.UV4Kind
  27136. * * VertexBuffer.UV5Kind
  27137. * * VertexBuffer.UV6Kind
  27138. * * VertexBuffer.ColorKind
  27139. * * VertexBuffer.MatricesIndicesKind
  27140. * * VertexBuffer.MatricesIndicesExtraKind
  27141. * * VertexBuffer.MatricesWeightsKind
  27142. * * VertexBuffer.MatricesWeightsExtraKind
  27143. * @param data defines the data source
  27144. * @param updatable defines if the data must be flagged as updatable (or static)
  27145. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  27146. * @returns the current mesh
  27147. */
  27148. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27149. /**
  27150. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27151. * If the mesh has no geometry, it is simply returned as it is.
  27152. * @param kind defines vertex data kind:
  27153. * * VertexBuffer.PositionKind
  27154. * * VertexBuffer.UVKind
  27155. * * VertexBuffer.UV2Kind
  27156. * * VertexBuffer.UV3Kind
  27157. * * VertexBuffer.UV4Kind
  27158. * * VertexBuffer.UV5Kind
  27159. * * VertexBuffer.UV6Kind
  27160. * * VertexBuffer.ColorKind
  27161. * * VertexBuffer.MatricesIndicesKind
  27162. * * VertexBuffer.MatricesIndicesExtraKind
  27163. * * VertexBuffer.MatricesWeightsKind
  27164. * * VertexBuffer.MatricesWeightsExtraKind
  27165. * @param data defines the data source
  27166. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  27167. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27168. * @returns the current mesh
  27169. */
  27170. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27171. /**
  27172. * Sets the mesh indices,
  27173. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27174. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27175. * @param totalVertices Defines the total number of vertices
  27176. * @returns the current mesh
  27177. */
  27178. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27179. /**
  27180. * Gets a boolean indicating if specific vertex data is present
  27181. * @param kind defines the vertex data kind to use
  27182. * @returns true is data kind is present
  27183. */
  27184. isVerticesDataPresent(kind: string): boolean;
  27185. /**
  27186. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27187. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27188. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27189. * @returns a BoundingInfo
  27190. */
  27191. getBoundingInfo(): BoundingInfo;
  27192. /**
  27193. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27194. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27195. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27196. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27197. * @returns the current mesh
  27198. */
  27199. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27200. /**
  27201. * Overwrite the current bounding info
  27202. * @param boundingInfo defines the new bounding info
  27203. * @returns the current mesh
  27204. */
  27205. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27206. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27207. readonly useBones: boolean;
  27208. /** @hidden */
  27209. _preActivate(): void;
  27210. /** @hidden */
  27211. _preActivateForIntermediateRendering(renderId: number): void;
  27212. /** @hidden */
  27213. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27214. /** @hidden */
  27215. _postActivate(): void;
  27216. /** @hidden */
  27217. _freeze(): void;
  27218. /** @hidden */
  27219. _unFreeze(): void;
  27220. /**
  27221. * Gets the current world matrix
  27222. * @returns a Matrix
  27223. */
  27224. getWorldMatrix(): Matrix;
  27225. /** @hidden */
  27226. _getWorldMatrixDeterminant(): number;
  27227. /**
  27228. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27229. */
  27230. readonly isAnInstance: boolean;
  27231. /**
  27232. * Gets a boolean indicating if this mesh has instances
  27233. */
  27234. readonly hasInstances: boolean;
  27235. /**
  27236. * Perform relative position change from the point of view of behind the front of the mesh.
  27237. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27238. * Supports definition of mesh facing forward or backward
  27239. * @param amountRight defines the distance on the right axis
  27240. * @param amountUp defines the distance on the up axis
  27241. * @param amountForward defines the distance on the forward axis
  27242. * @returns the current mesh
  27243. */
  27244. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27245. /**
  27246. * Calculate relative position change from the point of view of behind the front of the mesh.
  27247. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27248. * Supports definition of mesh facing forward or backward
  27249. * @param amountRight defines the distance on the right axis
  27250. * @param amountUp defines the distance on the up axis
  27251. * @param amountForward defines the distance on the forward axis
  27252. * @returns the new displacement vector
  27253. */
  27254. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27255. /**
  27256. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27257. * Supports definition of mesh facing forward or backward
  27258. * @param flipBack defines the flip
  27259. * @param twirlClockwise defines the twirl
  27260. * @param tiltRight defines the tilt
  27261. * @returns the current mesh
  27262. */
  27263. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27264. /**
  27265. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27266. * Supports definition of mesh facing forward or backward.
  27267. * @param flipBack defines the flip
  27268. * @param twirlClockwise defines the twirl
  27269. * @param tiltRight defines the tilt
  27270. * @returns the new rotation vector
  27271. */
  27272. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27273. /**
  27274. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27275. * This means the mesh underlying bounding box and sphere are recomputed.
  27276. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27277. * @returns the current mesh
  27278. */
  27279. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27280. /** @hidden */
  27281. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27282. /** @hidden */
  27283. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27284. /** @hidden */
  27285. _updateBoundingInfo(): AbstractMesh;
  27286. /** @hidden */
  27287. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27288. /** @hidden */
  27289. protected _afterComputeWorldMatrix(): void;
  27290. /** @hidden */
  27291. readonly _effectiveMesh: AbstractMesh;
  27292. /**
  27293. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27294. * A mesh is in the frustum if its bounding box intersects the frustum
  27295. * @param frustumPlanes defines the frustum to test
  27296. * @returns true if the mesh is in the frustum planes
  27297. */
  27298. isInFrustum(frustumPlanes: Plane[]): boolean;
  27299. /**
  27300. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27301. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27302. * @param frustumPlanes defines the frustum to test
  27303. * @returns true if the mesh is completely in the frustum planes
  27304. */
  27305. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27306. /**
  27307. * True if the mesh intersects another mesh or a SolidParticle object
  27308. * @param mesh defines a target mesh or SolidParticle to test
  27309. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  27310. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27311. * @returns true if there is an intersection
  27312. */
  27313. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27314. /**
  27315. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27316. * @param point defines the point to test
  27317. * @returns true if there is an intersection
  27318. */
  27319. intersectsPoint(point: Vector3): boolean;
  27320. /**
  27321. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27322. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27323. */
  27324. checkCollisions: boolean;
  27325. /**
  27326. * Gets Collider object used to compute collisions (not physics)
  27327. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27328. */
  27329. readonly collider: Nullable<Collider>;
  27330. /**
  27331. * Move the mesh using collision engine
  27332. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27333. * @param displacement defines the requested displacement vector
  27334. * @returns the current mesh
  27335. */
  27336. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27337. private _onCollisionPositionChange;
  27338. /** @hidden */
  27339. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27340. /** @hidden */
  27341. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27342. /** @hidden */
  27343. _checkCollision(collider: Collider): AbstractMesh;
  27344. /** @hidden */
  27345. _generatePointsArray(): boolean;
  27346. /**
  27347. * Checks if the passed Ray intersects with the mesh
  27348. * @param ray defines the ray to use
  27349. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27350. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27351. * @returns the picking info
  27352. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27353. */
  27354. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27355. /**
  27356. * Clones the current mesh
  27357. * @param name defines the mesh name
  27358. * @param newParent defines the new mesh parent
  27359. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27360. * @returns the new mesh
  27361. */
  27362. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27363. /**
  27364. * Disposes all the submeshes of the current meshnp
  27365. * @returns the current mesh
  27366. */
  27367. releaseSubMeshes(): AbstractMesh;
  27368. /**
  27369. * Releases resources associated with this abstract mesh.
  27370. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27371. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27372. */
  27373. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27374. /**
  27375. * Adds the passed mesh as a child to the current mesh
  27376. * @param mesh defines the child mesh
  27377. * @returns the current mesh
  27378. */
  27379. addChild(mesh: AbstractMesh): AbstractMesh;
  27380. /**
  27381. * Removes the passed mesh from the current mesh children list
  27382. * @param mesh defines the child mesh
  27383. * @returns the current mesh
  27384. */
  27385. removeChild(mesh: AbstractMesh): AbstractMesh;
  27386. /** @hidden */
  27387. private _initFacetData;
  27388. /**
  27389. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27390. * This method can be called within the render loop.
  27391. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  27392. * @returns the current mesh
  27393. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27394. */
  27395. updateFacetData(): AbstractMesh;
  27396. /**
  27397. * Returns the facetLocalNormals array.
  27398. * The normals are expressed in the mesh local spac
  27399. * @returns an array of Vector3
  27400. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27401. */
  27402. getFacetLocalNormals(): Vector3[];
  27403. /**
  27404. * Returns the facetLocalPositions array.
  27405. * The facet positions are expressed in the mesh local space
  27406. * @returns an array of Vector3
  27407. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27408. */
  27409. getFacetLocalPositions(): Vector3[];
  27410. /**
  27411. * Returns the facetLocalPartioning array
  27412. * @returns an array of array of numbers
  27413. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27414. */
  27415. getFacetLocalPartitioning(): number[][];
  27416. /**
  27417. * Returns the i-th facet position in the world system.
  27418. * This method allocates a new Vector3 per call
  27419. * @param i defines the facet index
  27420. * @returns a new Vector3
  27421. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27422. */
  27423. getFacetPosition(i: number): Vector3;
  27424. /**
  27425. * Sets the reference Vector3 with the i-th facet position in the world system
  27426. * @param i defines the facet index
  27427. * @param ref defines the target vector
  27428. * @returns the current mesh
  27429. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27430. */
  27431. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27432. /**
  27433. * Returns the i-th facet normal in the world system.
  27434. * This method allocates a new Vector3 per call
  27435. * @param i defines the facet index
  27436. * @returns a new Vector3
  27437. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27438. */
  27439. getFacetNormal(i: number): Vector3;
  27440. /**
  27441. * Sets the reference Vector3 with the i-th facet normal in the world system
  27442. * @param i defines the facet index
  27443. * @param ref defines the target vector
  27444. * @returns the current mesh
  27445. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27446. */
  27447. getFacetNormalToRef(i: number, ref: Vector3): this;
  27448. /**
  27449. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  27450. * @param x defines x coordinate
  27451. * @param y defines y coordinate
  27452. * @param z defines z coordinate
  27453. * @returns the array of facet indexes
  27454. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27455. */
  27456. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27457. /**
  27458. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27459. * @param projected sets as the (x,y,z) world projection on the facet
  27460. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27461. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27462. * @param x defines x coordinate
  27463. * @param y defines y coordinate
  27464. * @param z defines z coordinate
  27465. * @returns the face index if found (or null instead)
  27466. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27467. */
  27468. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27469. /**
  27470. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27471. * @param projected sets as the (x,y,z) local projection on the facet
  27472. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27473. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27474. * @param x defines x coordinate
  27475. * @param y defines y coordinate
  27476. * @param z defines z coordinate
  27477. * @returns the face index if found (or null instead)
  27478. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27479. */
  27480. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27481. /**
  27482. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27483. * @returns the parameters
  27484. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27485. */
  27486. getFacetDataParameters(): any;
  27487. /**
  27488. * Disables the feature FacetData and frees the related memory
  27489. * @returns the current mesh
  27490. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27491. */
  27492. disableFacetData(): AbstractMesh;
  27493. /**
  27494. * Updates the AbstractMesh indices array
  27495. * @param indices defines the data source
  27496. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27497. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27498. * @returns the current mesh
  27499. */
  27500. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27501. /**
  27502. * Creates new normals data for the mesh
  27503. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27504. * @returns the current mesh
  27505. */
  27506. createNormals(updatable: boolean): AbstractMesh;
  27507. /**
  27508. * Align the mesh with a normal
  27509. * @param normal defines the normal to use
  27510. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27511. * @returns the current mesh
  27512. */
  27513. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27514. /** @hidden */
  27515. _checkOcclusionQuery(): boolean;
  27516. /**
  27517. * Disables the mesh edge rendering mode
  27518. * @returns the currentAbstractMesh
  27519. */
  27520. disableEdgesRendering(): AbstractMesh;
  27521. /**
  27522. * Enables the edge rendering mode on the mesh.
  27523. * This mode makes the mesh edges visible
  27524. * @param epsilon defines the maximal distance between two angles to detect a face
  27525. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27526. * @returns the currentAbstractMesh
  27527. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27528. */
  27529. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27530. }
  27531. }
  27532. declare module "babylonjs/Actions/actionEvent" {
  27533. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27534. import { Nullable } from "babylonjs/types";
  27535. import { Sprite } from "babylonjs/Sprites/sprite";
  27536. import { Scene } from "babylonjs/scene";
  27537. import { Vector2 } from "babylonjs/Maths/math.vector";
  27538. /**
  27539. * Interface used to define ActionEvent
  27540. */
  27541. export interface IActionEvent {
  27542. /** The mesh or sprite that triggered the action */
  27543. source: any;
  27544. /** The X mouse cursor position at the time of the event */
  27545. pointerX: number;
  27546. /** The Y mouse cursor position at the time of the event */
  27547. pointerY: number;
  27548. /** The mesh that is currently pointed at (can be null) */
  27549. meshUnderPointer: Nullable<AbstractMesh>;
  27550. /** the original (browser) event that triggered the ActionEvent */
  27551. sourceEvent?: any;
  27552. /** additional data for the event */
  27553. additionalData?: any;
  27554. }
  27555. /**
  27556. * ActionEvent is the event being sent when an action is triggered.
  27557. */
  27558. export class ActionEvent implements IActionEvent {
  27559. /** The mesh or sprite that triggered the action */
  27560. source: any;
  27561. /** The X mouse cursor position at the time of the event */
  27562. pointerX: number;
  27563. /** The Y mouse cursor position at the time of the event */
  27564. pointerY: number;
  27565. /** The mesh that is currently pointed at (can be null) */
  27566. meshUnderPointer: Nullable<AbstractMesh>;
  27567. /** the original (browser) event that triggered the ActionEvent */
  27568. sourceEvent?: any;
  27569. /** additional data for the event */
  27570. additionalData?: any;
  27571. /**
  27572. * Creates a new ActionEvent
  27573. * @param source The mesh or sprite that triggered the action
  27574. * @param pointerX The X mouse cursor position at the time of the event
  27575. * @param pointerY The Y mouse cursor position at the time of the event
  27576. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27577. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27578. * @param additionalData additional data for the event
  27579. */
  27580. constructor(
  27581. /** The mesh or sprite that triggered the action */
  27582. source: any,
  27583. /** The X mouse cursor position at the time of the event */
  27584. pointerX: number,
  27585. /** The Y mouse cursor position at the time of the event */
  27586. pointerY: number,
  27587. /** The mesh that is currently pointed at (can be null) */
  27588. meshUnderPointer: Nullable<AbstractMesh>,
  27589. /** the original (browser) event that triggered the ActionEvent */
  27590. sourceEvent?: any,
  27591. /** additional data for the event */
  27592. additionalData?: any);
  27593. /**
  27594. * Helper function to auto-create an ActionEvent from a source mesh.
  27595. * @param source The source mesh that triggered the event
  27596. * @param evt The original (browser) event
  27597. * @param additionalData additional data for the event
  27598. * @returns the new ActionEvent
  27599. */
  27600. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27601. /**
  27602. * Helper function to auto-create an ActionEvent from a source sprite
  27603. * @param source The source sprite that triggered the event
  27604. * @param scene Scene associated with the sprite
  27605. * @param evt The original (browser) event
  27606. * @param additionalData additional data for the event
  27607. * @returns the new ActionEvent
  27608. */
  27609. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27610. /**
  27611. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27612. * @param scene the scene where the event occurred
  27613. * @param evt The original (browser) event
  27614. * @returns the new ActionEvent
  27615. */
  27616. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27617. /**
  27618. * Helper function to auto-create an ActionEvent from a primitive
  27619. * @param prim defines the target primitive
  27620. * @param pointerPos defines the pointer position
  27621. * @param evt The original (browser) event
  27622. * @param additionalData additional data for the event
  27623. * @returns the new ActionEvent
  27624. */
  27625. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27626. }
  27627. }
  27628. declare module "babylonjs/Actions/abstractActionManager" {
  27629. import { IDisposable } from "babylonjs/scene";
  27630. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27631. import { IAction } from "babylonjs/Actions/action";
  27632. import { Nullable } from "babylonjs/types";
  27633. /**
  27634. * Abstract class used to decouple action Manager from scene and meshes.
  27635. * Do not instantiate.
  27636. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27637. */
  27638. export abstract class AbstractActionManager implements IDisposable {
  27639. /** Gets the list of active triggers */
  27640. static Triggers: {
  27641. [key: string]: number;
  27642. };
  27643. /** Gets the cursor to use when hovering items */
  27644. hoverCursor: string;
  27645. /** Gets the list of actions */
  27646. actions: IAction[];
  27647. /**
  27648. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27649. */
  27650. isRecursive: boolean;
  27651. /**
  27652. * Releases all associated resources
  27653. */
  27654. abstract dispose(): void;
  27655. /**
  27656. * Does this action manager has pointer triggers
  27657. */
  27658. abstract readonly hasPointerTriggers: boolean;
  27659. /**
  27660. * Does this action manager has pick triggers
  27661. */
  27662. abstract readonly hasPickTriggers: boolean;
  27663. /**
  27664. * Process a specific trigger
  27665. * @param trigger defines the trigger to process
  27666. * @param evt defines the event details to be processed
  27667. */
  27668. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27669. /**
  27670. * Does this action manager handles actions of any of the given triggers
  27671. * @param triggers defines the triggers to be tested
  27672. * @return a boolean indicating whether one (or more) of the triggers is handled
  27673. */
  27674. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27675. /**
  27676. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27677. * speed.
  27678. * @param triggerA defines the trigger to be tested
  27679. * @param triggerB defines the trigger to be tested
  27680. * @return a boolean indicating whether one (or more) of the triggers is handled
  27681. */
  27682. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27683. /**
  27684. * Does this action manager handles actions of a given trigger
  27685. * @param trigger defines the trigger to be tested
  27686. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27687. * @return whether the trigger is handled
  27688. */
  27689. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27690. /**
  27691. * Serialize this manager to a JSON object
  27692. * @param name defines the property name to store this manager
  27693. * @returns a JSON representation of this manager
  27694. */
  27695. abstract serialize(name: string): any;
  27696. /**
  27697. * Registers an action to this action manager
  27698. * @param action defines the action to be registered
  27699. * @return the action amended (prepared) after registration
  27700. */
  27701. abstract registerAction(action: IAction): Nullable<IAction>;
  27702. /**
  27703. * Unregisters an action to this action manager
  27704. * @param action defines the action to be unregistered
  27705. * @return a boolean indicating whether the action has been unregistered
  27706. */
  27707. abstract unregisterAction(action: IAction): Boolean;
  27708. /**
  27709. * Does exist one action manager with at least one trigger
  27710. **/
  27711. static readonly HasTriggers: boolean;
  27712. /**
  27713. * Does exist one action manager with at least one pick trigger
  27714. **/
  27715. static readonly HasPickTriggers: boolean;
  27716. /**
  27717. * Does exist one action manager that handles actions of a given trigger
  27718. * @param trigger defines the trigger to be tested
  27719. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27720. **/
  27721. static HasSpecificTrigger(trigger: number): boolean;
  27722. }
  27723. }
  27724. declare module "babylonjs/node" {
  27725. import { Scene } from "babylonjs/scene";
  27726. import { Nullable } from "babylonjs/types";
  27727. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27728. import { Engine } from "babylonjs/Engines/engine";
  27729. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27730. import { Observable } from "babylonjs/Misc/observable";
  27731. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27732. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27733. import { Animatable } from "babylonjs/Animations/animatable";
  27734. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27735. import { Animation } from "babylonjs/Animations/animation";
  27736. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27737. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27738. /**
  27739. * Defines how a node can be built from a string name.
  27740. */
  27741. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27742. /**
  27743. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27744. */
  27745. export class Node implements IBehaviorAware<Node> {
  27746. /** @hidden */
  27747. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27748. private static _NodeConstructors;
  27749. /**
  27750. * Add a new node constructor
  27751. * @param type defines the type name of the node to construct
  27752. * @param constructorFunc defines the constructor function
  27753. */
  27754. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27755. /**
  27756. * Returns a node constructor based on type name
  27757. * @param type defines the type name
  27758. * @param name defines the new node name
  27759. * @param scene defines the hosting scene
  27760. * @param options defines optional options to transmit to constructors
  27761. * @returns the new constructor or null
  27762. */
  27763. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27764. /**
  27765. * Gets or sets the name of the node
  27766. */
  27767. name: string;
  27768. /**
  27769. * Gets or sets the id of the node
  27770. */
  27771. id: string;
  27772. /**
  27773. * Gets or sets the unique id of the node
  27774. */
  27775. uniqueId: number;
  27776. /**
  27777. * Gets or sets a string used to store user defined state for the node
  27778. */
  27779. state: string;
  27780. /**
  27781. * Gets or sets an object used to store user defined information for the node
  27782. */
  27783. metadata: any;
  27784. /**
  27785. * For internal use only. Please do not use.
  27786. */
  27787. reservedDataStore: any;
  27788. /**
  27789. * List of inspectable custom properties (used by the Inspector)
  27790. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27791. */
  27792. inspectableCustomProperties: IInspectable[];
  27793. private _doNotSerialize;
  27794. /**
  27795. * Gets or sets a boolean used to define if the node must be serialized
  27796. */
  27797. doNotSerialize: boolean;
  27798. /** @hidden */
  27799. _isDisposed: boolean;
  27800. /**
  27801. * Gets a list of Animations associated with the node
  27802. */
  27803. animations: import("babylonjs/Animations/animation").Animation[];
  27804. protected _ranges: {
  27805. [name: string]: Nullable<AnimationRange>;
  27806. };
  27807. /**
  27808. * Callback raised when the node is ready to be used
  27809. */
  27810. onReady: Nullable<(node: Node) => void>;
  27811. private _isEnabled;
  27812. private _isParentEnabled;
  27813. private _isReady;
  27814. /** @hidden */
  27815. _currentRenderId: number;
  27816. private _parentUpdateId;
  27817. /** @hidden */
  27818. _childUpdateId: number;
  27819. /** @hidden */
  27820. _waitingParentId: Nullable<string>;
  27821. /** @hidden */
  27822. _scene: Scene;
  27823. /** @hidden */
  27824. _cache: any;
  27825. private _parentNode;
  27826. private _children;
  27827. /** @hidden */
  27828. _worldMatrix: Matrix;
  27829. /** @hidden */
  27830. _worldMatrixDeterminant: number;
  27831. /** @hidden */
  27832. _worldMatrixDeterminantIsDirty: boolean;
  27833. /** @hidden */
  27834. private _sceneRootNodesIndex;
  27835. /**
  27836. * Gets a boolean indicating if the node has been disposed
  27837. * @returns true if the node was disposed
  27838. */
  27839. isDisposed(): boolean;
  27840. /**
  27841. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27842. * @see https://doc.babylonjs.com/how_to/parenting
  27843. */
  27844. parent: Nullable<Node>;
  27845. /** @hidden */
  27846. _addToSceneRootNodes(): void;
  27847. /** @hidden */
  27848. _removeFromSceneRootNodes(): void;
  27849. private _animationPropertiesOverride;
  27850. /**
  27851. * Gets or sets the animation properties override
  27852. */
  27853. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27854. /**
  27855. * Gets a string idenfifying the name of the class
  27856. * @returns "Node" string
  27857. */
  27858. getClassName(): string;
  27859. /** @hidden */
  27860. readonly _isNode: boolean;
  27861. /**
  27862. * An event triggered when the mesh is disposed
  27863. */
  27864. onDisposeObservable: Observable<Node>;
  27865. private _onDisposeObserver;
  27866. /**
  27867. * Sets a callback that will be raised when the node will be disposed
  27868. */
  27869. onDispose: () => void;
  27870. /**
  27871. * Creates a new Node
  27872. * @param name the name and id to be given to this node
  27873. * @param scene the scene this node will be added to
  27874. */
  27875. constructor(name: string, scene?: Nullable<Scene>);
  27876. /**
  27877. * Gets the scene of the node
  27878. * @returns a scene
  27879. */
  27880. getScene(): Scene;
  27881. /**
  27882. * Gets the engine of the node
  27883. * @returns a Engine
  27884. */
  27885. getEngine(): Engine;
  27886. private _behaviors;
  27887. /**
  27888. * Attach a behavior to the node
  27889. * @see http://doc.babylonjs.com/features/behaviour
  27890. * @param behavior defines the behavior to attach
  27891. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27892. * @returns the current Node
  27893. */
  27894. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27895. /**
  27896. * Remove an attached behavior
  27897. * @see http://doc.babylonjs.com/features/behaviour
  27898. * @param behavior defines the behavior to attach
  27899. * @returns the current Node
  27900. */
  27901. removeBehavior(behavior: Behavior<Node>): Node;
  27902. /**
  27903. * Gets the list of attached behaviors
  27904. * @see http://doc.babylonjs.com/features/behaviour
  27905. */
  27906. readonly behaviors: Behavior<Node>[];
  27907. /**
  27908. * Gets an attached behavior by name
  27909. * @param name defines the name of the behavior to look for
  27910. * @see http://doc.babylonjs.com/features/behaviour
  27911. * @returns null if behavior was not found else the requested behavior
  27912. */
  27913. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27914. /**
  27915. * Returns the latest update of the World matrix
  27916. * @returns a Matrix
  27917. */
  27918. getWorldMatrix(): Matrix;
  27919. /** @hidden */
  27920. _getWorldMatrixDeterminant(): number;
  27921. /**
  27922. * Returns directly the latest state of the mesh World matrix.
  27923. * A Matrix is returned.
  27924. */
  27925. readonly worldMatrixFromCache: Matrix;
  27926. /** @hidden */
  27927. _initCache(): void;
  27928. /** @hidden */
  27929. updateCache(force?: boolean): void;
  27930. /** @hidden */
  27931. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27932. /** @hidden */
  27933. _updateCache(ignoreParentClass?: boolean): void;
  27934. /** @hidden */
  27935. _isSynchronized(): boolean;
  27936. /** @hidden */
  27937. _markSyncedWithParent(): void;
  27938. /** @hidden */
  27939. isSynchronizedWithParent(): boolean;
  27940. /** @hidden */
  27941. isSynchronized(): boolean;
  27942. /**
  27943. * Is this node ready to be used/rendered
  27944. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27945. * @return true if the node is ready
  27946. */
  27947. isReady(completeCheck?: boolean): boolean;
  27948. /**
  27949. * Is this node enabled?
  27950. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  27951. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  27952. * @return whether this node (and its parent) is enabled
  27953. */
  27954. isEnabled(checkAncestors?: boolean): boolean;
  27955. /** @hidden */
  27956. protected _syncParentEnabledState(): void;
  27957. /**
  27958. * Set the enabled state of this node
  27959. * @param value defines the new enabled state
  27960. */
  27961. setEnabled(value: boolean): void;
  27962. /**
  27963. * Is this node a descendant of the given node?
  27964. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27965. * @param ancestor defines the parent node to inspect
  27966. * @returns a boolean indicating if this node is a descendant of the given node
  27967. */
  27968. isDescendantOf(ancestor: Node): boolean;
  27969. /** @hidden */
  27970. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27971. /**
  27972. * Will return all nodes that have this node as ascendant
  27973. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  27974. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27975. * @return all children nodes of all types
  27976. */
  27977. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27978. /**
  27979. * Get all child-meshes of this node
  27980. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  27981. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27982. * @returns an array of AbstractMesh
  27983. */
  27984. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27985. /**
  27986. * Get all direct children of this node
  27987. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27988. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  27989. * @returns an array of Node
  27990. */
  27991. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27992. /** @hidden */
  27993. _setReady(state: boolean): void;
  27994. /**
  27995. * Get an animation by name
  27996. * @param name defines the name of the animation to look for
  27997. * @returns null if not found else the requested animation
  27998. */
  27999. getAnimationByName(name: string): Nullable<Animation>;
  28000. /**
  28001. * Creates an animation range for this node
  28002. * @param name defines the name of the range
  28003. * @param from defines the starting key
  28004. * @param to defines the end key
  28005. */
  28006. createAnimationRange(name: string, from: number, to: number): void;
  28007. /**
  28008. * Delete a specific animation range
  28009. * @param name defines the name of the range to delete
  28010. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28011. */
  28012. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28013. /**
  28014. * Get an animation range by name
  28015. * @param name defines the name of the animation range to look for
  28016. * @returns null if not found else the requested animation range
  28017. */
  28018. getAnimationRange(name: string): Nullable<AnimationRange>;
  28019. /**
  28020. * Gets the list of all animation ranges defined on this node
  28021. * @returns an array
  28022. */
  28023. getAnimationRanges(): Nullable<AnimationRange>[];
  28024. /**
  28025. * Will start the animation sequence
  28026. * @param name defines the range frames for animation sequence
  28027. * @param loop defines if the animation should loop (false by default)
  28028. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28029. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28030. * @returns the object created for this animation. If range does not exist, it will return null
  28031. */
  28032. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28033. /**
  28034. * Serialize animation ranges into a JSON compatible object
  28035. * @returns serialization object
  28036. */
  28037. serializeAnimationRanges(): any;
  28038. /**
  28039. * Computes the world matrix of the node
  28040. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28041. * @returns the world matrix
  28042. */
  28043. computeWorldMatrix(force?: boolean): Matrix;
  28044. /**
  28045. * Releases resources associated with this node.
  28046. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28047. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28048. */
  28049. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28050. /**
  28051. * Parse animation range data from a serialization object and store them into a given node
  28052. * @param node defines where to store the animation ranges
  28053. * @param parsedNode defines the serialization object to read data from
  28054. * @param scene defines the hosting scene
  28055. */
  28056. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28057. /**
  28058. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28059. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28060. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  28061. * @returns the new bounding vectors
  28062. */
  28063. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28064. min: Vector3;
  28065. max: Vector3;
  28066. };
  28067. }
  28068. }
  28069. declare module "babylonjs/Animations/animation" {
  28070. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28071. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28072. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28073. import { Nullable } from "babylonjs/types";
  28074. import { Scene } from "babylonjs/scene";
  28075. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28076. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28077. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28078. import { Node } from "babylonjs/node";
  28079. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28080. import { Size } from "babylonjs/Maths/math.size";
  28081. import { Animatable } from "babylonjs/Animations/animatable";
  28082. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28083. /**
  28084. * @hidden
  28085. */
  28086. export class _IAnimationState {
  28087. key: number;
  28088. repeatCount: number;
  28089. workValue?: any;
  28090. loopMode?: number;
  28091. offsetValue?: any;
  28092. highLimitValue?: any;
  28093. }
  28094. /**
  28095. * Class used to store any kind of animation
  28096. */
  28097. export class Animation {
  28098. /**Name of the animation */
  28099. name: string;
  28100. /**Property to animate */
  28101. targetProperty: string;
  28102. /**The frames per second of the animation */
  28103. framePerSecond: number;
  28104. /**The data type of the animation */
  28105. dataType: number;
  28106. /**The loop mode of the animation */
  28107. loopMode?: number | undefined;
  28108. /**Specifies if blending should be enabled */
  28109. enableBlending?: boolean | undefined;
  28110. /**
  28111. * Use matrix interpolation instead of using direct key value when animating matrices
  28112. */
  28113. static AllowMatricesInterpolation: boolean;
  28114. /**
  28115. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28116. */
  28117. static AllowMatrixDecomposeForInterpolation: boolean;
  28118. /**
  28119. * Stores the key frames of the animation
  28120. */
  28121. private _keys;
  28122. /**
  28123. * Stores the easing function of the animation
  28124. */
  28125. private _easingFunction;
  28126. /**
  28127. * @hidden Internal use only
  28128. */
  28129. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28130. /**
  28131. * The set of event that will be linked to this animation
  28132. */
  28133. private _events;
  28134. /**
  28135. * Stores an array of target property paths
  28136. */
  28137. targetPropertyPath: string[];
  28138. /**
  28139. * Stores the blending speed of the animation
  28140. */
  28141. blendingSpeed: number;
  28142. /**
  28143. * Stores the animation ranges for the animation
  28144. */
  28145. private _ranges;
  28146. /**
  28147. * @hidden Internal use
  28148. */
  28149. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28150. /**
  28151. * Sets up an animation
  28152. * @param property The property to animate
  28153. * @param animationType The animation type to apply
  28154. * @param framePerSecond The frames per second of the animation
  28155. * @param easingFunction The easing function used in the animation
  28156. * @returns The created animation
  28157. */
  28158. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28159. /**
  28160. * Create and start an animation on a node
  28161. * @param name defines the name of the global animation that will be run on all nodes
  28162. * @param node defines the root node where the animation will take place
  28163. * @param targetProperty defines property to animate
  28164. * @param framePerSecond defines the number of frame per second yo use
  28165. * @param totalFrame defines the number of frames in total
  28166. * @param from defines the initial value
  28167. * @param to defines the final value
  28168. * @param loopMode defines which loop mode you want to use (off by default)
  28169. * @param easingFunction defines the easing function to use (linear by default)
  28170. * @param onAnimationEnd defines the callback to call when animation end
  28171. * @returns the animatable created for this animation
  28172. */
  28173. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28174. /**
  28175. * Create and start an animation on a node and its descendants
  28176. * @param name defines the name of the global animation that will be run on all nodes
  28177. * @param node defines the root node where the animation will take place
  28178. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  28179. * @param targetProperty defines property to animate
  28180. * @param framePerSecond defines the number of frame per second to use
  28181. * @param totalFrame defines the number of frames in total
  28182. * @param from defines the initial value
  28183. * @param to defines the final value
  28184. * @param loopMode defines which loop mode you want to use (off by default)
  28185. * @param easingFunction defines the easing function to use (linear by default)
  28186. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28187. * @returns the list of animatables created for all nodes
  28188. * @example https://www.babylonjs-playground.com/#MH0VLI
  28189. */
  28190. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  28191. /**
  28192. * Creates a new animation, merges it with the existing animations and starts it
  28193. * @param name Name of the animation
  28194. * @param node Node which contains the scene that begins the animations
  28195. * @param targetProperty Specifies which property to animate
  28196. * @param framePerSecond The frames per second of the animation
  28197. * @param totalFrame The total number of frames
  28198. * @param from The frame at the beginning of the animation
  28199. * @param to The frame at the end of the animation
  28200. * @param loopMode Specifies the loop mode of the animation
  28201. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28202. * @param onAnimationEnd Callback to run once the animation is complete
  28203. * @returns Nullable animation
  28204. */
  28205. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28206. /**
  28207. * Transition property of an host to the target Value
  28208. * @param property The property to transition
  28209. * @param targetValue The target Value of the property
  28210. * @param host The object where the property to animate belongs
  28211. * @param scene Scene used to run the animation
  28212. * @param frameRate Framerate (in frame/s) to use
  28213. * @param transition The transition type we want to use
  28214. * @param duration The duration of the animation, in milliseconds
  28215. * @param onAnimationEnd Callback trigger at the end of the animation
  28216. * @returns Nullable animation
  28217. */
  28218. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28219. /**
  28220. * Return the array of runtime animations currently using this animation
  28221. */
  28222. readonly runtimeAnimations: RuntimeAnimation[];
  28223. /**
  28224. * Specifies if any of the runtime animations are currently running
  28225. */
  28226. readonly hasRunningRuntimeAnimations: boolean;
  28227. /**
  28228. * Initializes the animation
  28229. * @param name Name of the animation
  28230. * @param targetProperty Property to animate
  28231. * @param framePerSecond The frames per second of the animation
  28232. * @param dataType The data type of the animation
  28233. * @param loopMode The loop mode of the animation
  28234. * @param enableBlending Specifies if blending should be enabled
  28235. */
  28236. constructor(
  28237. /**Name of the animation */
  28238. name: string,
  28239. /**Property to animate */
  28240. targetProperty: string,
  28241. /**The frames per second of the animation */
  28242. framePerSecond: number,
  28243. /**The data type of the animation */
  28244. dataType: number,
  28245. /**The loop mode of the animation */
  28246. loopMode?: number | undefined,
  28247. /**Specifies if blending should be enabled */
  28248. enableBlending?: boolean | undefined);
  28249. /**
  28250. * Converts the animation to a string
  28251. * @param fullDetails support for multiple levels of logging within scene loading
  28252. * @returns String form of the animation
  28253. */
  28254. toString(fullDetails?: boolean): string;
  28255. /**
  28256. * Add an event to this animation
  28257. * @param event Event to add
  28258. */
  28259. addEvent(event: AnimationEvent): void;
  28260. /**
  28261. * Remove all events found at the given frame
  28262. * @param frame The frame to remove events from
  28263. */
  28264. removeEvents(frame: number): void;
  28265. /**
  28266. * Retrieves all the events from the animation
  28267. * @returns Events from the animation
  28268. */
  28269. getEvents(): AnimationEvent[];
  28270. /**
  28271. * Creates an animation range
  28272. * @param name Name of the animation range
  28273. * @param from Starting frame of the animation range
  28274. * @param to Ending frame of the animation
  28275. */
  28276. createRange(name: string, from: number, to: number): void;
  28277. /**
  28278. * Deletes an animation range by name
  28279. * @param name Name of the animation range to delete
  28280. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28281. */
  28282. deleteRange(name: string, deleteFrames?: boolean): void;
  28283. /**
  28284. * Gets the animation range by name, or null if not defined
  28285. * @param name Name of the animation range
  28286. * @returns Nullable animation range
  28287. */
  28288. getRange(name: string): Nullable<AnimationRange>;
  28289. /**
  28290. * Gets the key frames from the animation
  28291. * @returns The key frames of the animation
  28292. */
  28293. getKeys(): Array<IAnimationKey>;
  28294. /**
  28295. * Gets the highest frame rate of the animation
  28296. * @returns Highest frame rate of the animation
  28297. */
  28298. getHighestFrame(): number;
  28299. /**
  28300. * Gets the easing function of the animation
  28301. * @returns Easing function of the animation
  28302. */
  28303. getEasingFunction(): IEasingFunction;
  28304. /**
  28305. * Sets the easing function of the animation
  28306. * @param easingFunction A custom mathematical formula for animation
  28307. */
  28308. setEasingFunction(easingFunction: EasingFunction): void;
  28309. /**
  28310. * Interpolates a scalar linearly
  28311. * @param startValue Start value of the animation curve
  28312. * @param endValue End value of the animation curve
  28313. * @param gradient Scalar amount to interpolate
  28314. * @returns Interpolated scalar value
  28315. */
  28316. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28317. /**
  28318. * Interpolates a scalar cubically
  28319. * @param startValue Start value of the animation curve
  28320. * @param outTangent End tangent of the animation
  28321. * @param endValue End value of the animation curve
  28322. * @param inTangent Start tangent of the animation curve
  28323. * @param gradient Scalar amount to interpolate
  28324. * @returns Interpolated scalar value
  28325. */
  28326. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28327. /**
  28328. * Interpolates a quaternion using a spherical linear interpolation
  28329. * @param startValue Start value of the animation curve
  28330. * @param endValue End value of the animation curve
  28331. * @param gradient Scalar amount to interpolate
  28332. * @returns Interpolated quaternion value
  28333. */
  28334. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28335. /**
  28336. * Interpolates a quaternion cubically
  28337. * @param startValue Start value of the animation curve
  28338. * @param outTangent End tangent of the animation curve
  28339. * @param endValue End value of the animation curve
  28340. * @param inTangent Start tangent of the animation curve
  28341. * @param gradient Scalar amount to interpolate
  28342. * @returns Interpolated quaternion value
  28343. */
  28344. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28345. /**
  28346. * Interpolates a Vector3 linearl
  28347. * @param startValue Start value of the animation curve
  28348. * @param endValue End value of the animation curve
  28349. * @param gradient Scalar amount to interpolate
  28350. * @returns Interpolated scalar value
  28351. */
  28352. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28353. /**
  28354. * Interpolates a Vector3 cubically
  28355. * @param startValue Start value of the animation curve
  28356. * @param outTangent End tangent of the animation
  28357. * @param endValue End value of the animation curve
  28358. * @param inTangent Start tangent of the animation curve
  28359. * @param gradient Scalar amount to interpolate
  28360. * @returns InterpolatedVector3 value
  28361. */
  28362. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28363. /**
  28364. * Interpolates a Vector2 linearly
  28365. * @param startValue Start value of the animation curve
  28366. * @param endValue End value of the animation curve
  28367. * @param gradient Scalar amount to interpolate
  28368. * @returns Interpolated Vector2 value
  28369. */
  28370. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28371. /**
  28372. * Interpolates a Vector2 cubically
  28373. * @param startValue Start value of the animation curve
  28374. * @param outTangent End tangent of the animation
  28375. * @param endValue End value of the animation curve
  28376. * @param inTangent Start tangent of the animation curve
  28377. * @param gradient Scalar amount to interpolate
  28378. * @returns Interpolated Vector2 value
  28379. */
  28380. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28381. /**
  28382. * Interpolates a size linearly
  28383. * @param startValue Start value of the animation curve
  28384. * @param endValue End value of the animation curve
  28385. * @param gradient Scalar amount to interpolate
  28386. * @returns Interpolated Size value
  28387. */
  28388. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28389. /**
  28390. * Interpolates a Color3 linearly
  28391. * @param startValue Start value of the animation curve
  28392. * @param endValue End value of the animation curve
  28393. * @param gradient Scalar amount to interpolate
  28394. * @returns Interpolated Color3 value
  28395. */
  28396. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28397. /**
  28398. * Interpolates a Color4 linearly
  28399. * @param startValue Start value of the animation curve
  28400. * @param endValue End value of the animation curve
  28401. * @param gradient Scalar amount to interpolate
  28402. * @returns Interpolated Color3 value
  28403. */
  28404. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28405. /**
  28406. * @hidden Internal use only
  28407. */
  28408. _getKeyValue(value: any): any;
  28409. /**
  28410. * @hidden Internal use only
  28411. */
  28412. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28413. /**
  28414. * Defines the function to use to interpolate matrices
  28415. * @param startValue defines the start matrix
  28416. * @param endValue defines the end matrix
  28417. * @param gradient defines the gradient between both matrices
  28418. * @param result defines an optional target matrix where to store the interpolation
  28419. * @returns the interpolated matrix
  28420. */
  28421. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28422. /**
  28423. * Makes a copy of the animation
  28424. * @returns Cloned animation
  28425. */
  28426. clone(): Animation;
  28427. /**
  28428. * Sets the key frames of the animation
  28429. * @param values The animation key frames to set
  28430. */
  28431. setKeys(values: Array<IAnimationKey>): void;
  28432. /**
  28433. * Serializes the animation to an object
  28434. * @returns Serialized object
  28435. */
  28436. serialize(): any;
  28437. /**
  28438. * Float animation type
  28439. */
  28440. static readonly ANIMATIONTYPE_FLOAT: number;
  28441. /**
  28442. * Vector3 animation type
  28443. */
  28444. static readonly ANIMATIONTYPE_VECTOR3: number;
  28445. /**
  28446. * Quaternion animation type
  28447. */
  28448. static readonly ANIMATIONTYPE_QUATERNION: number;
  28449. /**
  28450. * Matrix animation type
  28451. */
  28452. static readonly ANIMATIONTYPE_MATRIX: number;
  28453. /**
  28454. * Color3 animation type
  28455. */
  28456. static readonly ANIMATIONTYPE_COLOR3: number;
  28457. /**
  28458. * Color3 animation type
  28459. */
  28460. static readonly ANIMATIONTYPE_COLOR4: number;
  28461. /**
  28462. * Vector2 animation type
  28463. */
  28464. static readonly ANIMATIONTYPE_VECTOR2: number;
  28465. /**
  28466. * Size animation type
  28467. */
  28468. static readonly ANIMATIONTYPE_SIZE: number;
  28469. /**
  28470. * Relative Loop Mode
  28471. */
  28472. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28473. /**
  28474. * Cycle Loop Mode
  28475. */
  28476. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28477. /**
  28478. * Constant Loop Mode
  28479. */
  28480. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28481. /** @hidden */
  28482. static _UniversalLerp(left: any, right: any, amount: number): any;
  28483. /**
  28484. * Parses an animation object and creates an animation
  28485. * @param parsedAnimation Parsed animation object
  28486. * @returns Animation object
  28487. */
  28488. static Parse(parsedAnimation: any): Animation;
  28489. /**
  28490. * Appends the serialized animations from the source animations
  28491. * @param source Source containing the animations
  28492. * @param destination Target to store the animations
  28493. */
  28494. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28495. }
  28496. }
  28497. declare module "babylonjs/Animations/animatable.interface" {
  28498. import { Nullable } from "babylonjs/types";
  28499. import { Animation } from "babylonjs/Animations/animation";
  28500. /**
  28501. * Interface containing an array of animations
  28502. */
  28503. export interface IAnimatable {
  28504. /**
  28505. * Array of animations
  28506. */
  28507. animations: Nullable<Array<Animation>>;
  28508. }
  28509. }
  28510. declare module "babylonjs/Materials/fresnelParameters" {
  28511. import { Color3 } from "babylonjs/Maths/math.color";
  28512. /**
  28513. * This represents all the required information to add a fresnel effect on a material:
  28514. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28515. */
  28516. export class FresnelParameters {
  28517. private _isEnabled;
  28518. /**
  28519. * Define if the fresnel effect is enable or not.
  28520. */
  28521. isEnabled: boolean;
  28522. /**
  28523. * Define the color used on edges (grazing angle)
  28524. */
  28525. leftColor: Color3;
  28526. /**
  28527. * Define the color used on center
  28528. */
  28529. rightColor: Color3;
  28530. /**
  28531. * Define bias applied to computed fresnel term
  28532. */
  28533. bias: number;
  28534. /**
  28535. * Defined the power exponent applied to fresnel term
  28536. */
  28537. power: number;
  28538. /**
  28539. * Clones the current fresnel and its valuues
  28540. * @returns a clone fresnel configuration
  28541. */
  28542. clone(): FresnelParameters;
  28543. /**
  28544. * Serializes the current fresnel parameters to a JSON representation.
  28545. * @return the JSON serialization
  28546. */
  28547. serialize(): any;
  28548. /**
  28549. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28550. * @param parsedFresnelParameters Define the JSON representation
  28551. * @returns the parsed parameters
  28552. */
  28553. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28554. }
  28555. }
  28556. declare module "babylonjs/Misc/decorators" {
  28557. import { Nullable } from "babylonjs/types";
  28558. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28559. import { Scene } from "babylonjs/scene";
  28560. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28561. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28562. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28563. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28564. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28565. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28566. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28567. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28568. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28569. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28570. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28571. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28572. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28573. /**
  28574. * Decorator used to define property that can be serialized as reference to a camera
  28575. * @param sourceName defines the name of the property to decorate
  28576. */
  28577. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28578. /**
  28579. * Class used to help serialization objects
  28580. */
  28581. export class SerializationHelper {
  28582. /** @hidden */
  28583. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28584. /** @hidden */
  28585. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28586. /** @hidden */
  28587. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28588. /** @hidden */
  28589. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28590. /**
  28591. * Appends the serialized animations from the source animations
  28592. * @param source Source containing the animations
  28593. * @param destination Target to store the animations
  28594. */
  28595. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28596. /**
  28597. * Static function used to serialized a specific entity
  28598. * @param entity defines the entity to serialize
  28599. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28600. * @returns a JSON compatible object representing the serialization of the entity
  28601. */
  28602. static Serialize<T>(entity: T, serializationObject?: any): any;
  28603. /**
  28604. * Creates a new entity from a serialization data object
  28605. * @param creationFunction defines a function used to instanciated the new entity
  28606. * @param source defines the source serialization data
  28607. * @param scene defines the hosting scene
  28608. * @param rootUrl defines the root url for resources
  28609. * @returns a new entity
  28610. */
  28611. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28612. /**
  28613. * Clones an object
  28614. * @param creationFunction defines the function used to instanciate the new object
  28615. * @param source defines the source object
  28616. * @returns the cloned object
  28617. */
  28618. static Clone<T>(creationFunction: () => T, source: T): T;
  28619. /**
  28620. * Instanciates a new object based on a source one (some data will be shared between both object)
  28621. * @param creationFunction defines the function used to instanciate the new object
  28622. * @param source defines the source object
  28623. * @returns the new object
  28624. */
  28625. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28626. }
  28627. }
  28628. declare module "babylonjs/Misc/guid" {
  28629. /**
  28630. * Class used to manipulate GUIDs
  28631. */
  28632. export class GUID {
  28633. /**
  28634. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28635. * Be aware Math.random() could cause collisions, but:
  28636. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28637. * @returns a pseudo random id
  28638. */
  28639. static RandomId(): string;
  28640. }
  28641. }
  28642. declare module "babylonjs/Materials/Textures/baseTexture" {
  28643. import { Observable } from "babylonjs/Misc/observable";
  28644. import { Nullable } from "babylonjs/types";
  28645. import { Scene } from "babylonjs/scene";
  28646. import { Matrix } from "babylonjs/Maths/math.vector";
  28647. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28648. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28649. import { ISize } from "babylonjs/Maths/math.size";
  28650. /**
  28651. * Base class of all the textures in babylon.
  28652. * It groups all the common properties the materials, post process, lights... might need
  28653. * in order to make a correct use of the texture.
  28654. */
  28655. export class BaseTexture implements IAnimatable {
  28656. /**
  28657. * Default anisotropic filtering level for the application.
  28658. * It is set to 4 as a good tradeoff between perf and quality.
  28659. */
  28660. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28661. /**
  28662. * Gets or sets the unique id of the texture
  28663. */
  28664. uniqueId: number;
  28665. /**
  28666. * Define the name of the texture.
  28667. */
  28668. name: string;
  28669. /**
  28670. * Gets or sets an object used to store user defined information.
  28671. */
  28672. metadata: any;
  28673. /**
  28674. * For internal use only. Please do not use.
  28675. */
  28676. reservedDataStore: any;
  28677. private _hasAlpha;
  28678. /**
  28679. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28680. */
  28681. hasAlpha: boolean;
  28682. /**
  28683. * Defines if the alpha value should be determined via the rgb values.
  28684. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28685. */
  28686. getAlphaFromRGB: boolean;
  28687. /**
  28688. * Intensity or strength of the texture.
  28689. * It is commonly used by materials to fine tune the intensity of the texture
  28690. */
  28691. level: number;
  28692. /**
  28693. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28694. * This is part of the texture as textures usually maps to one uv set.
  28695. */
  28696. coordinatesIndex: number;
  28697. private _coordinatesMode;
  28698. /**
  28699. * How a texture is mapped.
  28700. *
  28701. * | Value | Type | Description |
  28702. * | ----- | ----------------------------------- | ----------- |
  28703. * | 0 | EXPLICIT_MODE | |
  28704. * | 1 | SPHERICAL_MODE | |
  28705. * | 2 | PLANAR_MODE | |
  28706. * | 3 | CUBIC_MODE | |
  28707. * | 4 | PROJECTION_MODE | |
  28708. * | 5 | SKYBOX_MODE | |
  28709. * | 6 | INVCUBIC_MODE | |
  28710. * | 7 | EQUIRECTANGULAR_MODE | |
  28711. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28712. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28713. */
  28714. coordinatesMode: number;
  28715. /**
  28716. * | Value | Type | Description |
  28717. * | ----- | ------------------ | ----------- |
  28718. * | 0 | CLAMP_ADDRESSMODE | |
  28719. * | 1 | WRAP_ADDRESSMODE | |
  28720. * | 2 | MIRROR_ADDRESSMODE | |
  28721. */
  28722. wrapU: number;
  28723. /**
  28724. * | Value | Type | Description |
  28725. * | ----- | ------------------ | ----------- |
  28726. * | 0 | CLAMP_ADDRESSMODE | |
  28727. * | 1 | WRAP_ADDRESSMODE | |
  28728. * | 2 | MIRROR_ADDRESSMODE | |
  28729. */
  28730. wrapV: number;
  28731. /**
  28732. * | Value | Type | Description |
  28733. * | ----- | ------------------ | ----------- |
  28734. * | 0 | CLAMP_ADDRESSMODE | |
  28735. * | 1 | WRAP_ADDRESSMODE | |
  28736. * | 2 | MIRROR_ADDRESSMODE | |
  28737. */
  28738. wrapR: number;
  28739. /**
  28740. * With compliant hardware and browser (supporting anisotropic filtering)
  28741. * this defines the level of anisotropic filtering in the texture.
  28742. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28743. */
  28744. anisotropicFilteringLevel: number;
  28745. /**
  28746. * Define if the texture is a cube texture or if false a 2d texture.
  28747. */
  28748. isCube: boolean;
  28749. /**
  28750. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28751. */
  28752. is3D: boolean;
  28753. /**
  28754. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28755. * HDR texture are usually stored in linear space.
  28756. * This only impacts the PBR and Background materials
  28757. */
  28758. gammaSpace: boolean;
  28759. /**
  28760. * Gets or sets whether or not the texture contains RGBD data.
  28761. */
  28762. isRGBD: boolean;
  28763. /**
  28764. * Is Z inverted in the texture (useful in a cube texture).
  28765. */
  28766. invertZ: boolean;
  28767. /**
  28768. * Are mip maps generated for this texture or not.
  28769. */
  28770. readonly noMipmap: boolean;
  28771. /**
  28772. * @hidden
  28773. */
  28774. lodLevelInAlpha: boolean;
  28775. /**
  28776. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28777. */
  28778. lodGenerationOffset: number;
  28779. /**
  28780. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28781. */
  28782. lodGenerationScale: number;
  28783. /**
  28784. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28785. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28786. * average roughness values.
  28787. */
  28788. linearSpecularLOD: boolean;
  28789. /**
  28790. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28791. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28792. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28793. */
  28794. irradianceTexture: Nullable<BaseTexture>;
  28795. /**
  28796. * Define if the texture is a render target.
  28797. */
  28798. isRenderTarget: boolean;
  28799. /**
  28800. * Define the unique id of the texture in the scene.
  28801. */
  28802. readonly uid: string;
  28803. /**
  28804. * Return a string representation of the texture.
  28805. * @returns the texture as a string
  28806. */
  28807. toString(): string;
  28808. /**
  28809. * Get the class name of the texture.
  28810. * @returns "BaseTexture"
  28811. */
  28812. getClassName(): string;
  28813. /**
  28814. * Define the list of animation attached to the texture.
  28815. */
  28816. animations: import("babylonjs/Animations/animation").Animation[];
  28817. /**
  28818. * An event triggered when the texture is disposed.
  28819. */
  28820. onDisposeObservable: Observable<BaseTexture>;
  28821. private _onDisposeObserver;
  28822. /**
  28823. * Callback triggered when the texture has been disposed.
  28824. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28825. */
  28826. onDispose: () => void;
  28827. /**
  28828. * Define the current state of the loading sequence when in delayed load mode.
  28829. */
  28830. delayLoadState: number;
  28831. private _scene;
  28832. /** @hidden */
  28833. _texture: Nullable<InternalTexture>;
  28834. private _uid;
  28835. /**
  28836. * Define if the texture is preventinga material to render or not.
  28837. * If not and the texture is not ready, the engine will use a default black texture instead.
  28838. */
  28839. readonly isBlocking: boolean;
  28840. /**
  28841. * Instantiates a new BaseTexture.
  28842. * Base class of all the textures in babylon.
  28843. * It groups all the common properties the materials, post process, lights... might need
  28844. * in order to make a correct use of the texture.
  28845. * @param scene Define the scene the texture blongs to
  28846. */
  28847. constructor(scene: Nullable<Scene>);
  28848. /**
  28849. * Get the scene the texture belongs to.
  28850. * @returns the scene or null if undefined
  28851. */
  28852. getScene(): Nullable<Scene>;
  28853. /**
  28854. * Get the texture transform matrix used to offset tile the texture for istance.
  28855. * @returns the transformation matrix
  28856. */
  28857. getTextureMatrix(): Matrix;
  28858. /**
  28859. * Get the texture reflection matrix used to rotate/transform the reflection.
  28860. * @returns the reflection matrix
  28861. */
  28862. getReflectionTextureMatrix(): Matrix;
  28863. /**
  28864. * Get the underlying lower level texture from Babylon.
  28865. * @returns the insternal texture
  28866. */
  28867. getInternalTexture(): Nullable<InternalTexture>;
  28868. /**
  28869. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28870. * @returns true if ready or not blocking
  28871. */
  28872. isReadyOrNotBlocking(): boolean;
  28873. /**
  28874. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28875. * @returns true if fully ready
  28876. */
  28877. isReady(): boolean;
  28878. private _cachedSize;
  28879. /**
  28880. * Get the size of the texture.
  28881. * @returns the texture size.
  28882. */
  28883. getSize(): ISize;
  28884. /**
  28885. * Get the base size of the texture.
  28886. * It can be different from the size if the texture has been resized for POT for instance
  28887. * @returns the base size
  28888. */
  28889. getBaseSize(): ISize;
  28890. /**
  28891. * Update the sampling mode of the texture.
  28892. * Default is Trilinear mode.
  28893. *
  28894. * | Value | Type | Description |
  28895. * | ----- | ------------------ | ----------- |
  28896. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28897. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28898. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28899. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28900. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28901. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28902. * | 7 | NEAREST_LINEAR | |
  28903. * | 8 | NEAREST_NEAREST | |
  28904. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28905. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28906. * | 11 | LINEAR_LINEAR | |
  28907. * | 12 | LINEAR_NEAREST | |
  28908. *
  28909. * > _mag_: magnification filter (close to the viewer)
  28910. * > _min_: minification filter (far from the viewer)
  28911. * > _mip_: filter used between mip map levels
  28912. *@param samplingMode Define the new sampling mode of the texture
  28913. */
  28914. updateSamplingMode(samplingMode: number): void;
  28915. /**
  28916. * Scales the texture if is `canRescale()`
  28917. * @param ratio the resize factor we want to use to rescale
  28918. */
  28919. scale(ratio: number): void;
  28920. /**
  28921. * Get if the texture can rescale.
  28922. */
  28923. readonly canRescale: boolean;
  28924. /** @hidden */
  28925. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28926. /** @hidden */
  28927. _rebuild(): void;
  28928. /**
  28929. * Triggers the load sequence in delayed load mode.
  28930. */
  28931. delayLoad(): void;
  28932. /**
  28933. * Clones the texture.
  28934. * @returns the cloned texture
  28935. */
  28936. clone(): Nullable<BaseTexture>;
  28937. /**
  28938. * Get the texture underlying type (INT, FLOAT...)
  28939. */
  28940. readonly textureType: number;
  28941. /**
  28942. * Get the texture underlying format (RGB, RGBA...)
  28943. */
  28944. readonly textureFormat: number;
  28945. /**
  28946. * Indicates that textures need to be re-calculated for all materials
  28947. */
  28948. protected _markAllSubMeshesAsTexturesDirty(): void;
  28949. /**
  28950. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28951. * This will returns an RGBA array buffer containing either in values (0-255) or
  28952. * float values (0-1) depending of the underlying buffer type.
  28953. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28954. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28955. * @param buffer defines a user defined buffer to fill with data (can be null)
  28956. * @returns The Array buffer containing the pixels data.
  28957. */
  28958. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28959. /**
  28960. * Release and destroy the underlying lower level texture aka internalTexture.
  28961. */
  28962. releaseInternalTexture(): void;
  28963. /** @hidden */
  28964. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28965. /** @hidden */
  28966. readonly _lodTextureMid: Nullable<BaseTexture>;
  28967. /** @hidden */
  28968. readonly _lodTextureLow: Nullable<BaseTexture>;
  28969. /**
  28970. * Dispose the texture and release its associated resources.
  28971. */
  28972. dispose(): void;
  28973. /**
  28974. * Serialize the texture into a JSON representation that can be parsed later on.
  28975. * @returns the JSON representation of the texture
  28976. */
  28977. serialize(): any;
  28978. /**
  28979. * Helper function to be called back once a list of texture contains only ready textures.
  28980. * @param textures Define the list of textures to wait for
  28981. * @param callback Define the callback triggered once the entire list will be ready
  28982. */
  28983. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28984. }
  28985. }
  28986. declare module "babylonjs/Materials/effect" {
  28987. import { Observable } from "babylonjs/Misc/observable";
  28988. import { Nullable } from "babylonjs/types";
  28989. import { IDisposable } from "babylonjs/scene";
  28990. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28991. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28992. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28993. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  28994. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  28995. import { Engine } from "babylonjs/Engines/engine";
  28996. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28997. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28998. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28999. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29000. /**
  29001. * Options to be used when creating an effect.
  29002. */
  29003. export interface IEffectCreationOptions {
  29004. /**
  29005. * Atrributes that will be used in the shader.
  29006. */
  29007. attributes: string[];
  29008. /**
  29009. * Uniform varible names that will be set in the shader.
  29010. */
  29011. uniformsNames: string[];
  29012. /**
  29013. * Uniform buffer varible names that will be set in the shader.
  29014. */
  29015. uniformBuffersNames: string[];
  29016. /**
  29017. * Sampler texture variable names that will be set in the shader.
  29018. */
  29019. samplers: string[];
  29020. /**
  29021. * Define statements that will be set in the shader.
  29022. */
  29023. defines: any;
  29024. /**
  29025. * Possible fallbacks for this effect to improve performance when needed.
  29026. */
  29027. fallbacks: Nullable<IEffectFallbacks>;
  29028. /**
  29029. * Callback that will be called when the shader is compiled.
  29030. */
  29031. onCompiled: Nullable<(effect: Effect) => void>;
  29032. /**
  29033. * Callback that will be called if an error occurs during shader compilation.
  29034. */
  29035. onError: Nullable<(effect: Effect, errors: string) => void>;
  29036. /**
  29037. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29038. */
  29039. indexParameters?: any;
  29040. /**
  29041. * Max number of lights that can be used in the shader.
  29042. */
  29043. maxSimultaneousLights?: number;
  29044. /**
  29045. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29046. */
  29047. transformFeedbackVaryings?: Nullable<string[]>;
  29048. }
  29049. /**
  29050. * Effect containing vertex and fragment shader that can be executed on an object.
  29051. */
  29052. export class Effect implements IDisposable {
  29053. /**
  29054. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29055. */
  29056. static ShadersRepository: string;
  29057. /**
  29058. * Name of the effect.
  29059. */
  29060. name: any;
  29061. /**
  29062. * String container all the define statements that should be set on the shader.
  29063. */
  29064. defines: string;
  29065. /**
  29066. * Callback that will be called when the shader is compiled.
  29067. */
  29068. onCompiled: Nullable<(effect: Effect) => void>;
  29069. /**
  29070. * Callback that will be called if an error occurs during shader compilation.
  29071. */
  29072. onError: Nullable<(effect: Effect, errors: string) => void>;
  29073. /**
  29074. * Callback that will be called when effect is bound.
  29075. */
  29076. onBind: Nullable<(effect: Effect) => void>;
  29077. /**
  29078. * Unique ID of the effect.
  29079. */
  29080. uniqueId: number;
  29081. /**
  29082. * Observable that will be called when the shader is compiled.
  29083. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29084. */
  29085. onCompileObservable: Observable<Effect>;
  29086. /**
  29087. * Observable that will be called if an error occurs during shader compilation.
  29088. */
  29089. onErrorObservable: Observable<Effect>;
  29090. /** @hidden */
  29091. _onBindObservable: Nullable<Observable<Effect>>;
  29092. /**
  29093. * Observable that will be called when effect is bound.
  29094. */
  29095. readonly onBindObservable: Observable<Effect>;
  29096. /** @hidden */
  29097. _bonesComputationForcedToCPU: boolean;
  29098. private static _uniqueIdSeed;
  29099. private _engine;
  29100. private _uniformBuffersNames;
  29101. private _uniformsNames;
  29102. private _samplerList;
  29103. private _samplers;
  29104. private _isReady;
  29105. private _compilationError;
  29106. private _allFallbacksProcessed;
  29107. private _attributesNames;
  29108. private _attributes;
  29109. private _uniforms;
  29110. /**
  29111. * Key for the effect.
  29112. * @hidden
  29113. */
  29114. _key: string;
  29115. private _indexParameters;
  29116. private _fallbacks;
  29117. private _vertexSourceCode;
  29118. private _fragmentSourceCode;
  29119. private _vertexSourceCodeOverride;
  29120. private _fragmentSourceCodeOverride;
  29121. private _transformFeedbackVaryings;
  29122. /**
  29123. * Compiled shader to webGL program.
  29124. * @hidden
  29125. */
  29126. _pipelineContext: Nullable<IPipelineContext>;
  29127. private _valueCache;
  29128. private static _baseCache;
  29129. /**
  29130. * Instantiates an effect.
  29131. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29132. * @param baseName Name of the effect.
  29133. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29134. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29135. * @param samplers List of sampler variables that will be passed to the shader.
  29136. * @param engine Engine to be used to render the effect
  29137. * @param defines Define statements to be added to the shader.
  29138. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29139. * @param onCompiled Callback that will be called when the shader is compiled.
  29140. * @param onError Callback that will be called if an error occurs during shader compilation.
  29141. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29142. */
  29143. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29144. private _useFinalCode;
  29145. /**
  29146. * Unique key for this effect
  29147. */
  29148. readonly key: string;
  29149. /**
  29150. * If the effect has been compiled and prepared.
  29151. * @returns if the effect is compiled and prepared.
  29152. */
  29153. isReady(): boolean;
  29154. private _isReadyInternal;
  29155. /**
  29156. * The engine the effect was initialized with.
  29157. * @returns the engine.
  29158. */
  29159. getEngine(): Engine;
  29160. /**
  29161. * The pipeline context for this effect
  29162. * @returns the associated pipeline context
  29163. */
  29164. getPipelineContext(): Nullable<IPipelineContext>;
  29165. /**
  29166. * The set of names of attribute variables for the shader.
  29167. * @returns An array of attribute names.
  29168. */
  29169. getAttributesNames(): string[];
  29170. /**
  29171. * Returns the attribute at the given index.
  29172. * @param index The index of the attribute.
  29173. * @returns The location of the attribute.
  29174. */
  29175. getAttributeLocation(index: number): number;
  29176. /**
  29177. * Returns the attribute based on the name of the variable.
  29178. * @param name of the attribute to look up.
  29179. * @returns the attribute location.
  29180. */
  29181. getAttributeLocationByName(name: string): number;
  29182. /**
  29183. * The number of attributes.
  29184. * @returns the numnber of attributes.
  29185. */
  29186. getAttributesCount(): number;
  29187. /**
  29188. * Gets the index of a uniform variable.
  29189. * @param uniformName of the uniform to look up.
  29190. * @returns the index.
  29191. */
  29192. getUniformIndex(uniformName: string): number;
  29193. /**
  29194. * Returns the attribute based on the name of the variable.
  29195. * @param uniformName of the uniform to look up.
  29196. * @returns the location of the uniform.
  29197. */
  29198. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29199. /**
  29200. * Returns an array of sampler variable names
  29201. * @returns The array of sampler variable neames.
  29202. */
  29203. getSamplers(): string[];
  29204. /**
  29205. * The error from the last compilation.
  29206. * @returns the error string.
  29207. */
  29208. getCompilationError(): string;
  29209. /**
  29210. * Gets a boolean indicating that all fallbacks were used during compilation
  29211. * @returns true if all fallbacks were used
  29212. */
  29213. allFallbacksProcessed(): boolean;
  29214. /**
  29215. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29216. * @param func The callback to be used.
  29217. */
  29218. executeWhenCompiled(func: (effect: Effect) => void): void;
  29219. private _checkIsReady;
  29220. private _loadShader;
  29221. /**
  29222. * Recompiles the webGL program
  29223. * @param vertexSourceCode The source code for the vertex shader.
  29224. * @param fragmentSourceCode The source code for the fragment shader.
  29225. * @param onCompiled Callback called when completed.
  29226. * @param onError Callback called on error.
  29227. * @hidden
  29228. */
  29229. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29230. /**
  29231. * Prepares the effect
  29232. * @hidden
  29233. */
  29234. _prepareEffect(): void;
  29235. private _processCompilationErrors;
  29236. /**
  29237. * Checks if the effect is supported. (Must be called after compilation)
  29238. */
  29239. readonly isSupported: boolean;
  29240. /**
  29241. * Binds a texture to the engine to be used as output of the shader.
  29242. * @param channel Name of the output variable.
  29243. * @param texture Texture to bind.
  29244. * @hidden
  29245. */
  29246. _bindTexture(channel: string, texture: InternalTexture): void;
  29247. /**
  29248. * Sets a texture on the engine to be used in the shader.
  29249. * @param channel Name of the sampler variable.
  29250. * @param texture Texture to set.
  29251. */
  29252. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29253. /**
  29254. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29255. * @param channel Name of the sampler variable.
  29256. * @param texture Texture to set.
  29257. */
  29258. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29259. /**
  29260. * Sets an array of textures on the engine to be used in the shader.
  29261. * @param channel Name of the variable.
  29262. * @param textures Textures to set.
  29263. */
  29264. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29265. /**
  29266. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29267. * @param channel Name of the sampler variable.
  29268. * @param postProcess Post process to get the input texture from.
  29269. */
  29270. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29271. /**
  29272. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29273. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29274. * @param channel Name of the sampler variable.
  29275. * @param postProcess Post process to get the output texture from.
  29276. */
  29277. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29278. /** @hidden */
  29279. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29280. /** @hidden */
  29281. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29282. /** @hidden */
  29283. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29284. /** @hidden */
  29285. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29286. /**
  29287. * Binds a buffer to a uniform.
  29288. * @param buffer Buffer to bind.
  29289. * @param name Name of the uniform variable to bind to.
  29290. */
  29291. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29292. /**
  29293. * Binds block to a uniform.
  29294. * @param blockName Name of the block to bind.
  29295. * @param index Index to bind.
  29296. */
  29297. bindUniformBlock(blockName: string, index: number): void;
  29298. /**
  29299. * Sets an interger value on a uniform variable.
  29300. * @param uniformName Name of the variable.
  29301. * @param value Value to be set.
  29302. * @returns this effect.
  29303. */
  29304. setInt(uniformName: string, value: number): Effect;
  29305. /**
  29306. * Sets an int array on a uniform variable.
  29307. * @param uniformName Name of the variable.
  29308. * @param array array to be set.
  29309. * @returns this effect.
  29310. */
  29311. setIntArray(uniformName: string, array: Int32Array): Effect;
  29312. /**
  29313. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29314. * @param uniformName Name of the variable.
  29315. * @param array array to be set.
  29316. * @returns this effect.
  29317. */
  29318. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29319. /**
  29320. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29321. * @param uniformName Name of the variable.
  29322. * @param array array to be set.
  29323. * @returns this effect.
  29324. */
  29325. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29326. /**
  29327. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29328. * @param uniformName Name of the variable.
  29329. * @param array array to be set.
  29330. * @returns this effect.
  29331. */
  29332. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29333. /**
  29334. * Sets an float array on a uniform variable.
  29335. * @param uniformName Name of the variable.
  29336. * @param array array to be set.
  29337. * @returns this effect.
  29338. */
  29339. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29340. /**
  29341. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29342. * @param uniformName Name of the variable.
  29343. * @param array array to be set.
  29344. * @returns this effect.
  29345. */
  29346. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29347. /**
  29348. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29349. * @param uniformName Name of the variable.
  29350. * @param array array to be set.
  29351. * @returns this effect.
  29352. */
  29353. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29354. /**
  29355. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29356. * @param uniformName Name of the variable.
  29357. * @param array array to be set.
  29358. * @returns this effect.
  29359. */
  29360. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29361. /**
  29362. * Sets an array on a uniform variable.
  29363. * @param uniformName Name of the variable.
  29364. * @param array array to be set.
  29365. * @returns this effect.
  29366. */
  29367. setArray(uniformName: string, array: number[]): Effect;
  29368. /**
  29369. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29370. * @param uniformName Name of the variable.
  29371. * @param array array to be set.
  29372. * @returns this effect.
  29373. */
  29374. setArray2(uniformName: string, array: number[]): Effect;
  29375. /**
  29376. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29377. * @param uniformName Name of the variable.
  29378. * @param array array to be set.
  29379. * @returns this effect.
  29380. */
  29381. setArray3(uniformName: string, array: number[]): Effect;
  29382. /**
  29383. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29384. * @param uniformName Name of the variable.
  29385. * @param array array to be set.
  29386. * @returns this effect.
  29387. */
  29388. setArray4(uniformName: string, array: number[]): Effect;
  29389. /**
  29390. * Sets matrices on a uniform variable.
  29391. * @param uniformName Name of the variable.
  29392. * @param matrices matrices to be set.
  29393. * @returns this effect.
  29394. */
  29395. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29396. /**
  29397. * Sets matrix on a uniform variable.
  29398. * @param uniformName Name of the variable.
  29399. * @param matrix matrix to be set.
  29400. * @returns this effect.
  29401. */
  29402. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29403. /**
  29404. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29405. * @param uniformName Name of the variable.
  29406. * @param matrix matrix to be set.
  29407. * @returns this effect.
  29408. */
  29409. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29410. /**
  29411. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29412. * @param uniformName Name of the variable.
  29413. * @param matrix matrix to be set.
  29414. * @returns this effect.
  29415. */
  29416. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29417. /**
  29418. * Sets a float on a uniform variable.
  29419. * @param uniformName Name of the variable.
  29420. * @param value value to be set.
  29421. * @returns this effect.
  29422. */
  29423. setFloat(uniformName: string, value: number): Effect;
  29424. /**
  29425. * Sets a boolean on a uniform variable.
  29426. * @param uniformName Name of the variable.
  29427. * @param bool value to be set.
  29428. * @returns this effect.
  29429. */
  29430. setBool(uniformName: string, bool: boolean): Effect;
  29431. /**
  29432. * Sets a Vector2 on a uniform variable.
  29433. * @param uniformName Name of the variable.
  29434. * @param vector2 vector2 to be set.
  29435. * @returns this effect.
  29436. */
  29437. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29438. /**
  29439. * Sets a float2 on a uniform variable.
  29440. * @param uniformName Name of the variable.
  29441. * @param x First float in float2.
  29442. * @param y Second float in float2.
  29443. * @returns this effect.
  29444. */
  29445. setFloat2(uniformName: string, x: number, y: number): Effect;
  29446. /**
  29447. * Sets a Vector3 on a uniform variable.
  29448. * @param uniformName Name of the variable.
  29449. * @param vector3 Value to be set.
  29450. * @returns this effect.
  29451. */
  29452. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29453. /**
  29454. * Sets a float3 on a uniform variable.
  29455. * @param uniformName Name of the variable.
  29456. * @param x First float in float3.
  29457. * @param y Second float in float3.
  29458. * @param z Third float in float3.
  29459. * @returns this effect.
  29460. */
  29461. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29462. /**
  29463. * Sets a Vector4 on a uniform variable.
  29464. * @param uniformName Name of the variable.
  29465. * @param vector4 Value to be set.
  29466. * @returns this effect.
  29467. */
  29468. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29469. /**
  29470. * Sets a float4 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param x First float in float4.
  29473. * @param y Second float in float4.
  29474. * @param z Third float in float4.
  29475. * @param w Fourth float in float4.
  29476. * @returns this effect.
  29477. */
  29478. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29479. /**
  29480. * Sets a Color3 on a uniform variable.
  29481. * @param uniformName Name of the variable.
  29482. * @param color3 Value to be set.
  29483. * @returns this effect.
  29484. */
  29485. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29486. /**
  29487. * Sets a Color4 on a uniform variable.
  29488. * @param uniformName Name of the variable.
  29489. * @param color3 Value to be set.
  29490. * @param alpha Alpha value to be set.
  29491. * @returns this effect.
  29492. */
  29493. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29494. /**
  29495. * Sets a Color4 on a uniform variable
  29496. * @param uniformName defines the name of the variable
  29497. * @param color4 defines the value to be set
  29498. * @returns this effect.
  29499. */
  29500. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29501. /** Release all associated resources */
  29502. dispose(): void;
  29503. /**
  29504. * This function will add a new shader to the shader store
  29505. * @param name the name of the shader
  29506. * @param pixelShader optional pixel shader content
  29507. * @param vertexShader optional vertex shader content
  29508. */
  29509. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29510. /**
  29511. * Store of each shader (The can be looked up using effect.key)
  29512. */
  29513. static ShadersStore: {
  29514. [key: string]: string;
  29515. };
  29516. /**
  29517. * Store of each included file for a shader (The can be looked up using effect.key)
  29518. */
  29519. static IncludesShadersStore: {
  29520. [key: string]: string;
  29521. };
  29522. /**
  29523. * Resets the cache of effects.
  29524. */
  29525. static ResetCache(): void;
  29526. }
  29527. }
  29528. declare module "babylonjs/Engines/engineCapabilities" {
  29529. /**
  29530. * Interface used to describe the capabilities of the engine relatively to the current browser
  29531. */
  29532. export interface EngineCapabilities {
  29533. /** Maximum textures units per fragment shader */
  29534. maxTexturesImageUnits: number;
  29535. /** Maximum texture units per vertex shader */
  29536. maxVertexTextureImageUnits: number;
  29537. /** Maximum textures units in the entire pipeline */
  29538. maxCombinedTexturesImageUnits: number;
  29539. /** Maximum texture size */
  29540. maxTextureSize: number;
  29541. /** Maximum cube texture size */
  29542. maxCubemapTextureSize: number;
  29543. /** Maximum render texture size */
  29544. maxRenderTextureSize: number;
  29545. /** Maximum number of vertex attributes */
  29546. maxVertexAttribs: number;
  29547. /** Maximum number of varyings */
  29548. maxVaryingVectors: number;
  29549. /** Maximum number of uniforms per vertex shader */
  29550. maxVertexUniformVectors: number;
  29551. /** Maximum number of uniforms per fragment shader */
  29552. maxFragmentUniformVectors: number;
  29553. /** Defines if standard derivates (dx/dy) are supported */
  29554. standardDerivatives: boolean;
  29555. /** Defines if s3tc texture compression is supported */
  29556. s3tc?: WEBGL_compressed_texture_s3tc;
  29557. /** Defines if pvrtc texture compression is supported */
  29558. pvrtc: any;
  29559. /** Defines if etc1 texture compression is supported */
  29560. etc1: any;
  29561. /** Defines if etc2 texture compression is supported */
  29562. etc2: any;
  29563. /** Defines if astc texture compression is supported */
  29564. astc: any;
  29565. /** Defines if float textures are supported */
  29566. textureFloat: boolean;
  29567. /** Defines if vertex array objects are supported */
  29568. vertexArrayObject: boolean;
  29569. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29570. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29571. /** Gets the maximum level of anisotropy supported */
  29572. maxAnisotropy: number;
  29573. /** Defines if instancing is supported */
  29574. instancedArrays: boolean;
  29575. /** Defines if 32 bits indices are supported */
  29576. uintIndices: boolean;
  29577. /** Defines if high precision shaders are supported */
  29578. highPrecisionShaderSupported: boolean;
  29579. /** Defines if depth reading in the fragment shader is supported */
  29580. fragmentDepthSupported: boolean;
  29581. /** Defines if float texture linear filtering is supported*/
  29582. textureFloatLinearFiltering: boolean;
  29583. /** Defines if rendering to float textures is supported */
  29584. textureFloatRender: boolean;
  29585. /** Defines if half float textures are supported*/
  29586. textureHalfFloat: boolean;
  29587. /** Defines if half float texture linear filtering is supported*/
  29588. textureHalfFloatLinearFiltering: boolean;
  29589. /** Defines if rendering to half float textures is supported */
  29590. textureHalfFloatRender: boolean;
  29591. /** Defines if textureLOD shader command is supported */
  29592. textureLOD: boolean;
  29593. /** Defines if draw buffers extension is supported */
  29594. drawBuffersExtension: boolean;
  29595. /** Defines if depth textures are supported */
  29596. depthTextureExtension: boolean;
  29597. /** Defines if float color buffer are supported */
  29598. colorBufferFloat: boolean;
  29599. /** Gets disjoint timer query extension (null if not supported) */
  29600. timerQuery?: EXT_disjoint_timer_query;
  29601. /** Defines if timestamp can be used with timer query */
  29602. canUseTimestampForTimerQuery: boolean;
  29603. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29604. multiview?: any;
  29605. /** Function used to let the system compiles shaders in background */
  29606. parallelShaderCompile?: {
  29607. COMPLETION_STATUS_KHR: number;
  29608. };
  29609. /** Max number of texture samples for MSAA */
  29610. maxMSAASamples: number;
  29611. /** Defines if the blend min max extension is supported */
  29612. blendMinMax: boolean;
  29613. }
  29614. }
  29615. declare module "babylonjs/States/depthCullingState" {
  29616. import { Nullable } from "babylonjs/types";
  29617. /**
  29618. * @hidden
  29619. **/
  29620. export class DepthCullingState {
  29621. private _isDepthTestDirty;
  29622. private _isDepthMaskDirty;
  29623. private _isDepthFuncDirty;
  29624. private _isCullFaceDirty;
  29625. private _isCullDirty;
  29626. private _isZOffsetDirty;
  29627. private _isFrontFaceDirty;
  29628. private _depthTest;
  29629. private _depthMask;
  29630. private _depthFunc;
  29631. private _cull;
  29632. private _cullFace;
  29633. private _zOffset;
  29634. private _frontFace;
  29635. /**
  29636. * Initializes the state.
  29637. */
  29638. constructor();
  29639. readonly isDirty: boolean;
  29640. zOffset: number;
  29641. cullFace: Nullable<number>;
  29642. cull: Nullable<boolean>;
  29643. depthFunc: Nullable<number>;
  29644. depthMask: boolean;
  29645. depthTest: boolean;
  29646. frontFace: Nullable<number>;
  29647. reset(): void;
  29648. apply(gl: WebGLRenderingContext): void;
  29649. }
  29650. }
  29651. declare module "babylonjs/States/stencilState" {
  29652. /**
  29653. * @hidden
  29654. **/
  29655. export class StencilState {
  29656. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  29657. static readonly ALWAYS: number;
  29658. /** Passed to stencilOperation to specify that stencil value must be kept */
  29659. static readonly KEEP: number;
  29660. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29661. static readonly REPLACE: number;
  29662. private _isStencilTestDirty;
  29663. private _isStencilMaskDirty;
  29664. private _isStencilFuncDirty;
  29665. private _isStencilOpDirty;
  29666. private _stencilTest;
  29667. private _stencilMask;
  29668. private _stencilFunc;
  29669. private _stencilFuncRef;
  29670. private _stencilFuncMask;
  29671. private _stencilOpStencilFail;
  29672. private _stencilOpDepthFail;
  29673. private _stencilOpStencilDepthPass;
  29674. readonly isDirty: boolean;
  29675. stencilFunc: number;
  29676. stencilFuncRef: number;
  29677. stencilFuncMask: number;
  29678. stencilOpStencilFail: number;
  29679. stencilOpDepthFail: number;
  29680. stencilOpStencilDepthPass: number;
  29681. stencilMask: number;
  29682. stencilTest: boolean;
  29683. constructor();
  29684. reset(): void;
  29685. apply(gl: WebGLRenderingContext): void;
  29686. }
  29687. }
  29688. declare module "babylonjs/States/alphaCullingState" {
  29689. /**
  29690. * @hidden
  29691. **/
  29692. export class AlphaState {
  29693. private _isAlphaBlendDirty;
  29694. private _isBlendFunctionParametersDirty;
  29695. private _isBlendEquationParametersDirty;
  29696. private _isBlendConstantsDirty;
  29697. private _alphaBlend;
  29698. private _blendFunctionParameters;
  29699. private _blendEquationParameters;
  29700. private _blendConstants;
  29701. /**
  29702. * Initializes the state.
  29703. */
  29704. constructor();
  29705. readonly isDirty: boolean;
  29706. alphaBlend: boolean;
  29707. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29708. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29709. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29710. reset(): void;
  29711. apply(gl: WebGLRenderingContext): void;
  29712. }
  29713. }
  29714. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29715. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29716. /** @hidden */
  29717. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29718. attributeProcessor(attribute: string): string;
  29719. varyingProcessor(varying: string, isFragment: boolean): string;
  29720. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  29721. }
  29722. }
  29723. declare module "babylonjs/Engines/instancingAttributeInfo" {
  29724. /**
  29725. * Interface for attribute information associated with buffer instanciation
  29726. */
  29727. export interface InstancingAttributeInfo {
  29728. /**
  29729. * Index/offset of the attribute in the vertex shader
  29730. */
  29731. index: number;
  29732. /**
  29733. * size of the attribute, 1, 2, 3 or 4
  29734. */
  29735. attributeSize: number;
  29736. /**
  29737. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  29738. * default is FLOAT
  29739. */
  29740. attributeType: number;
  29741. /**
  29742. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  29743. */
  29744. normalized: boolean;
  29745. /**
  29746. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  29747. */
  29748. offset: number;
  29749. /**
  29750. * Name of the GLSL attribute, for debugging purpose only
  29751. */
  29752. attributeName: string;
  29753. }
  29754. }
  29755. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  29756. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29757. import { Nullable } from "babylonjs/types";
  29758. module "babylonjs/Engines/thinEngine" {
  29759. interface ThinEngine {
  29760. /**
  29761. * Update a video texture
  29762. * @param texture defines the texture to update
  29763. * @param video defines the video element to use
  29764. * @param invertY defines if data must be stored with Y axis inverted
  29765. */
  29766. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  29767. }
  29768. }
  29769. }
  29770. declare module "babylonjs/Materials/Textures/videoTexture" {
  29771. import { Observable } from "babylonjs/Misc/observable";
  29772. import { Nullable } from "babylonjs/types";
  29773. import { Scene } from "babylonjs/scene";
  29774. import { Texture } from "babylonjs/Materials/Textures/texture";
  29775. import "babylonjs/Engines/Extensions/engine.videoTexture";
  29776. /**
  29777. * Settings for finer control over video usage
  29778. */
  29779. export interface VideoTextureSettings {
  29780. /**
  29781. * Applies `autoplay` to video, if specified
  29782. */
  29783. autoPlay?: boolean;
  29784. /**
  29785. * Applies `loop` to video, if specified
  29786. */
  29787. loop?: boolean;
  29788. /**
  29789. * Automatically updates internal texture from video at every frame in the render loop
  29790. */
  29791. autoUpdateTexture: boolean;
  29792. /**
  29793. * Image src displayed during the video loading or until the user interacts with the video.
  29794. */
  29795. poster?: string;
  29796. }
  29797. /**
  29798. * If you want to display a video in your scene, this is the special texture for that.
  29799. * This special texture works similar to other textures, with the exception of a few parameters.
  29800. * @see https://doc.babylonjs.com/how_to/video_texture
  29801. */
  29802. export class VideoTexture extends Texture {
  29803. /**
  29804. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  29805. */
  29806. readonly autoUpdateTexture: boolean;
  29807. /**
  29808. * The video instance used by the texture internally
  29809. */
  29810. readonly video: HTMLVideoElement;
  29811. private _onUserActionRequestedObservable;
  29812. /**
  29813. * Event triggerd when a dom action is required by the user to play the video.
  29814. * This happens due to recent changes in browser policies preventing video to auto start.
  29815. */
  29816. readonly onUserActionRequestedObservable: Observable<Texture>;
  29817. private _generateMipMaps;
  29818. private _engine;
  29819. private _stillImageCaptured;
  29820. private _displayingPosterTexture;
  29821. private _settings;
  29822. private _createInternalTextureOnEvent;
  29823. private _frameId;
  29824. /**
  29825. * Creates a video texture.
  29826. * If you want to display a video in your scene, this is the special texture for that.
  29827. * This special texture works similar to other textures, with the exception of a few parameters.
  29828. * @see https://doc.babylonjs.com/how_to/video_texture
  29829. * @param name optional name, will detect from video source, if not defined
  29830. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  29831. * @param scene is obviously the current scene.
  29832. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  29833. * @param invertY is false by default but can be used to invert video on Y axis
  29834. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  29835. * @param settings allows finer control over video usage
  29836. */
  29837. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  29838. private _getName;
  29839. private _getVideo;
  29840. private _createInternalTexture;
  29841. private reset;
  29842. /**
  29843. * @hidden Internal method to initiate `update`.
  29844. */
  29845. _rebuild(): void;
  29846. /**
  29847. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  29848. */
  29849. update(): void;
  29850. /**
  29851. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  29852. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  29853. */
  29854. updateTexture(isVisible: boolean): void;
  29855. protected _updateInternalTexture: () => void;
  29856. /**
  29857. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  29858. * @param url New url.
  29859. */
  29860. updateURL(url: string): void;
  29861. /**
  29862. * Dispose the texture and release its associated resources.
  29863. */
  29864. dispose(): void;
  29865. /**
  29866. * Creates a video texture straight from a stream.
  29867. * @param scene Define the scene the texture should be created in
  29868. * @param stream Define the stream the texture should be created from
  29869. * @returns The created video texture as a promise
  29870. */
  29871. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  29872. /**
  29873. * Creates a video texture straight from your WebCam video feed.
  29874. * @param scene Define the scene the texture should be created in
  29875. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29876. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29877. * @returns The created video texture as a promise
  29878. */
  29879. static CreateFromWebCamAsync(scene: Scene, constraints: {
  29880. minWidth: number;
  29881. maxWidth: number;
  29882. minHeight: number;
  29883. maxHeight: number;
  29884. deviceId: string;
  29885. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  29886. /**
  29887. * Creates a video texture straight from your WebCam video feed.
  29888. * @param scene Define the scene the texture should be created in
  29889. * @param onReady Define a callback to triggered once the texture will be ready
  29890. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29891. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29892. */
  29893. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  29894. minWidth: number;
  29895. maxWidth: number;
  29896. minHeight: number;
  29897. maxHeight: number;
  29898. deviceId: string;
  29899. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  29900. }
  29901. }
  29902. declare module "babylonjs/Engines/thinEngine" {
  29903. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  29904. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  29905. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29906. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  29907. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  29908. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  29909. import { Observable } from "babylonjs/Misc/observable";
  29910. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  29911. import { StencilState } from "babylonjs/States/stencilState";
  29912. import { AlphaState } from "babylonjs/States/alphaCullingState";
  29913. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29914. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  29915. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29916. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  29917. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29918. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  29919. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  29920. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  29921. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29922. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  29923. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29924. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  29925. /**
  29926. * Defines the interface used by objects working like Scene
  29927. * @hidden
  29928. */
  29929. interface ISceneLike {
  29930. _addPendingData(data: any): void;
  29931. _removePendingData(data: any): void;
  29932. offlineProvider: IOfflineProvider;
  29933. }
  29934. /** Interface defining initialization parameters for Engine class */
  29935. export interface EngineOptions extends WebGLContextAttributes {
  29936. /**
  29937. * Defines if the engine should no exceed a specified device ratio
  29938. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  29939. */
  29940. limitDeviceRatio?: number;
  29941. /**
  29942. * Defines if webvr should be enabled automatically
  29943. * @see http://doc.babylonjs.com/how_to/webvr_camera
  29944. */
  29945. autoEnableWebVR?: boolean;
  29946. /**
  29947. * Defines if webgl2 should be turned off even if supported
  29948. * @see http://doc.babylonjs.com/features/webgl2
  29949. */
  29950. disableWebGL2Support?: boolean;
  29951. /**
  29952. * Defines if webaudio should be initialized as well
  29953. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29954. */
  29955. audioEngine?: boolean;
  29956. /**
  29957. * Defines if animations should run using a deterministic lock step
  29958. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29959. */
  29960. deterministicLockstep?: boolean;
  29961. /** Defines the maximum steps to use with deterministic lock step mode */
  29962. lockstepMaxSteps?: number;
  29963. /**
  29964. * Defines that engine should ignore context lost events
  29965. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  29966. */
  29967. doNotHandleContextLost?: boolean;
  29968. /**
  29969. * Defines that engine should ignore modifying touch action attribute and style
  29970. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  29971. */
  29972. doNotHandleTouchAction?: boolean;
  29973. /**
  29974. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  29975. */
  29976. useHighPrecisionFloats?: boolean;
  29977. }
  29978. /**
  29979. * The base engine class (root of all engines)
  29980. */
  29981. export class ThinEngine {
  29982. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  29983. static ExceptionList: ({
  29984. key: string;
  29985. capture: string;
  29986. captureConstraint: number;
  29987. targets: string[];
  29988. } | {
  29989. key: string;
  29990. capture: null;
  29991. captureConstraint: null;
  29992. targets: string[];
  29993. })[];
  29994. /** @hidden */
  29995. static _TextureLoaders: IInternalTextureLoader[];
  29996. /**
  29997. * Returns the current npm package of the sdk
  29998. */
  29999. static readonly NpmPackage: string;
  30000. /**
  30001. * Returns the current version of the framework
  30002. */
  30003. static readonly Version: string;
  30004. /**
  30005. * Returns a string describing the current engine
  30006. */
  30007. readonly description: string;
  30008. /**
  30009. * Gets or sets the epsilon value used by collision engine
  30010. */
  30011. static CollisionsEpsilon: number;
  30012. /**
  30013. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30014. */
  30015. static ShadersRepository: string;
  30016. /** @hidden */
  30017. _shaderProcessor: IShaderProcessor;
  30018. /**
  30019. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30020. */
  30021. forcePOTTextures: boolean;
  30022. /**
  30023. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30024. */
  30025. isFullscreen: boolean;
  30026. /**
  30027. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30028. */
  30029. cullBackFaces: boolean;
  30030. /**
  30031. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30032. */
  30033. renderEvenInBackground: boolean;
  30034. /**
  30035. * Gets or sets a boolean indicating that cache can be kept between frames
  30036. */
  30037. preventCacheWipeBetweenFrames: boolean;
  30038. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30039. validateShaderPrograms: boolean;
  30040. /**
  30041. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30042. */
  30043. disableUniformBuffers: boolean;
  30044. /** @hidden */
  30045. _uniformBuffers: UniformBuffer[];
  30046. /**
  30047. * Gets a boolean indicating that the engine supports uniform buffers
  30048. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30049. */
  30050. readonly supportsUniformBuffers: boolean;
  30051. /** @hidden */
  30052. _gl: WebGLRenderingContext;
  30053. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30054. protected _windowIsBackground: boolean;
  30055. protected _webGLVersion: number;
  30056. protected _creationOptions: EngineOptions;
  30057. protected _highPrecisionShadersAllowed: boolean;
  30058. /** @hidden */
  30059. readonly _shouldUseHighPrecisionShader: boolean;
  30060. /**
  30061. * Gets a boolean indicating that only power of 2 textures are supported
  30062. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30063. */
  30064. readonly needPOTTextures: boolean;
  30065. /** @hidden */
  30066. _badOS: boolean;
  30067. /** @hidden */
  30068. _badDesktopOS: boolean;
  30069. private _hardwareScalingLevel;
  30070. /** @hidden */
  30071. _caps: EngineCapabilities;
  30072. private _isStencilEnable;
  30073. protected _colorWrite: boolean;
  30074. private _glVersion;
  30075. private _glRenderer;
  30076. private _glVendor;
  30077. /** @hidden */
  30078. _videoTextureSupported: boolean;
  30079. protected _renderingQueueLaunched: boolean;
  30080. protected _activeRenderLoops: (() => void)[];
  30081. /**
  30082. * Observable signaled when a context lost event is raised
  30083. */
  30084. onContextLostObservable: Observable<ThinEngine>;
  30085. /**
  30086. * Observable signaled when a context restored event is raised
  30087. */
  30088. onContextRestoredObservable: Observable<ThinEngine>;
  30089. private _onContextLost;
  30090. private _onContextRestored;
  30091. protected _contextWasLost: boolean;
  30092. /** @hidden */
  30093. _doNotHandleContextLost: boolean;
  30094. /**
  30095. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30096. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30097. */
  30098. doNotHandleContextLost: boolean;
  30099. /**
  30100. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30101. */
  30102. disableVertexArrayObjects: boolean;
  30103. /** @hidden */
  30104. protected _depthCullingState: DepthCullingState;
  30105. /** @hidden */
  30106. protected _stencilState: StencilState;
  30107. /** @hidden */
  30108. protected _alphaState: AlphaState;
  30109. /** @hidden */
  30110. _internalTexturesCache: InternalTexture[];
  30111. /** @hidden */
  30112. protected _activeChannel: number;
  30113. private _currentTextureChannel;
  30114. /** @hidden */
  30115. protected _boundTexturesCache: {
  30116. [key: string]: Nullable<InternalTexture>;
  30117. };
  30118. /** @hidden */
  30119. protected _currentEffect: Nullable<Effect>;
  30120. /** @hidden */
  30121. protected _currentProgram: Nullable<WebGLProgram>;
  30122. private _compiledEffects;
  30123. private _vertexAttribArraysEnabled;
  30124. /** @hidden */
  30125. protected _cachedViewport: Nullable<IViewportLike>;
  30126. private _cachedVertexArrayObject;
  30127. /** @hidden */
  30128. protected _cachedVertexBuffers: any;
  30129. /** @hidden */
  30130. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30131. /** @hidden */
  30132. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30133. /** @hidden */
  30134. _currentRenderTarget: Nullable<InternalTexture>;
  30135. private _uintIndicesCurrentlySet;
  30136. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30137. /** @hidden */
  30138. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30139. private _currentBufferPointers;
  30140. private _currentInstanceLocations;
  30141. private _currentInstanceBuffers;
  30142. private _textureUnits;
  30143. /** @hidden */
  30144. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30145. /** @hidden */
  30146. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30147. /** @hidden */
  30148. _boundRenderFunction: any;
  30149. private _vaoRecordInProgress;
  30150. private _mustWipeVertexAttributes;
  30151. private _emptyTexture;
  30152. private _emptyCubeTexture;
  30153. private _emptyTexture3D;
  30154. /** @hidden */
  30155. _frameHandler: number;
  30156. private _nextFreeTextureSlots;
  30157. private _maxSimultaneousTextures;
  30158. private _activeRequests;
  30159. protected _texturesSupported: string[];
  30160. /** @hidden */
  30161. _textureFormatInUse: Nullable<string>;
  30162. protected readonly _supportsHardwareTextureRescaling: boolean;
  30163. /**
  30164. * Gets the list of texture formats supported
  30165. */
  30166. readonly texturesSupported: Array<string>;
  30167. /**
  30168. * Gets the list of texture formats in use
  30169. */
  30170. readonly textureFormatInUse: Nullable<string>;
  30171. /**
  30172. * Gets the current viewport
  30173. */
  30174. readonly currentViewport: Nullable<IViewportLike>;
  30175. /**
  30176. * Gets the default empty texture
  30177. */
  30178. readonly emptyTexture: InternalTexture;
  30179. /**
  30180. * Gets the default empty 3D texture
  30181. */
  30182. readonly emptyTexture3D: InternalTexture;
  30183. /**
  30184. * Gets the default empty cube texture
  30185. */
  30186. readonly emptyCubeTexture: InternalTexture;
  30187. /**
  30188. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30189. */
  30190. readonly premultipliedAlpha: boolean;
  30191. /**
  30192. * Observable event triggered before each texture is initialized
  30193. */
  30194. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30195. /**
  30196. * Creates a new engine
  30197. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  30198. * @param antialias defines enable antialiasing (default: false)
  30199. * @param options defines further options to be sent to the getContext() function
  30200. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30201. */
  30202. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30203. private _rebuildInternalTextures;
  30204. private _rebuildEffects;
  30205. /**
  30206. * Gets a boolean indicating if all created effects are ready
  30207. * @returns true if all effects are ready
  30208. */
  30209. areAllEffectsReady(): boolean;
  30210. protected _rebuildBuffers(): void;
  30211. private _initGLContext;
  30212. /**
  30213. * Gets version of the current webGL context
  30214. */
  30215. readonly webGLVersion: number;
  30216. /**
  30217. * Gets a string idenfifying the name of the class
  30218. * @returns "Engine" string
  30219. */
  30220. getClassName(): string;
  30221. /**
  30222. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30223. */
  30224. readonly isStencilEnable: boolean;
  30225. /** @hidden */
  30226. _prepareWorkingCanvas(): void;
  30227. /**
  30228. * Reset the texture cache to empty state
  30229. */
  30230. resetTextureCache(): void;
  30231. /**
  30232. * Gets an object containing information about the current webGL context
  30233. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30234. */
  30235. getGlInfo(): {
  30236. vendor: string;
  30237. renderer: string;
  30238. version: string;
  30239. };
  30240. /**
  30241. * Defines the hardware scaling level.
  30242. * By default the hardware scaling level is computed from the window device ratio.
  30243. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  30244. * @param level defines the level to use
  30245. */
  30246. setHardwareScalingLevel(level: number): void;
  30247. /**
  30248. * Gets the current hardware scaling level.
  30249. * By default the hardware scaling level is computed from the window device ratio.
  30250. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  30251. * @returns a number indicating the current hardware scaling level
  30252. */
  30253. getHardwareScalingLevel(): number;
  30254. /**
  30255. * Gets the list of loaded textures
  30256. * @returns an array containing all loaded textures
  30257. */
  30258. getLoadedTexturesCache(): InternalTexture[];
  30259. /**
  30260. * Gets the object containing all engine capabilities
  30261. * @returns the EngineCapabilities object
  30262. */
  30263. getCaps(): EngineCapabilities;
  30264. /**
  30265. * stop executing a render loop function and remove it from the execution array
  30266. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30267. */
  30268. stopRenderLoop(renderFunction?: () => void): void;
  30269. /** @hidden */
  30270. _renderLoop(): void;
  30271. /**
  30272. * Gets the HTML canvas attached with the current webGL context
  30273. * @returns a HTML canvas
  30274. */
  30275. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30276. /**
  30277. * Gets host window
  30278. * @returns the host window object
  30279. */
  30280. getHostWindow(): Nullable<Window>;
  30281. /**
  30282. * Gets the current render width
  30283. * @param useScreen defines if screen size must be used (or the current render target if any)
  30284. * @returns a number defining the current render width
  30285. */
  30286. getRenderWidth(useScreen?: boolean): number;
  30287. /**
  30288. * Gets the current render height
  30289. * @param useScreen defines if screen size must be used (or the current render target if any)
  30290. * @returns a number defining the current render height
  30291. */
  30292. getRenderHeight(useScreen?: boolean): number;
  30293. /**
  30294. * Can be used to override the current requestAnimationFrame requester.
  30295. * @hidden
  30296. */
  30297. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30298. /**
  30299. * Register and execute a render loop. The engine can have more than one render function
  30300. * @param renderFunction defines the function to continuously execute
  30301. */
  30302. runRenderLoop(renderFunction: () => void): void;
  30303. /**
  30304. * Clear the current render buffer or the current render target (if any is set up)
  30305. * @param color defines the color to use
  30306. * @param backBuffer defines if the back buffer must be cleared
  30307. * @param depth defines if the depth buffer must be cleared
  30308. * @param stencil defines if the stencil buffer must be cleared
  30309. */
  30310. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30311. private _viewportCached;
  30312. /** @hidden */
  30313. _viewport(x: number, y: number, width: number, height: number): void;
  30314. /**
  30315. * Set the WebGL's viewport
  30316. * @param viewport defines the viewport element to be used
  30317. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30318. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30319. */
  30320. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30321. /**
  30322. * Begin a new frame
  30323. */
  30324. beginFrame(): void;
  30325. /**
  30326. * Enf the current frame
  30327. */
  30328. endFrame(): void;
  30329. /**
  30330. * Resize the view according to the canvas' size
  30331. */
  30332. resize(): void;
  30333. /**
  30334. * Force a specific size of the canvas
  30335. * @param width defines the new canvas' width
  30336. * @param height defines the new canvas' height
  30337. */
  30338. setSize(width: number, height: number): void;
  30339. /**
  30340. * Binds the frame buffer to the specified texture.
  30341. * @param texture The texture to render to or null for the default canvas
  30342. * @param faceIndex The face of the texture to render to in case of cube texture
  30343. * @param requiredWidth The width of the target to render to
  30344. * @param requiredHeight The height of the target to render to
  30345. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30346. * @param depthStencilTexture The depth stencil texture to use to render
  30347. * @param lodLevel defines le lod level to bind to the frame buffer
  30348. */
  30349. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30350. /** @hidden */
  30351. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30352. /**
  30353. * Unbind the current render target texture from the webGL context
  30354. * @param texture defines the render target texture to unbind
  30355. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30356. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30357. */
  30358. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30359. /**
  30360. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30361. */
  30362. flushFramebuffer(): void;
  30363. /**
  30364. * Unbind the current render target and bind the default framebuffer
  30365. */
  30366. restoreDefaultFramebuffer(): void;
  30367. /** @hidden */
  30368. protected _resetVertexBufferBinding(): void;
  30369. /**
  30370. * Creates a vertex buffer
  30371. * @param data the data for the vertex buffer
  30372. * @returns the new WebGL static buffer
  30373. */
  30374. createVertexBuffer(data: DataArray): DataBuffer;
  30375. private _createVertexBuffer;
  30376. /**
  30377. * Creates a dynamic vertex buffer
  30378. * @param data the data for the dynamic vertex buffer
  30379. * @returns the new WebGL dynamic buffer
  30380. */
  30381. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30382. protected _resetIndexBufferBinding(): void;
  30383. /**
  30384. * Creates a new index buffer
  30385. * @param indices defines the content of the index buffer
  30386. * @param updatable defines if the index buffer must be updatable
  30387. * @returns a new webGL buffer
  30388. */
  30389. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30390. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30391. /**
  30392. * Bind a webGL buffer to the webGL context
  30393. * @param buffer defines the buffer to bind
  30394. */
  30395. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30396. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30397. private bindBuffer;
  30398. /**
  30399. * update the bound buffer with the given data
  30400. * @param data defines the data to update
  30401. */
  30402. updateArrayBuffer(data: Float32Array): void;
  30403. private _vertexAttribPointer;
  30404. private _bindIndexBufferWithCache;
  30405. private _bindVertexBuffersAttributes;
  30406. /**
  30407. * Records a vertex array object
  30408. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30409. * @param vertexBuffers defines the list of vertex buffers to store
  30410. * @param indexBuffer defines the index buffer to store
  30411. * @param effect defines the effect to store
  30412. * @returns the new vertex array object
  30413. */
  30414. recordVertexArrayObject(vertexBuffers: {
  30415. [key: string]: VertexBuffer;
  30416. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30417. /**
  30418. * Bind a specific vertex array object
  30419. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30420. * @param vertexArrayObject defines the vertex array object to bind
  30421. * @param indexBuffer defines the index buffer to bind
  30422. */
  30423. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30424. /**
  30425. * Bind webGl buffers directly to the webGL context
  30426. * @param vertexBuffer defines the vertex buffer to bind
  30427. * @param indexBuffer defines the index buffer to bind
  30428. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30429. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30430. * @param effect defines the effect associated with the vertex buffer
  30431. */
  30432. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30433. private _unbindVertexArrayObject;
  30434. /**
  30435. * Bind a list of vertex buffers to the webGL context
  30436. * @param vertexBuffers defines the list of vertex buffers to bind
  30437. * @param indexBuffer defines the index buffer to bind
  30438. * @param effect defines the effect associated with the vertex buffers
  30439. */
  30440. bindBuffers(vertexBuffers: {
  30441. [key: string]: Nullable<VertexBuffer>;
  30442. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30443. /**
  30444. * Unbind all instance attributes
  30445. */
  30446. unbindInstanceAttributes(): void;
  30447. /**
  30448. * Release and free the memory of a vertex array object
  30449. * @param vao defines the vertex array object to delete
  30450. */
  30451. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30452. /** @hidden */
  30453. _releaseBuffer(buffer: DataBuffer): boolean;
  30454. protected _deleteBuffer(buffer: DataBuffer): void;
  30455. /**
  30456. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30457. * @param instancesBuffer defines the webGL buffer to update and bind
  30458. * @param data defines the data to store in the buffer
  30459. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30460. */
  30461. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30462. /**
  30463. * Apply all cached states (depth, culling, stencil and alpha)
  30464. */
  30465. applyStates(): void;
  30466. /**
  30467. * Send a draw order
  30468. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30469. * @param indexStart defines the starting index
  30470. * @param indexCount defines the number of index to draw
  30471. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30472. */
  30473. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30474. /**
  30475. * Draw a list of points
  30476. * @param verticesStart defines the index of first vertex to draw
  30477. * @param verticesCount defines the count of vertices to draw
  30478. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30479. */
  30480. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30481. /**
  30482. * Draw a list of unindexed primitives
  30483. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30484. * @param verticesStart defines the index of first vertex to draw
  30485. * @param verticesCount defines the count of vertices to draw
  30486. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30487. */
  30488. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30489. /**
  30490. * Draw a list of indexed primitives
  30491. * @param fillMode defines the primitive to use
  30492. * @param indexStart defines the starting index
  30493. * @param indexCount defines the number of index to draw
  30494. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30495. */
  30496. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30497. /**
  30498. * Draw a list of unindexed primitives
  30499. * @param fillMode defines the primitive to use
  30500. * @param verticesStart defines the index of first vertex to draw
  30501. * @param verticesCount defines the count of vertices to draw
  30502. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30503. */
  30504. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30505. private _drawMode;
  30506. /** @hidden */
  30507. protected _reportDrawCall(): void;
  30508. /** @hidden */
  30509. _releaseEffect(effect: Effect): void;
  30510. /** @hidden */
  30511. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30512. /**
  30513. * Create a new effect (used to store vertex/fragment shaders)
  30514. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30515. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30516. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30517. * @param samplers defines an array of string used to represent textures
  30518. * @param defines defines the string containing the defines to use to compile the shaders
  30519. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30520. * @param onCompiled defines a function to call when the effect creation is successful
  30521. * @param onError defines a function to call when the effect creation has failed
  30522. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30523. * @returns the new Effect
  30524. */
  30525. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30526. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30527. private _compileShader;
  30528. private _compileRawShader;
  30529. /**
  30530. * Directly creates a webGL program
  30531. * @param pipelineContext defines the pipeline context to attach to
  30532. * @param vertexCode defines the vertex shader code to use
  30533. * @param fragmentCode defines the fragment shader code to use
  30534. * @param context defines the webGL context to use (if not set, the current one will be used)
  30535. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30536. * @returns the new webGL program
  30537. */
  30538. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30539. /**
  30540. * Creates a webGL program
  30541. * @param pipelineContext defines the pipeline context to attach to
  30542. * @param vertexCode defines the vertex shader code to use
  30543. * @param fragmentCode defines the fragment shader code to use
  30544. * @param defines defines the string containing the defines to use to compile the shaders
  30545. * @param context defines the webGL context to use (if not set, the current one will be used)
  30546. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30547. * @returns the new webGL program
  30548. */
  30549. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30550. /**
  30551. * Creates a new pipeline context
  30552. * @returns the new pipeline
  30553. */
  30554. createPipelineContext(): IPipelineContext;
  30555. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30556. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30557. /** @hidden */
  30558. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30559. /** @hidden */
  30560. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30561. /** @hidden */
  30562. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30563. /**
  30564. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30565. * @param pipelineContext defines the pipeline context to use
  30566. * @param uniformsNames defines the list of uniform names
  30567. * @returns an array of webGL uniform locations
  30568. */
  30569. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30570. /**
  30571. * Gets the lsit of active attributes for a given webGL program
  30572. * @param pipelineContext defines the pipeline context to use
  30573. * @param attributesNames defines the list of attribute names to get
  30574. * @returns an array of indices indicating the offset of each attribute
  30575. */
  30576. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30577. /**
  30578. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30579. * @param effect defines the effect to activate
  30580. */
  30581. enableEffect(effect: Nullable<Effect>): void;
  30582. /**
  30583. * Set the value of an uniform to a number (int)
  30584. * @param uniform defines the webGL uniform location where to store the value
  30585. * @param value defines the int number to store
  30586. */
  30587. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30588. /**
  30589. * Set the value of an uniform to an array of int32
  30590. * @param uniform defines the webGL uniform location where to store the value
  30591. * @param array defines the array of int32 to store
  30592. */
  30593. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30594. /**
  30595. * Set the value of an uniform to an array of int32 (stored as vec2)
  30596. * @param uniform defines the webGL uniform location where to store the value
  30597. * @param array defines the array of int32 to store
  30598. */
  30599. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30600. /**
  30601. * Set the value of an uniform to an array of int32 (stored as vec3)
  30602. * @param uniform defines the webGL uniform location where to store the value
  30603. * @param array defines the array of int32 to store
  30604. */
  30605. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30606. /**
  30607. * Set the value of an uniform to an array of int32 (stored as vec4)
  30608. * @param uniform defines the webGL uniform location where to store the value
  30609. * @param array defines the array of int32 to store
  30610. */
  30611. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30612. /**
  30613. * Set the value of an uniform to an array of number
  30614. * @param uniform defines the webGL uniform location where to store the value
  30615. * @param array defines the array of number to store
  30616. */
  30617. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30618. /**
  30619. * Set the value of an uniform to an array of number (stored as vec2)
  30620. * @param uniform defines the webGL uniform location where to store the value
  30621. * @param array defines the array of number to store
  30622. */
  30623. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30624. /**
  30625. * Set the value of an uniform to an array of number (stored as vec3)
  30626. * @param uniform defines the webGL uniform location where to store the value
  30627. * @param array defines the array of number to store
  30628. */
  30629. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30630. /**
  30631. * Set the value of an uniform to an array of number (stored as vec4)
  30632. * @param uniform defines the webGL uniform location where to store the value
  30633. * @param array defines the array of number to store
  30634. */
  30635. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30636. /**
  30637. * Set the value of an uniform to an array of float32 (stored as matrices)
  30638. * @param uniform defines the webGL uniform location where to store the value
  30639. * @param matrices defines the array of float32 to store
  30640. */
  30641. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30642. /**
  30643. * Set the value of an uniform to a matrix (3x3)
  30644. * @param uniform defines the webGL uniform location where to store the value
  30645. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30646. */
  30647. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30648. /**
  30649. * Set the value of an uniform to a matrix (2x2)
  30650. * @param uniform defines the webGL uniform location where to store the value
  30651. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30652. */
  30653. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30654. /**
  30655. * Set the value of an uniform to a number (float)
  30656. * @param uniform defines the webGL uniform location where to store the value
  30657. * @param value defines the float number to store
  30658. */
  30659. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30660. /**
  30661. * Set the value of an uniform to a vec2
  30662. * @param uniform defines the webGL uniform location where to store the value
  30663. * @param x defines the 1st component of the value
  30664. * @param y defines the 2nd component of the value
  30665. */
  30666. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30667. /**
  30668. * Set the value of an uniform to a vec3
  30669. * @param uniform defines the webGL uniform location where to store the value
  30670. * @param x defines the 1st component of the value
  30671. * @param y defines the 2nd component of the value
  30672. * @param z defines the 3rd component of the value
  30673. */
  30674. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30675. /**
  30676. * Set the value of an uniform to a vec4
  30677. * @param uniform defines the webGL uniform location where to store the value
  30678. * @param x defines the 1st component of the value
  30679. * @param y defines the 2nd component of the value
  30680. * @param z defines the 3rd component of the value
  30681. * @param w defines the 4th component of the value
  30682. */
  30683. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30684. /**
  30685. * Gets the depth culling state manager
  30686. */
  30687. readonly depthCullingState: DepthCullingState;
  30688. /**
  30689. * Gets the alpha state manager
  30690. */
  30691. readonly alphaState: AlphaState;
  30692. /**
  30693. * Gets the stencil state manager
  30694. */
  30695. readonly stencilState: StencilState;
  30696. /**
  30697. * Clears the list of texture accessible through engine.
  30698. * This can help preventing texture load conflict due to name collision.
  30699. */
  30700. clearInternalTexturesCache(): void;
  30701. /**
  30702. * Force the entire cache to be cleared
  30703. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30704. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30705. */
  30706. wipeCaches(bruteForce?: boolean): void;
  30707. /** @hidden */
  30708. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30709. min: number;
  30710. mag: number;
  30711. };
  30712. /** @hidden */
  30713. _createTexture(): WebGLTexture;
  30714. /**
  30715. * Usually called from Texture.ts.
  30716. * Passed information to create a WebGLTexture
  30717. * @param urlArg defines a value which contains one of the following:
  30718. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  30719. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  30720. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  30721. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  30722. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  30723. * @param scene needed for loading to the correct scene
  30724. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  30725. * @param onLoad optional callback to be called upon successful completion
  30726. * @param onError optional callback to be called upon failure
  30727. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  30728. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  30729. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  30730. * @param forcedExtension defines the extension to use to pick the right loader
  30731. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  30732. * @param mimeType defines an optional mime type
  30733. * @returns a InternalTexture for assignment back into BABYLON.Texture
  30734. */
  30735. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  30736. /**
  30737. * @hidden
  30738. */
  30739. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  30740. /**
  30741. * Creates a raw texture
  30742. * @param data defines the data to store in the texture
  30743. * @param width defines the width of the texture
  30744. * @param height defines the height of the texture
  30745. * @param format defines the format of the data
  30746. * @param generateMipMaps defines if the engine should generate the mip levels
  30747. * @param invertY defines if data must be stored with Y axis inverted
  30748. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  30749. * @param compression defines the compression used (null by default)
  30750. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  30751. * @returns the raw texture inside an InternalTexture
  30752. */
  30753. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  30754. /**
  30755. * Creates a new raw cube texture
  30756. * @param data defines the array of data to use to create each face
  30757. * @param size defines the size of the textures
  30758. * @param format defines the format of the data
  30759. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  30760. * @param generateMipMaps defines if the engine should generate the mip levels
  30761. * @param invertY defines if data must be stored with Y axis inverted
  30762. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30763. * @param compression defines the compression used (null by default)
  30764. * @returns the cube texture as an InternalTexture
  30765. */
  30766. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  30767. /**
  30768. * Creates a new raw 3D texture
  30769. * @param data defines the data used to create the texture
  30770. * @param width defines the width of the texture
  30771. * @param height defines the height of the texture
  30772. * @param depth defines the depth of the texture
  30773. * @param format defines the format of the texture
  30774. * @param generateMipMaps defines if the engine must generate mip levels
  30775. * @param invertY defines if data must be stored with Y axis inverted
  30776. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30777. * @param compression defines the compressed used (can be null)
  30778. * @param textureType defines the compressed used (can be null)
  30779. * @returns a new raw 3D texture (stored in an InternalTexture)
  30780. */
  30781. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30782. private _unpackFlipYCached;
  30783. /**
  30784. * In case you are sharing the context with other applications, it might
  30785. * be interested to not cache the unpack flip y state to ensure a consistent
  30786. * value would be set.
  30787. */
  30788. enableUnpackFlipYCached: boolean;
  30789. /** @hidden */
  30790. _unpackFlipY(value: boolean): void;
  30791. /** @hidden */
  30792. _getUnpackAlignement(): number;
  30793. /**
  30794. * Update the sampling mode of a given texture
  30795. * @param samplingMode defines the required sampling mode
  30796. * @param texture defines the texture to update
  30797. */
  30798. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  30799. /** @hidden */
  30800. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  30801. width: number;
  30802. height: number;
  30803. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  30804. /** @hidden */
  30805. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30806. /** @hidden */
  30807. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  30808. /** @hidden */
  30809. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30810. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  30811. private _prepareWebGLTexture;
  30812. /** @hidden */
  30813. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  30814. /** @hidden */
  30815. _releaseFramebufferObjects(texture: InternalTexture): void;
  30816. /** @hidden */
  30817. _releaseTexture(texture: InternalTexture): void;
  30818. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  30819. protected _setProgram(program: WebGLProgram): void;
  30820. protected _boundUniforms: {
  30821. [key: number]: WebGLUniformLocation;
  30822. };
  30823. /**
  30824. * Binds an effect to the webGL context
  30825. * @param effect defines the effect to bind
  30826. */
  30827. bindSamplers(effect: Effect): void;
  30828. private _activateCurrentTexture;
  30829. /** @hidden */
  30830. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  30831. /** @hidden */
  30832. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  30833. /**
  30834. * Unbind all textures from the webGL context
  30835. */
  30836. unbindAllTextures(): void;
  30837. /**
  30838. * Sets a texture to the according uniform.
  30839. * @param channel The texture channel
  30840. * @param uniform The uniform to set
  30841. * @param texture The texture to apply
  30842. */
  30843. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  30844. private _bindSamplerUniformToChannel;
  30845. private _getTextureWrapMode;
  30846. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  30847. /**
  30848. * Sets an array of texture to the webGL context
  30849. * @param channel defines the channel where the texture array must be set
  30850. * @param uniform defines the associated uniform location
  30851. * @param textures defines the array of textures to bind
  30852. */
  30853. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  30854. /** @hidden */
  30855. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  30856. private _setTextureParameterFloat;
  30857. private _setTextureParameterInteger;
  30858. /**
  30859. * Unbind all vertex attributes from the webGL context
  30860. */
  30861. unbindAllAttributes(): void;
  30862. /**
  30863. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  30864. */
  30865. releaseEffects(): void;
  30866. /**
  30867. * Dispose and release all associated resources
  30868. */
  30869. dispose(): void;
  30870. /**
  30871. * Attach a new callback raised when context lost event is fired
  30872. * @param callback defines the callback to call
  30873. */
  30874. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30875. /**
  30876. * Attach a new callback raised when context restored event is fired
  30877. * @param callback defines the callback to call
  30878. */
  30879. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30880. /**
  30881. * Get the current error code of the webGL context
  30882. * @returns the error code
  30883. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  30884. */
  30885. getError(): number;
  30886. private _canRenderToFloatFramebuffer;
  30887. private _canRenderToHalfFloatFramebuffer;
  30888. private _canRenderToFramebuffer;
  30889. /** @hidden */
  30890. _getWebGLTextureType(type: number): number;
  30891. /** @hidden */
  30892. _getInternalFormat(format: number): number;
  30893. /** @hidden */
  30894. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  30895. /** @hidden */
  30896. _getRGBAMultiSampleBufferFormat(type: number): number;
  30897. /** @hidden */
  30898. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  30899. /**
  30900. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  30901. * @returns true if the engine can be created
  30902. * @ignorenaming
  30903. */
  30904. static isSupported(): boolean;
  30905. /**
  30906. * Find the next highest power of two.
  30907. * @param x Number to start search from.
  30908. * @return Next highest power of two.
  30909. */
  30910. static CeilingPOT(x: number): number;
  30911. /**
  30912. * Find the next lowest power of two.
  30913. * @param x Number to start search from.
  30914. * @return Next lowest power of two.
  30915. */
  30916. static FloorPOT(x: number): number;
  30917. /**
  30918. * Find the nearest power of two.
  30919. * @param x Number to start search from.
  30920. * @return Next nearest power of two.
  30921. */
  30922. static NearestPOT(x: number): number;
  30923. /**
  30924. * Get the closest exponent of two
  30925. * @param value defines the value to approximate
  30926. * @param max defines the maximum value to return
  30927. * @param mode defines how to define the closest value
  30928. * @returns closest exponent of two of the given value
  30929. */
  30930. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  30931. /**
  30932. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  30933. * @param func - the function to be called
  30934. * @param requester - the object that will request the next frame. Falls back to window.
  30935. * @returns frame number
  30936. */
  30937. static QueueNewFrame(func: () => void, requester?: any): number;
  30938. }
  30939. }
  30940. declare module "babylonjs/Maths/sphericalPolynomial" {
  30941. import { Vector3 } from "babylonjs/Maths/math.vector";
  30942. import { Color3 } from "babylonjs/Maths/math.color";
  30943. /**
  30944. * Class representing spherical harmonics coefficients to the 3rd degree
  30945. */
  30946. export class SphericalHarmonics {
  30947. /**
  30948. * Defines whether or not the harmonics have been prescaled for rendering.
  30949. */
  30950. preScaled: boolean;
  30951. /**
  30952. * The l0,0 coefficients of the spherical harmonics
  30953. */
  30954. l00: Vector3;
  30955. /**
  30956. * The l1,-1 coefficients of the spherical harmonics
  30957. */
  30958. l1_1: Vector3;
  30959. /**
  30960. * The l1,0 coefficients of the spherical harmonics
  30961. */
  30962. l10: Vector3;
  30963. /**
  30964. * The l1,1 coefficients of the spherical harmonics
  30965. */
  30966. l11: Vector3;
  30967. /**
  30968. * The l2,-2 coefficients of the spherical harmonics
  30969. */
  30970. l2_2: Vector3;
  30971. /**
  30972. * The l2,-1 coefficients of the spherical harmonics
  30973. */
  30974. l2_1: Vector3;
  30975. /**
  30976. * The l2,0 coefficients of the spherical harmonics
  30977. */
  30978. l20: Vector3;
  30979. /**
  30980. * The l2,1 coefficients of the spherical harmonics
  30981. */
  30982. l21: Vector3;
  30983. /**
  30984. * The l2,2 coefficients of the spherical harmonics
  30985. */
  30986. l22: Vector3;
  30987. /**
  30988. * Adds a light to the spherical harmonics
  30989. * @param direction the direction of the light
  30990. * @param color the color of the light
  30991. * @param deltaSolidAngle the delta solid angle of the light
  30992. */
  30993. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  30994. /**
  30995. * Scales the spherical harmonics by the given amount
  30996. * @param scale the amount to scale
  30997. */
  30998. scaleInPlace(scale: number): void;
  30999. /**
  31000. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31001. *
  31002. * ```
  31003. * E_lm = A_l * L_lm
  31004. * ```
  31005. *
  31006. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31007. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31008. * the scaling factors are given in equation 9.
  31009. */
  31010. convertIncidentRadianceToIrradiance(): void;
  31011. /**
  31012. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31013. *
  31014. * ```
  31015. * L = (1/pi) * E * rho
  31016. * ```
  31017. *
  31018. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31019. */
  31020. convertIrradianceToLambertianRadiance(): void;
  31021. /**
  31022. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31023. * required operations at run time.
  31024. *
  31025. * This is simply done by scaling back the SH with Ylm constants parameter.
  31026. * The trigonometric part being applied by the shader at run time.
  31027. */
  31028. preScaleForRendering(): void;
  31029. /**
  31030. * Constructs a spherical harmonics from an array.
  31031. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31032. * @returns the spherical harmonics
  31033. */
  31034. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31035. /**
  31036. * Gets the spherical harmonics from polynomial
  31037. * @param polynomial the spherical polynomial
  31038. * @returns the spherical harmonics
  31039. */
  31040. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31041. }
  31042. /**
  31043. * Class representing spherical polynomial coefficients to the 3rd degree
  31044. */
  31045. export class SphericalPolynomial {
  31046. private _harmonics;
  31047. /**
  31048. * The spherical harmonics used to create the polynomials.
  31049. */
  31050. readonly preScaledHarmonics: SphericalHarmonics;
  31051. /**
  31052. * The x coefficients of the spherical polynomial
  31053. */
  31054. x: Vector3;
  31055. /**
  31056. * The y coefficients of the spherical polynomial
  31057. */
  31058. y: Vector3;
  31059. /**
  31060. * The z coefficients of the spherical polynomial
  31061. */
  31062. z: Vector3;
  31063. /**
  31064. * The xx coefficients of the spherical polynomial
  31065. */
  31066. xx: Vector3;
  31067. /**
  31068. * The yy coefficients of the spherical polynomial
  31069. */
  31070. yy: Vector3;
  31071. /**
  31072. * The zz coefficients of the spherical polynomial
  31073. */
  31074. zz: Vector3;
  31075. /**
  31076. * The xy coefficients of the spherical polynomial
  31077. */
  31078. xy: Vector3;
  31079. /**
  31080. * The yz coefficients of the spherical polynomial
  31081. */
  31082. yz: Vector3;
  31083. /**
  31084. * The zx coefficients of the spherical polynomial
  31085. */
  31086. zx: Vector3;
  31087. /**
  31088. * Adds an ambient color to the spherical polynomial
  31089. * @param color the color to add
  31090. */
  31091. addAmbient(color: Color3): void;
  31092. /**
  31093. * Scales the spherical polynomial by the given amount
  31094. * @param scale the amount to scale
  31095. */
  31096. scaleInPlace(scale: number): void;
  31097. /**
  31098. * Gets the spherical polynomial from harmonics
  31099. * @param harmonics the spherical harmonics
  31100. * @returns the spherical polynomial
  31101. */
  31102. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31103. /**
  31104. * Constructs a spherical polynomial from an array.
  31105. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31106. * @returns the spherical polynomial
  31107. */
  31108. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31109. }
  31110. }
  31111. declare module "babylonjs/Materials/Textures/internalTexture" {
  31112. import { Observable } from "babylonjs/Misc/observable";
  31113. import { Nullable, int } from "babylonjs/types";
  31114. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31115. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31116. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31117. /**
  31118. * Defines the source of the internal texture
  31119. */
  31120. export enum InternalTextureSource {
  31121. /**
  31122. * The source of the texture data is unknown
  31123. */
  31124. Unknown = 0,
  31125. /**
  31126. * Texture data comes from an URL
  31127. */
  31128. Url = 1,
  31129. /**
  31130. * Texture data is only used for temporary storage
  31131. */
  31132. Temp = 2,
  31133. /**
  31134. * Texture data comes from raw data (ArrayBuffer)
  31135. */
  31136. Raw = 3,
  31137. /**
  31138. * Texture content is dynamic (video or dynamic texture)
  31139. */
  31140. Dynamic = 4,
  31141. /**
  31142. * Texture content is generated by rendering to it
  31143. */
  31144. RenderTarget = 5,
  31145. /**
  31146. * Texture content is part of a multi render target process
  31147. */
  31148. MultiRenderTarget = 6,
  31149. /**
  31150. * Texture data comes from a cube data file
  31151. */
  31152. Cube = 7,
  31153. /**
  31154. * Texture data comes from a raw cube data
  31155. */
  31156. CubeRaw = 8,
  31157. /**
  31158. * Texture data come from a prefiltered cube data file
  31159. */
  31160. CubePrefiltered = 9,
  31161. /**
  31162. * Texture content is raw 3D data
  31163. */
  31164. Raw3D = 10,
  31165. /**
  31166. * Texture content is a depth texture
  31167. */
  31168. Depth = 11,
  31169. /**
  31170. * Texture data comes from a raw cube data encoded with RGBD
  31171. */
  31172. CubeRawRGBD = 12
  31173. }
  31174. /**
  31175. * Class used to store data associated with WebGL texture data for the engine
  31176. * This class should not be used directly
  31177. */
  31178. export class InternalTexture {
  31179. /** @hidden */
  31180. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31181. /**
  31182. * Defines if the texture is ready
  31183. */
  31184. isReady: boolean;
  31185. /**
  31186. * Defines if the texture is a cube texture
  31187. */
  31188. isCube: boolean;
  31189. /**
  31190. * Defines if the texture contains 3D data
  31191. */
  31192. is3D: boolean;
  31193. /**
  31194. * Defines if the texture contains multiview data
  31195. */
  31196. isMultiview: boolean;
  31197. /**
  31198. * Gets the URL used to load this texture
  31199. */
  31200. url: string;
  31201. /**
  31202. * Gets the sampling mode of the texture
  31203. */
  31204. samplingMode: number;
  31205. /**
  31206. * Gets a boolean indicating if the texture needs mipmaps generation
  31207. */
  31208. generateMipMaps: boolean;
  31209. /**
  31210. * Gets the number of samples used by the texture (WebGL2+ only)
  31211. */
  31212. samples: number;
  31213. /**
  31214. * Gets the type of the texture (int, float...)
  31215. */
  31216. type: number;
  31217. /**
  31218. * Gets the format of the texture (RGB, RGBA...)
  31219. */
  31220. format: number;
  31221. /**
  31222. * Observable called when the texture is loaded
  31223. */
  31224. onLoadedObservable: Observable<InternalTexture>;
  31225. /**
  31226. * Gets the width of the texture
  31227. */
  31228. width: number;
  31229. /**
  31230. * Gets the height of the texture
  31231. */
  31232. height: number;
  31233. /**
  31234. * Gets the depth of the texture
  31235. */
  31236. depth: number;
  31237. /**
  31238. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31239. */
  31240. baseWidth: number;
  31241. /**
  31242. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31243. */
  31244. baseHeight: number;
  31245. /**
  31246. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31247. */
  31248. baseDepth: number;
  31249. /**
  31250. * Gets a boolean indicating if the texture is inverted on Y axis
  31251. */
  31252. invertY: boolean;
  31253. /** @hidden */
  31254. _invertVScale: boolean;
  31255. /** @hidden */
  31256. _associatedChannel: number;
  31257. /** @hidden */
  31258. _source: InternalTextureSource;
  31259. /** @hidden */
  31260. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31261. /** @hidden */
  31262. _bufferView: Nullable<ArrayBufferView>;
  31263. /** @hidden */
  31264. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31265. /** @hidden */
  31266. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31267. /** @hidden */
  31268. _size: number;
  31269. /** @hidden */
  31270. _extension: string;
  31271. /** @hidden */
  31272. _files: Nullable<string[]>;
  31273. /** @hidden */
  31274. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31275. /** @hidden */
  31276. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31277. /** @hidden */
  31278. _framebuffer: Nullable<WebGLFramebuffer>;
  31279. /** @hidden */
  31280. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31281. /** @hidden */
  31282. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31283. /** @hidden */
  31284. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31285. /** @hidden */
  31286. _attachments: Nullable<number[]>;
  31287. /** @hidden */
  31288. _cachedCoordinatesMode: Nullable<number>;
  31289. /** @hidden */
  31290. _cachedWrapU: Nullable<number>;
  31291. /** @hidden */
  31292. _cachedWrapV: Nullable<number>;
  31293. /** @hidden */
  31294. _cachedWrapR: Nullable<number>;
  31295. /** @hidden */
  31296. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31297. /** @hidden */
  31298. _isDisabled: boolean;
  31299. /** @hidden */
  31300. _compression: Nullable<string>;
  31301. /** @hidden */
  31302. _generateStencilBuffer: boolean;
  31303. /** @hidden */
  31304. _generateDepthBuffer: boolean;
  31305. /** @hidden */
  31306. _comparisonFunction: number;
  31307. /** @hidden */
  31308. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31309. /** @hidden */
  31310. _lodGenerationScale: number;
  31311. /** @hidden */
  31312. _lodGenerationOffset: number;
  31313. /** @hidden */
  31314. _colorTextureArray: Nullable<WebGLTexture>;
  31315. /** @hidden */
  31316. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31317. /** @hidden */
  31318. _lodTextureHigh: Nullable<BaseTexture>;
  31319. /** @hidden */
  31320. _lodTextureMid: Nullable<BaseTexture>;
  31321. /** @hidden */
  31322. _lodTextureLow: Nullable<BaseTexture>;
  31323. /** @hidden */
  31324. _isRGBD: boolean;
  31325. /** @hidden */
  31326. _linearSpecularLOD: boolean;
  31327. /** @hidden */
  31328. _irradianceTexture: Nullable<BaseTexture>;
  31329. /** @hidden */
  31330. _webGLTexture: Nullable<WebGLTexture>;
  31331. /** @hidden */
  31332. _references: number;
  31333. private _engine;
  31334. /**
  31335. * Gets the Engine the texture belongs to.
  31336. * @returns The babylon engine
  31337. */
  31338. getEngine(): ThinEngine;
  31339. /**
  31340. * Gets the data source type of the texture
  31341. */
  31342. readonly source: InternalTextureSource;
  31343. /**
  31344. * Creates a new InternalTexture
  31345. * @param engine defines the engine to use
  31346. * @param source defines the type of data that will be used
  31347. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31348. */
  31349. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31350. /**
  31351. * Increments the number of references (ie. the number of Texture that point to it)
  31352. */
  31353. incrementReferences(): void;
  31354. /**
  31355. * Change the size of the texture (not the size of the content)
  31356. * @param width defines the new width
  31357. * @param height defines the new height
  31358. * @param depth defines the new depth (1 by default)
  31359. */
  31360. updateSize(width: int, height: int, depth?: int): void;
  31361. /** @hidden */
  31362. _rebuild(): void;
  31363. /** @hidden */
  31364. _swapAndDie(target: InternalTexture): void;
  31365. /**
  31366. * Dispose the current allocated resources
  31367. */
  31368. dispose(): void;
  31369. }
  31370. }
  31371. declare module "babylonjs/Audio/analyser" {
  31372. import { Scene } from "babylonjs/scene";
  31373. /**
  31374. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31375. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31376. */
  31377. export class Analyser {
  31378. /**
  31379. * Gets or sets the smoothing
  31380. * @ignorenaming
  31381. */
  31382. SMOOTHING: number;
  31383. /**
  31384. * Gets or sets the FFT table size
  31385. * @ignorenaming
  31386. */
  31387. FFT_SIZE: number;
  31388. /**
  31389. * Gets or sets the bar graph amplitude
  31390. * @ignorenaming
  31391. */
  31392. BARGRAPHAMPLITUDE: number;
  31393. /**
  31394. * Gets or sets the position of the debug canvas
  31395. * @ignorenaming
  31396. */
  31397. DEBUGCANVASPOS: {
  31398. x: number;
  31399. y: number;
  31400. };
  31401. /**
  31402. * Gets or sets the debug canvas size
  31403. * @ignorenaming
  31404. */
  31405. DEBUGCANVASSIZE: {
  31406. width: number;
  31407. height: number;
  31408. };
  31409. private _byteFreqs;
  31410. private _byteTime;
  31411. private _floatFreqs;
  31412. private _webAudioAnalyser;
  31413. private _debugCanvas;
  31414. private _debugCanvasContext;
  31415. private _scene;
  31416. private _registerFunc;
  31417. private _audioEngine;
  31418. /**
  31419. * Creates a new analyser
  31420. * @param scene defines hosting scene
  31421. */
  31422. constructor(scene: Scene);
  31423. /**
  31424. * Get the number of data values you will have to play with for the visualization
  31425. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31426. * @returns a number
  31427. */
  31428. getFrequencyBinCount(): number;
  31429. /**
  31430. * Gets the current frequency data as a byte array
  31431. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31432. * @returns a Uint8Array
  31433. */
  31434. getByteFrequencyData(): Uint8Array;
  31435. /**
  31436. * Gets the current waveform as a byte array
  31437. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31438. * @returns a Uint8Array
  31439. */
  31440. getByteTimeDomainData(): Uint8Array;
  31441. /**
  31442. * Gets the current frequency data as a float array
  31443. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31444. * @returns a Float32Array
  31445. */
  31446. getFloatFrequencyData(): Float32Array;
  31447. /**
  31448. * Renders the debug canvas
  31449. */
  31450. drawDebugCanvas(): void;
  31451. /**
  31452. * Stops rendering the debug canvas and removes it
  31453. */
  31454. stopDebugCanvas(): void;
  31455. /**
  31456. * Connects two audio nodes
  31457. * @param inputAudioNode defines first node to connect
  31458. * @param outputAudioNode defines second node to connect
  31459. */
  31460. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31461. /**
  31462. * Releases all associated resources
  31463. */
  31464. dispose(): void;
  31465. }
  31466. }
  31467. declare module "babylonjs/Audio/audioEngine" {
  31468. import { IDisposable } from "babylonjs/scene";
  31469. import { Analyser } from "babylonjs/Audio/analyser";
  31470. import { Nullable } from "babylonjs/types";
  31471. import { Observable } from "babylonjs/Misc/observable";
  31472. /**
  31473. * This represents an audio engine and it is responsible
  31474. * to play, synchronize and analyse sounds throughout the application.
  31475. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31476. */
  31477. export interface IAudioEngine extends IDisposable {
  31478. /**
  31479. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31480. */
  31481. readonly canUseWebAudio: boolean;
  31482. /**
  31483. * Gets the current AudioContext if available.
  31484. */
  31485. readonly audioContext: Nullable<AudioContext>;
  31486. /**
  31487. * The master gain node defines the global audio volume of your audio engine.
  31488. */
  31489. readonly masterGain: GainNode;
  31490. /**
  31491. * Gets whether or not mp3 are supported by your browser.
  31492. */
  31493. readonly isMP3supported: boolean;
  31494. /**
  31495. * Gets whether or not ogg are supported by your browser.
  31496. */
  31497. readonly isOGGsupported: boolean;
  31498. /**
  31499. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31500. * @ignoreNaming
  31501. */
  31502. WarnedWebAudioUnsupported: boolean;
  31503. /**
  31504. * Defines if the audio engine relies on a custom unlocked button.
  31505. * In this case, the embedded button will not be displayed.
  31506. */
  31507. useCustomUnlockedButton: boolean;
  31508. /**
  31509. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31510. */
  31511. readonly unlocked: boolean;
  31512. /**
  31513. * Event raised when audio has been unlocked on the browser.
  31514. */
  31515. onAudioUnlockedObservable: Observable<AudioEngine>;
  31516. /**
  31517. * Event raised when audio has been locked on the browser.
  31518. */
  31519. onAudioLockedObservable: Observable<AudioEngine>;
  31520. /**
  31521. * Flags the audio engine in Locked state.
  31522. * This happens due to new browser policies preventing audio to autoplay.
  31523. */
  31524. lock(): void;
  31525. /**
  31526. * Unlocks the audio engine once a user action has been done on the dom.
  31527. * This is helpful to resume play once browser policies have been satisfied.
  31528. */
  31529. unlock(): void;
  31530. }
  31531. /**
  31532. * This represents the default audio engine used in babylon.
  31533. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31534. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31535. */
  31536. export class AudioEngine implements IAudioEngine {
  31537. private _audioContext;
  31538. private _audioContextInitialized;
  31539. private _muteButton;
  31540. private _hostElement;
  31541. /**
  31542. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31543. */
  31544. canUseWebAudio: boolean;
  31545. /**
  31546. * The master gain node defines the global audio volume of your audio engine.
  31547. */
  31548. masterGain: GainNode;
  31549. /**
  31550. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31551. * @ignoreNaming
  31552. */
  31553. WarnedWebAudioUnsupported: boolean;
  31554. /**
  31555. * Gets whether or not mp3 are supported by your browser.
  31556. */
  31557. isMP3supported: boolean;
  31558. /**
  31559. * Gets whether or not ogg are supported by your browser.
  31560. */
  31561. isOGGsupported: boolean;
  31562. /**
  31563. * Gets whether audio has been unlocked on the device.
  31564. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31565. * a user interaction has happened.
  31566. */
  31567. unlocked: boolean;
  31568. /**
  31569. * Defines if the audio engine relies on a custom unlocked button.
  31570. * In this case, the embedded button will not be displayed.
  31571. */
  31572. useCustomUnlockedButton: boolean;
  31573. /**
  31574. * Event raised when audio has been unlocked on the browser.
  31575. */
  31576. onAudioUnlockedObservable: Observable<AudioEngine>;
  31577. /**
  31578. * Event raised when audio has been locked on the browser.
  31579. */
  31580. onAudioLockedObservable: Observable<AudioEngine>;
  31581. /**
  31582. * Gets the current AudioContext if available.
  31583. */
  31584. readonly audioContext: Nullable<AudioContext>;
  31585. private _connectedAnalyser;
  31586. /**
  31587. * Instantiates a new audio engine.
  31588. *
  31589. * There should be only one per page as some browsers restrict the number
  31590. * of audio contexts you can create.
  31591. * @param hostElement defines the host element where to display the mute icon if necessary
  31592. */
  31593. constructor(hostElement?: Nullable<HTMLElement>);
  31594. /**
  31595. * Flags the audio engine in Locked state.
  31596. * This happens due to new browser policies preventing audio to autoplay.
  31597. */
  31598. lock(): void;
  31599. /**
  31600. * Unlocks the audio engine once a user action has been done on the dom.
  31601. * This is helpful to resume play once browser policies have been satisfied.
  31602. */
  31603. unlock(): void;
  31604. private _resumeAudioContext;
  31605. private _initializeAudioContext;
  31606. private _tryToRun;
  31607. private _triggerRunningState;
  31608. private _triggerSuspendedState;
  31609. private _displayMuteButton;
  31610. private _moveButtonToTopLeft;
  31611. private _onResize;
  31612. private _hideMuteButton;
  31613. /**
  31614. * Destroy and release the resources associated with the audio ccontext.
  31615. */
  31616. dispose(): void;
  31617. /**
  31618. * Gets the global volume sets on the master gain.
  31619. * @returns the global volume if set or -1 otherwise
  31620. */
  31621. getGlobalVolume(): number;
  31622. /**
  31623. * Sets the global volume of your experience (sets on the master gain).
  31624. * @param newVolume Defines the new global volume of the application
  31625. */
  31626. setGlobalVolume(newVolume: number): void;
  31627. /**
  31628. * Connect the audio engine to an audio analyser allowing some amazing
  31629. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31630. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31631. * @param analyser The analyser to connect to the engine
  31632. */
  31633. connectToAnalyser(analyser: Analyser): void;
  31634. }
  31635. }
  31636. declare module "babylonjs/Loading/loadingScreen" {
  31637. /**
  31638. * Interface used to present a loading screen while loading a scene
  31639. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31640. */
  31641. export interface ILoadingScreen {
  31642. /**
  31643. * Function called to display the loading screen
  31644. */
  31645. displayLoadingUI: () => void;
  31646. /**
  31647. * Function called to hide the loading screen
  31648. */
  31649. hideLoadingUI: () => void;
  31650. /**
  31651. * Gets or sets the color to use for the background
  31652. */
  31653. loadingUIBackgroundColor: string;
  31654. /**
  31655. * Gets or sets the text to display while loading
  31656. */
  31657. loadingUIText: string;
  31658. }
  31659. /**
  31660. * Class used for the default loading screen
  31661. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31662. */
  31663. export class DefaultLoadingScreen implements ILoadingScreen {
  31664. private _renderingCanvas;
  31665. private _loadingText;
  31666. private _loadingDivBackgroundColor;
  31667. private _loadingDiv;
  31668. private _loadingTextDiv;
  31669. /** Gets or sets the logo url to use for the default loading screen */
  31670. static DefaultLogoUrl: string;
  31671. /** Gets or sets the spinner url to use for the default loading screen */
  31672. static DefaultSpinnerUrl: string;
  31673. /**
  31674. * Creates a new default loading screen
  31675. * @param _renderingCanvas defines the canvas used to render the scene
  31676. * @param _loadingText defines the default text to display
  31677. * @param _loadingDivBackgroundColor defines the default background color
  31678. */
  31679. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31680. /**
  31681. * Function called to display the loading screen
  31682. */
  31683. displayLoadingUI(): void;
  31684. /**
  31685. * Function called to hide the loading screen
  31686. */
  31687. hideLoadingUI(): void;
  31688. /**
  31689. * Gets or sets the text to display while loading
  31690. */
  31691. loadingUIText: string;
  31692. /**
  31693. * Gets or sets the color to use for the background
  31694. */
  31695. loadingUIBackgroundColor: string;
  31696. private _resizeLoadingUI;
  31697. }
  31698. }
  31699. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  31700. /**
  31701. * Interface for any object that can request an animation frame
  31702. */
  31703. export interface ICustomAnimationFrameRequester {
  31704. /**
  31705. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  31706. */
  31707. renderFunction?: Function;
  31708. /**
  31709. * Called to request the next frame to render to
  31710. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  31711. */
  31712. requestAnimationFrame: Function;
  31713. /**
  31714. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  31715. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  31716. */
  31717. requestID?: number;
  31718. }
  31719. }
  31720. declare module "babylonjs/Misc/performanceMonitor" {
  31721. /**
  31722. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  31723. */
  31724. export class PerformanceMonitor {
  31725. private _enabled;
  31726. private _rollingFrameTime;
  31727. private _lastFrameTimeMs;
  31728. /**
  31729. * constructor
  31730. * @param frameSampleSize The number of samples required to saturate the sliding window
  31731. */
  31732. constructor(frameSampleSize?: number);
  31733. /**
  31734. * Samples current frame
  31735. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  31736. */
  31737. sampleFrame(timeMs?: number): void;
  31738. /**
  31739. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31740. */
  31741. readonly averageFrameTime: number;
  31742. /**
  31743. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31744. */
  31745. readonly averageFrameTimeVariance: number;
  31746. /**
  31747. * Returns the frame time of the most recent frame
  31748. */
  31749. readonly instantaneousFrameTime: number;
  31750. /**
  31751. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  31752. */
  31753. readonly averageFPS: number;
  31754. /**
  31755. * Returns the average framerate in frames per second using the most recent frame time
  31756. */
  31757. readonly instantaneousFPS: number;
  31758. /**
  31759. * Returns true if enough samples have been taken to completely fill the sliding window
  31760. */
  31761. readonly isSaturated: boolean;
  31762. /**
  31763. * Enables contributions to the sliding window sample set
  31764. */
  31765. enable(): void;
  31766. /**
  31767. * Disables contributions to the sliding window sample set
  31768. * Samples will not be interpolated over the disabled period
  31769. */
  31770. disable(): void;
  31771. /**
  31772. * Returns true if sampling is enabled
  31773. */
  31774. readonly isEnabled: boolean;
  31775. /**
  31776. * Resets performance monitor
  31777. */
  31778. reset(): void;
  31779. }
  31780. /**
  31781. * RollingAverage
  31782. *
  31783. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  31784. */
  31785. export class RollingAverage {
  31786. /**
  31787. * Current average
  31788. */
  31789. average: number;
  31790. /**
  31791. * Current variance
  31792. */
  31793. variance: number;
  31794. protected _samples: Array<number>;
  31795. protected _sampleCount: number;
  31796. protected _pos: number;
  31797. protected _m2: number;
  31798. /**
  31799. * constructor
  31800. * @param length The number of samples required to saturate the sliding window
  31801. */
  31802. constructor(length: number);
  31803. /**
  31804. * Adds a sample to the sample set
  31805. * @param v The sample value
  31806. */
  31807. add(v: number): void;
  31808. /**
  31809. * Returns previously added values or null if outside of history or outside the sliding window domain
  31810. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  31811. * @return Value previously recorded with add() or null if outside of range
  31812. */
  31813. history(i: number): number;
  31814. /**
  31815. * Returns true if enough samples have been taken to completely fill the sliding window
  31816. * @return true if sample-set saturated
  31817. */
  31818. isSaturated(): boolean;
  31819. /**
  31820. * Resets the rolling average (equivalent to 0 samples taken so far)
  31821. */
  31822. reset(): void;
  31823. /**
  31824. * Wraps a value around the sample range boundaries
  31825. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  31826. * @return Wrapped position in sample range
  31827. */
  31828. protected _wrapPosition(i: number): number;
  31829. }
  31830. }
  31831. declare module "babylonjs/Misc/perfCounter" {
  31832. /**
  31833. * This class is used to track a performance counter which is number based.
  31834. * The user has access to many properties which give statistics of different nature.
  31835. *
  31836. * The implementer can track two kinds of Performance Counter: time and count.
  31837. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  31838. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  31839. */
  31840. export class PerfCounter {
  31841. /**
  31842. * Gets or sets a global boolean to turn on and off all the counters
  31843. */
  31844. static Enabled: boolean;
  31845. /**
  31846. * Returns the smallest value ever
  31847. */
  31848. readonly min: number;
  31849. /**
  31850. * Returns the biggest value ever
  31851. */
  31852. readonly max: number;
  31853. /**
  31854. * Returns the average value since the performance counter is running
  31855. */
  31856. readonly average: number;
  31857. /**
  31858. * Returns the average value of the last second the counter was monitored
  31859. */
  31860. readonly lastSecAverage: number;
  31861. /**
  31862. * Returns the current value
  31863. */
  31864. readonly current: number;
  31865. /**
  31866. * Gets the accumulated total
  31867. */
  31868. readonly total: number;
  31869. /**
  31870. * Gets the total value count
  31871. */
  31872. readonly count: number;
  31873. /**
  31874. * Creates a new counter
  31875. */
  31876. constructor();
  31877. /**
  31878. * Call this method to start monitoring a new frame.
  31879. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  31880. */
  31881. fetchNewFrame(): void;
  31882. /**
  31883. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  31884. * @param newCount the count value to add to the monitored count
  31885. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  31886. */
  31887. addCount(newCount: number, fetchResult: boolean): void;
  31888. /**
  31889. * Start monitoring this performance counter
  31890. */
  31891. beginMonitoring(): void;
  31892. /**
  31893. * Compute the time lapsed since the previous beginMonitoring() call.
  31894. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  31895. */
  31896. endMonitoring(newFrame?: boolean): void;
  31897. private _fetchResult;
  31898. private _startMonitoringTime;
  31899. private _min;
  31900. private _max;
  31901. private _average;
  31902. private _current;
  31903. private _totalValueCount;
  31904. private _totalAccumulated;
  31905. private _lastSecAverage;
  31906. private _lastSecAccumulated;
  31907. private _lastSecTime;
  31908. private _lastSecValueCount;
  31909. }
  31910. }
  31911. declare module "babylonjs/Engines/engine" {
  31912. import { Observable } from "babylonjs/Misc/observable";
  31913. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  31914. import { Scene } from "babylonjs/scene";
  31915. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31916. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  31917. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  31918. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  31919. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  31920. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  31921. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  31922. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  31923. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  31924. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  31925. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  31926. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  31927. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  31928. import { Material } from "babylonjs/Materials/material";
  31929. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  31930. /**
  31931. * Defines the interface used by display changed events
  31932. */
  31933. export interface IDisplayChangedEventArgs {
  31934. /** Gets the vrDisplay object (if any) */
  31935. vrDisplay: Nullable<any>;
  31936. /** Gets a boolean indicating if webVR is supported */
  31937. vrSupported: boolean;
  31938. }
  31939. /**
  31940. * Defines the interface used by objects containing a viewport (like a camera)
  31941. */
  31942. interface IViewportOwnerLike {
  31943. /**
  31944. * Gets or sets the viewport
  31945. */
  31946. viewport: IViewportLike;
  31947. }
  31948. /**
  31949. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  31950. */
  31951. export class Engine extends ThinEngine {
  31952. /** Defines that alpha blending is disabled */
  31953. static readonly ALPHA_DISABLE: number;
  31954. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  31955. static readonly ALPHA_ADD: number;
  31956. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  31957. static readonly ALPHA_COMBINE: number;
  31958. /** Defines that alpha blending to DEST - SRC * DEST */
  31959. static readonly ALPHA_SUBTRACT: number;
  31960. /** Defines that alpha blending to SRC * DEST */
  31961. static readonly ALPHA_MULTIPLY: number;
  31962. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  31963. static readonly ALPHA_MAXIMIZED: number;
  31964. /** Defines that alpha blending to SRC + DEST */
  31965. static readonly ALPHA_ONEONE: number;
  31966. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  31967. static readonly ALPHA_PREMULTIPLIED: number;
  31968. /**
  31969. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  31970. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  31971. */
  31972. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  31973. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  31974. static readonly ALPHA_INTERPOLATE: number;
  31975. /**
  31976. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  31977. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  31978. */
  31979. static readonly ALPHA_SCREENMODE: number;
  31980. /** Defines that the ressource is not delayed*/
  31981. static readonly DELAYLOADSTATE_NONE: number;
  31982. /** Defines that the ressource was successfully delay loaded */
  31983. static readonly DELAYLOADSTATE_LOADED: number;
  31984. /** Defines that the ressource is currently delay loading */
  31985. static readonly DELAYLOADSTATE_LOADING: number;
  31986. /** Defines that the ressource is delayed and has not started loading */
  31987. static readonly DELAYLOADSTATE_NOTLOADED: number;
  31988. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  31989. static readonly NEVER: number;
  31990. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  31991. static readonly ALWAYS: number;
  31992. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  31993. static readonly LESS: number;
  31994. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  31995. static readonly EQUAL: number;
  31996. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  31997. static readonly LEQUAL: number;
  31998. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  31999. static readonly GREATER: number;
  32000. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  32001. static readonly GEQUAL: number;
  32002. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  32003. static readonly NOTEQUAL: number;
  32004. /** Passed to stencilOperation to specify that stencil value must be kept */
  32005. static readonly KEEP: number;
  32006. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32007. static readonly REPLACE: number;
  32008. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32009. static readonly INCR: number;
  32010. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32011. static readonly DECR: number;
  32012. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32013. static readonly INVERT: number;
  32014. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32015. static readonly INCR_WRAP: number;
  32016. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32017. static readonly DECR_WRAP: number;
  32018. /** Texture is not repeating outside of 0..1 UVs */
  32019. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32020. /** Texture is repeating outside of 0..1 UVs */
  32021. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32022. /** Texture is repeating and mirrored */
  32023. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32024. /** ALPHA */
  32025. static readonly TEXTUREFORMAT_ALPHA: number;
  32026. /** LUMINANCE */
  32027. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32028. /** LUMINANCE_ALPHA */
  32029. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32030. /** RGB */
  32031. static readonly TEXTUREFORMAT_RGB: number;
  32032. /** RGBA */
  32033. static readonly TEXTUREFORMAT_RGBA: number;
  32034. /** RED */
  32035. static readonly TEXTUREFORMAT_RED: number;
  32036. /** RED (2nd reference) */
  32037. static readonly TEXTUREFORMAT_R: number;
  32038. /** RG */
  32039. static readonly TEXTUREFORMAT_RG: number;
  32040. /** RED_INTEGER */
  32041. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32042. /** RED_INTEGER (2nd reference) */
  32043. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32044. /** RG_INTEGER */
  32045. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32046. /** RGB_INTEGER */
  32047. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32048. /** RGBA_INTEGER */
  32049. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32050. /** UNSIGNED_BYTE */
  32051. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32052. /** UNSIGNED_BYTE (2nd reference) */
  32053. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32054. /** FLOAT */
  32055. static readonly TEXTURETYPE_FLOAT: number;
  32056. /** HALF_FLOAT */
  32057. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32058. /** BYTE */
  32059. static readonly TEXTURETYPE_BYTE: number;
  32060. /** SHORT */
  32061. static readonly TEXTURETYPE_SHORT: number;
  32062. /** UNSIGNED_SHORT */
  32063. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32064. /** INT */
  32065. static readonly TEXTURETYPE_INT: number;
  32066. /** UNSIGNED_INT */
  32067. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32068. /** UNSIGNED_SHORT_4_4_4_4 */
  32069. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32070. /** UNSIGNED_SHORT_5_5_5_1 */
  32071. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32072. /** UNSIGNED_SHORT_5_6_5 */
  32073. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32074. /** UNSIGNED_INT_2_10_10_10_REV */
  32075. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32076. /** UNSIGNED_INT_24_8 */
  32077. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32078. /** UNSIGNED_INT_10F_11F_11F_REV */
  32079. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32080. /** UNSIGNED_INT_5_9_9_9_REV */
  32081. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32082. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32083. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32084. /** nearest is mag = nearest and min = nearest and mip = linear */
  32085. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32086. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32087. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32088. /** Trilinear is mag = linear and min = linear and mip = linear */
  32089. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32090. /** nearest is mag = nearest and min = nearest and mip = linear */
  32091. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32092. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32093. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32094. /** Trilinear is mag = linear and min = linear and mip = linear */
  32095. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32096. /** mag = nearest and min = nearest and mip = nearest */
  32097. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32098. /** mag = nearest and min = linear and mip = nearest */
  32099. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32100. /** mag = nearest and min = linear and mip = linear */
  32101. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32102. /** mag = nearest and min = linear and mip = none */
  32103. static readonly TEXTURE_NEAREST_LINEAR: number;
  32104. /** mag = nearest and min = nearest and mip = none */
  32105. static readonly TEXTURE_NEAREST_NEAREST: number;
  32106. /** mag = linear and min = nearest and mip = nearest */
  32107. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32108. /** mag = linear and min = nearest and mip = linear */
  32109. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32110. /** mag = linear and min = linear and mip = none */
  32111. static readonly TEXTURE_LINEAR_LINEAR: number;
  32112. /** mag = linear and min = nearest and mip = none */
  32113. static readonly TEXTURE_LINEAR_NEAREST: number;
  32114. /** Explicit coordinates mode */
  32115. static readonly TEXTURE_EXPLICIT_MODE: number;
  32116. /** Spherical coordinates mode */
  32117. static readonly TEXTURE_SPHERICAL_MODE: number;
  32118. /** Planar coordinates mode */
  32119. static readonly TEXTURE_PLANAR_MODE: number;
  32120. /** Cubic coordinates mode */
  32121. static readonly TEXTURE_CUBIC_MODE: number;
  32122. /** Projection coordinates mode */
  32123. static readonly TEXTURE_PROJECTION_MODE: number;
  32124. /** Skybox coordinates mode */
  32125. static readonly TEXTURE_SKYBOX_MODE: number;
  32126. /** Inverse Cubic coordinates mode */
  32127. static readonly TEXTURE_INVCUBIC_MODE: number;
  32128. /** Equirectangular coordinates mode */
  32129. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32130. /** Equirectangular Fixed coordinates mode */
  32131. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32132. /** Equirectangular Fixed Mirrored coordinates mode */
  32133. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32134. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32135. static readonly SCALEMODE_FLOOR: number;
  32136. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32137. static readonly SCALEMODE_NEAREST: number;
  32138. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32139. static readonly SCALEMODE_CEILING: number;
  32140. /**
  32141. * Returns the current npm package of the sdk
  32142. */
  32143. static readonly NpmPackage: string;
  32144. /**
  32145. * Returns the current version of the framework
  32146. */
  32147. static readonly Version: string;
  32148. /** Gets the list of created engines */
  32149. static readonly Instances: Engine[];
  32150. /**
  32151. * Gets the latest created engine
  32152. */
  32153. static readonly LastCreatedEngine: Nullable<Engine>;
  32154. /**
  32155. * Gets the latest created scene
  32156. */
  32157. static readonly LastCreatedScene: Nullable<Scene>;
  32158. /**
  32159. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32160. * @param flag defines which part of the materials must be marked as dirty
  32161. * @param predicate defines a predicate used to filter which materials should be affected
  32162. */
  32163. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32164. /**
  32165. * Method called to create the default loading screen.
  32166. * This can be overriden in your own app.
  32167. * @param canvas The rendering canvas element
  32168. * @returns The loading screen
  32169. */
  32170. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32171. /**
  32172. * Method called to create the default rescale post process on each engine.
  32173. */
  32174. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32175. /**
  32176. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32177. **/
  32178. enableOfflineSupport: boolean;
  32179. /**
  32180. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  32181. **/
  32182. disableManifestCheck: boolean;
  32183. /**
  32184. * Gets the list of created scenes
  32185. */
  32186. scenes: Scene[];
  32187. /**
  32188. * Event raised when a new scene is created
  32189. */
  32190. onNewSceneAddedObservable: Observable<Scene>;
  32191. /**
  32192. * Gets the list of created postprocesses
  32193. */
  32194. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32195. /**
  32196. * Gets a boolean indicating if the pointer is currently locked
  32197. */
  32198. isPointerLock: boolean;
  32199. /**
  32200. * Observable event triggered each time the rendering canvas is resized
  32201. */
  32202. onResizeObservable: Observable<Engine>;
  32203. /**
  32204. * Observable event triggered each time the canvas loses focus
  32205. */
  32206. onCanvasBlurObservable: Observable<Engine>;
  32207. /**
  32208. * Observable event triggered each time the canvas gains focus
  32209. */
  32210. onCanvasFocusObservable: Observable<Engine>;
  32211. /**
  32212. * Observable event triggered each time the canvas receives pointerout event
  32213. */
  32214. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32215. /**
  32216. * Observable raised when the engine begins a new frame
  32217. */
  32218. onBeginFrameObservable: Observable<Engine>;
  32219. /**
  32220. * If set, will be used to request the next animation frame for the render loop
  32221. */
  32222. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32223. /**
  32224. * Observable raised when the engine ends the current frame
  32225. */
  32226. onEndFrameObservable: Observable<Engine>;
  32227. /**
  32228. * Observable raised when the engine is about to compile a shader
  32229. */
  32230. onBeforeShaderCompilationObservable: Observable<Engine>;
  32231. /**
  32232. * Observable raised when the engine has jsut compiled a shader
  32233. */
  32234. onAfterShaderCompilationObservable: Observable<Engine>;
  32235. /**
  32236. * Gets the audio engine
  32237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32238. * @ignorenaming
  32239. */
  32240. static audioEngine: IAudioEngine;
  32241. /**
  32242. * Default AudioEngine factory responsible of creating the Audio Engine.
  32243. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32244. */
  32245. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32246. /**
  32247. * Default offline support factory responsible of creating a tool used to store data locally.
  32248. * By default, this will create a Database object if the workload has been embedded.
  32249. */
  32250. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32251. private _loadingScreen;
  32252. private _pointerLockRequested;
  32253. private _dummyFramebuffer;
  32254. private _rescalePostProcess;
  32255. /** @hidden */
  32256. protected _alphaMode: number;
  32257. /** @hidden */
  32258. protected _alphaEquation: number;
  32259. private _deterministicLockstep;
  32260. private _lockstepMaxSteps;
  32261. protected readonly _supportsHardwareTextureRescaling: boolean;
  32262. private _fps;
  32263. private _deltaTime;
  32264. /** @hidden */
  32265. _drawCalls: PerfCounter;
  32266. /**
  32267. * Turn this value on if you want to pause FPS computation when in background
  32268. */
  32269. disablePerformanceMonitorInBackground: boolean;
  32270. private _performanceMonitor;
  32271. /**
  32272. * Gets the performance monitor attached to this engine
  32273. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32274. */
  32275. readonly performanceMonitor: PerformanceMonitor;
  32276. private _onFocus;
  32277. private _onBlur;
  32278. private _onCanvasPointerOut;
  32279. private _onCanvasBlur;
  32280. private _onCanvasFocus;
  32281. private _onFullscreenChange;
  32282. private _onPointerLockChange;
  32283. /**
  32284. * Creates a new engine
  32285. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  32286. * @param antialias defines enable antialiasing (default: false)
  32287. * @param options defines further options to be sent to the getContext() function
  32288. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32289. */
  32290. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32291. /**
  32292. * Gets current aspect ratio
  32293. * @param viewportOwner defines the camera to use to get the aspect ratio
  32294. * @param useScreen defines if screen size must be used (or the current render target if any)
  32295. * @returns a number defining the aspect ratio
  32296. */
  32297. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32298. /**
  32299. * Gets current screen aspect ratio
  32300. * @returns a number defining the aspect ratio
  32301. */
  32302. getScreenAspectRatio(): number;
  32303. /**
  32304. * Gets host document
  32305. * @returns the host document object
  32306. */
  32307. getHostDocument(): Document;
  32308. /**
  32309. * Gets the client rect of the HTML canvas attached with the current webGL context
  32310. * @returns a client rectanglee
  32311. */
  32312. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32313. /**
  32314. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32315. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32316. * @returns true if engine is in deterministic lock step mode
  32317. */
  32318. isDeterministicLockStep(): boolean;
  32319. /**
  32320. * Gets the max steps when engine is running in deterministic lock step
  32321. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32322. * @returns the max steps
  32323. */
  32324. getLockstepMaxSteps(): number;
  32325. /**
  32326. * Force the mipmap generation for the given render target texture
  32327. * @param texture defines the render target texture to use
  32328. */
  32329. generateMipMapsForCubemap(texture: InternalTexture): void;
  32330. /** States */
  32331. /**
  32332. * Set various states to the webGL context
  32333. * @param culling defines backface culling state
  32334. * @param zOffset defines the value to apply to zOffset (0 by default)
  32335. * @param force defines if states must be applied even if cache is up to date
  32336. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32337. */
  32338. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32339. /**
  32340. * Set the z offset to apply to current rendering
  32341. * @param value defines the offset to apply
  32342. */
  32343. setZOffset(value: number): void;
  32344. /**
  32345. * Gets the current value of the zOffset
  32346. * @returns the current zOffset state
  32347. */
  32348. getZOffset(): number;
  32349. /**
  32350. * Enable or disable depth buffering
  32351. * @param enable defines the state to set
  32352. */
  32353. setDepthBuffer(enable: boolean): void;
  32354. /**
  32355. * Gets a boolean indicating if depth writing is enabled
  32356. * @returns the current depth writing state
  32357. */
  32358. getDepthWrite(): boolean;
  32359. /**
  32360. * Enable or disable depth writing
  32361. * @param enable defines the state to set
  32362. */
  32363. setDepthWrite(enable: boolean): void;
  32364. /**
  32365. * Enable or disable color writing
  32366. * @param enable defines the state to set
  32367. */
  32368. setColorWrite(enable: boolean): void;
  32369. /**
  32370. * Gets a boolean indicating if color writing is enabled
  32371. * @returns the current color writing state
  32372. */
  32373. getColorWrite(): boolean;
  32374. /**
  32375. * Sets alpha constants used by some alpha blending modes
  32376. * @param r defines the red component
  32377. * @param g defines the green component
  32378. * @param b defines the blue component
  32379. * @param a defines the alpha component
  32380. */
  32381. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32382. /**
  32383. * Sets the current alpha mode
  32384. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32385. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32386. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32387. */
  32388. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32389. /**
  32390. * Gets the current alpha mode
  32391. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32392. * @returns the current alpha mode
  32393. */
  32394. getAlphaMode(): number;
  32395. /**
  32396. * Sets the current alpha equation
  32397. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32398. */
  32399. setAlphaEquation(equation: number): void;
  32400. /**
  32401. * Gets the current alpha equation.
  32402. * @returns the current alpha equation
  32403. */
  32404. getAlphaEquation(): number;
  32405. /**
  32406. * Gets a boolean indicating if stencil buffer is enabled
  32407. * @returns the current stencil buffer state
  32408. */
  32409. getStencilBuffer(): boolean;
  32410. /**
  32411. * Enable or disable the stencil buffer
  32412. * @param enable defines if the stencil buffer must be enabled or disabled
  32413. */
  32414. setStencilBuffer(enable: boolean): void;
  32415. /**
  32416. * Gets the current stencil mask
  32417. * @returns a number defining the new stencil mask to use
  32418. */
  32419. getStencilMask(): number;
  32420. /**
  32421. * Sets the current stencil mask
  32422. * @param mask defines the new stencil mask to use
  32423. */
  32424. setStencilMask(mask: number): void;
  32425. /**
  32426. * Gets the current stencil function
  32427. * @returns a number defining the stencil function to use
  32428. */
  32429. getStencilFunction(): number;
  32430. /**
  32431. * Gets the current stencil reference value
  32432. * @returns a number defining the stencil reference value to use
  32433. */
  32434. getStencilFunctionReference(): number;
  32435. /**
  32436. * Gets the current stencil mask
  32437. * @returns a number defining the stencil mask to use
  32438. */
  32439. getStencilFunctionMask(): number;
  32440. /**
  32441. * Sets the current stencil function
  32442. * @param stencilFunc defines the new stencil function to use
  32443. */
  32444. setStencilFunction(stencilFunc: number): void;
  32445. /**
  32446. * Sets the current stencil reference
  32447. * @param reference defines the new stencil reference to use
  32448. */
  32449. setStencilFunctionReference(reference: number): void;
  32450. /**
  32451. * Sets the current stencil mask
  32452. * @param mask defines the new stencil mask to use
  32453. */
  32454. setStencilFunctionMask(mask: number): void;
  32455. /**
  32456. * Gets the current stencil operation when stencil fails
  32457. * @returns a number defining stencil operation to use when stencil fails
  32458. */
  32459. getStencilOperationFail(): number;
  32460. /**
  32461. * Gets the current stencil operation when depth fails
  32462. * @returns a number defining stencil operation to use when depth fails
  32463. */
  32464. getStencilOperationDepthFail(): number;
  32465. /**
  32466. * Gets the current stencil operation when stencil passes
  32467. * @returns a number defining stencil operation to use when stencil passes
  32468. */
  32469. getStencilOperationPass(): number;
  32470. /**
  32471. * Sets the stencil operation to use when stencil fails
  32472. * @param operation defines the stencil operation to use when stencil fails
  32473. */
  32474. setStencilOperationFail(operation: number): void;
  32475. /**
  32476. * Sets the stencil operation to use when depth fails
  32477. * @param operation defines the stencil operation to use when depth fails
  32478. */
  32479. setStencilOperationDepthFail(operation: number): void;
  32480. /**
  32481. * Sets the stencil operation to use when stencil passes
  32482. * @param operation defines the stencil operation to use when stencil passes
  32483. */
  32484. setStencilOperationPass(operation: number): void;
  32485. /**
  32486. * Sets a boolean indicating if the dithering state is enabled or disabled
  32487. * @param value defines the dithering state
  32488. */
  32489. setDitheringState(value: boolean): void;
  32490. /**
  32491. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32492. * @param value defines the rasterizer state
  32493. */
  32494. setRasterizerState(value: boolean): void;
  32495. /**
  32496. * Gets the current depth function
  32497. * @returns a number defining the depth function
  32498. */
  32499. getDepthFunction(): Nullable<number>;
  32500. /**
  32501. * Sets the current depth function
  32502. * @param depthFunc defines the function to use
  32503. */
  32504. setDepthFunction(depthFunc: number): void;
  32505. /**
  32506. * Sets the current depth function to GREATER
  32507. */
  32508. setDepthFunctionToGreater(): void;
  32509. /**
  32510. * Sets the current depth function to GEQUAL
  32511. */
  32512. setDepthFunctionToGreaterOrEqual(): void;
  32513. /**
  32514. * Sets the current depth function to LESS
  32515. */
  32516. setDepthFunctionToLess(): void;
  32517. /**
  32518. * Sets the current depth function to LEQUAL
  32519. */
  32520. setDepthFunctionToLessOrEqual(): void;
  32521. private _cachedStencilBuffer;
  32522. private _cachedStencilFunction;
  32523. private _cachedStencilMask;
  32524. private _cachedStencilOperationPass;
  32525. private _cachedStencilOperationFail;
  32526. private _cachedStencilOperationDepthFail;
  32527. private _cachedStencilReference;
  32528. /**
  32529. * Caches the the state of the stencil buffer
  32530. */
  32531. cacheStencilState(): void;
  32532. /**
  32533. * Restores the state of the stencil buffer
  32534. */
  32535. restoreStencilState(): void;
  32536. /**
  32537. * Directly set the WebGL Viewport
  32538. * @param x defines the x coordinate of the viewport (in screen space)
  32539. * @param y defines the y coordinate of the viewport (in screen space)
  32540. * @param width defines the width of the viewport (in screen space)
  32541. * @param height defines the height of the viewport (in screen space)
  32542. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  32543. */
  32544. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32545. /**
  32546. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32547. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32548. * @param y defines the y-coordinate of the corner of the clear rectangle
  32549. * @param width defines the width of the clear rectangle
  32550. * @param height defines the height of the clear rectangle
  32551. * @param clearColor defines the clear color
  32552. */
  32553. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32554. /**
  32555. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32556. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32557. * @param y defines the y-coordinate of the corner of the clear rectangle
  32558. * @param width defines the width of the clear rectangle
  32559. * @param height defines the height of the clear rectangle
  32560. */
  32561. enableScissor(x: number, y: number, width: number, height: number): void;
  32562. /**
  32563. * Disable previously set scissor test rectangle
  32564. */
  32565. disableScissor(): void;
  32566. protected _reportDrawCall(): void;
  32567. /**
  32568. * Initializes a webVR display and starts listening to display change events
  32569. * The onVRDisplayChangedObservable will be notified upon these changes
  32570. * @returns The onVRDisplayChangedObservable
  32571. */
  32572. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32573. /** @hidden */
  32574. _prepareVRComponent(): void;
  32575. /** @hidden */
  32576. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32577. /** @hidden */
  32578. _submitVRFrame(): void;
  32579. /**
  32580. * Call this function to leave webVR mode
  32581. * Will do nothing if webVR is not supported or if there is no webVR device
  32582. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32583. */
  32584. disableVR(): void;
  32585. /**
  32586. * Gets a boolean indicating that the system is in VR mode and is presenting
  32587. * @returns true if VR mode is engaged
  32588. */
  32589. isVRPresenting(): boolean;
  32590. /** @hidden */
  32591. _requestVRFrame(): void;
  32592. /** @hidden */
  32593. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32594. /**
  32595. * Gets the source code of the vertex shader associated with a specific webGL program
  32596. * @param program defines the program to use
  32597. * @returns a string containing the source code of the vertex shader associated with the program
  32598. */
  32599. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32600. /**
  32601. * Gets the source code of the fragment shader associated with a specific webGL program
  32602. * @param program defines the program to use
  32603. * @returns a string containing the source code of the fragment shader associated with the program
  32604. */
  32605. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32606. /**
  32607. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32608. * @param x defines the x coordinate of the rectangle where pixels must be read
  32609. * @param y defines the y coordinate of the rectangle where pixels must be read
  32610. * @param width defines the width of the rectangle where pixels must be read
  32611. * @param height defines the height of the rectangle where pixels must be read
  32612. * @returns a Uint8Array containing RGBA colors
  32613. */
  32614. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32615. /**
  32616. * Sets a depth stencil texture from a render target to the according uniform.
  32617. * @param channel The texture channel
  32618. * @param uniform The uniform to set
  32619. * @param texture The render target texture containing the depth stencil texture to apply
  32620. */
  32621. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32622. /**
  32623. * Sets a texture to the webGL context from a postprocess
  32624. * @param channel defines the channel to use
  32625. * @param postProcess defines the source postprocess
  32626. */
  32627. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32628. /**
  32629. * Binds the output of the passed in post process to the texture channel specified
  32630. * @param channel The channel the texture should be bound to
  32631. * @param postProcess The post process which's output should be bound
  32632. */
  32633. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32634. /** @hidden */
  32635. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32636. protected _rebuildBuffers(): void;
  32637. /** @hidden */
  32638. _renderFrame(): void;
  32639. _renderLoop(): void;
  32640. /** @hidden */
  32641. _renderViews(): void;
  32642. /**
  32643. * Toggle full screen mode
  32644. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32645. */
  32646. switchFullscreen(requestPointerLock: boolean): void;
  32647. /**
  32648. * Enters full screen mode
  32649. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32650. */
  32651. enterFullscreen(requestPointerLock: boolean): void;
  32652. /**
  32653. * Exits full screen mode
  32654. */
  32655. exitFullscreen(): void;
  32656. /**
  32657. * Enters Pointerlock mode
  32658. */
  32659. enterPointerlock(): void;
  32660. /**
  32661. * Exits Pointerlock mode
  32662. */
  32663. exitPointerlock(): void;
  32664. /**
  32665. * Begin a new frame
  32666. */
  32667. beginFrame(): void;
  32668. /**
  32669. * Enf the current frame
  32670. */
  32671. endFrame(): void;
  32672. resize(): void;
  32673. /**
  32674. * Set the compressed texture format to use, based on the formats you have, and the formats
  32675. * supported by the hardware / browser.
  32676. *
  32677. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32678. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32679. * to API arguments needed to compressed textures. This puts the burden on the container
  32680. * generator to house the arcane code for determining these for current & future formats.
  32681. *
  32682. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32683. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32684. *
  32685. * Note: The result of this call is not taken into account when a texture is base64.
  32686. *
  32687. * @param formatsAvailable defines the list of those format families you have created
  32688. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32689. *
  32690. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32691. * @returns The extension selected.
  32692. */
  32693. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32694. /**
  32695. * Force a specific size of the canvas
  32696. * @param width defines the new canvas' width
  32697. * @param height defines the new canvas' height
  32698. */
  32699. setSize(width: number, height: number): void;
  32700. /**
  32701. * Updates a dynamic vertex buffer.
  32702. * @param vertexBuffer the vertex buffer to update
  32703. * @param data the data used to update the vertex buffer
  32704. * @param byteOffset the byte offset of the data
  32705. * @param byteLength the byte length of the data
  32706. */
  32707. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  32708. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32709. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32710. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32711. _releaseTexture(texture: InternalTexture): void;
  32712. /**
  32713. * @hidden
  32714. * Rescales a texture
  32715. * @param source input texutre
  32716. * @param destination destination texture
  32717. * @param scene scene to use to render the resize
  32718. * @param internalFormat format to use when resizing
  32719. * @param onComplete callback to be called when resize has completed
  32720. */
  32721. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32722. /**
  32723. * Gets the current framerate
  32724. * @returns a number representing the framerate
  32725. */
  32726. getFps(): number;
  32727. /**
  32728. * Gets the time spent between current and previous frame
  32729. * @returns a number representing the delta time in ms
  32730. */
  32731. getDeltaTime(): number;
  32732. private _measureFps;
  32733. /** @hidden */
  32734. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  32735. /**
  32736. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32737. * @param renderTarget The render target to set the frame buffer for
  32738. */
  32739. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32740. /**
  32741. * Update a dynamic index buffer
  32742. * @param indexBuffer defines the target index buffer
  32743. * @param indices defines the data to update
  32744. * @param offset defines the offset in the target index buffer where update should start
  32745. */
  32746. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  32747. /**
  32748. * Updates the sample count of a render target texture
  32749. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32750. * @param texture defines the texture to update
  32751. * @param samples defines the sample count to set
  32752. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32753. */
  32754. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32755. /**
  32756. * Updates a depth texture Comparison Mode and Function.
  32757. * If the comparison Function is equal to 0, the mode will be set to none.
  32758. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32759. * @param texture The texture to set the comparison function for
  32760. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32761. */
  32762. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32763. /**
  32764. * Creates a webGL buffer to use with instanciation
  32765. * @param capacity defines the size of the buffer
  32766. * @returns the webGL buffer
  32767. */
  32768. createInstancesBuffer(capacity: number): DataBuffer;
  32769. /**
  32770. * Delete a webGL buffer used with instanciation
  32771. * @param buffer defines the webGL buffer to delete
  32772. */
  32773. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  32774. /** @hidden */
  32775. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32776. dispose(): void;
  32777. private _disableTouchAction;
  32778. /**
  32779. * Display the loading screen
  32780. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32781. */
  32782. displayLoadingUI(): void;
  32783. /**
  32784. * Hide the loading screen
  32785. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32786. */
  32787. hideLoadingUI(): void;
  32788. /**
  32789. * Gets the current loading screen object
  32790. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32791. */
  32792. /**
  32793. * Sets the current loading screen object
  32794. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32795. */
  32796. loadingScreen: ILoadingScreen;
  32797. /**
  32798. * Sets the current loading screen text
  32799. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32800. */
  32801. loadingUIText: string;
  32802. /**
  32803. * Sets the current loading screen background color
  32804. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32805. */
  32806. loadingUIBackgroundColor: string;
  32807. /** Pointerlock and fullscreen */
  32808. /**
  32809. * Ask the browser to promote the current element to pointerlock mode
  32810. * @param element defines the DOM element to promote
  32811. */
  32812. static _RequestPointerlock(element: HTMLElement): void;
  32813. /**
  32814. * Asks the browser to exit pointerlock mode
  32815. */
  32816. static _ExitPointerlock(): void;
  32817. /**
  32818. * Ask the browser to promote the current element to fullscreen rendering mode
  32819. * @param element defines the DOM element to promote
  32820. */
  32821. static _RequestFullscreen(element: HTMLElement): void;
  32822. /**
  32823. * Asks the browser to exit fullscreen mode
  32824. */
  32825. static _ExitFullscreen(): void;
  32826. }
  32827. }
  32828. declare module "babylonjs/Engines/engineStore" {
  32829. import { Nullable } from "babylonjs/types";
  32830. import { Engine } from "babylonjs/Engines/engine";
  32831. import { Scene } from "babylonjs/scene";
  32832. /**
  32833. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32834. * during the life time of the application.
  32835. */
  32836. export class EngineStore {
  32837. /** Gets the list of created engines */
  32838. static Instances: import("babylonjs/Engines/engine").Engine[];
  32839. /** @hidden */
  32840. static _LastCreatedScene: Nullable<Scene>;
  32841. /**
  32842. * Gets the latest created engine
  32843. */
  32844. static readonly LastCreatedEngine: Nullable<Engine>;
  32845. /**
  32846. * Gets the latest created scene
  32847. */
  32848. static readonly LastCreatedScene: Nullable<Scene>;
  32849. /**
  32850. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32851. * @ignorenaming
  32852. */
  32853. static UseFallbackTexture: boolean;
  32854. /**
  32855. * Texture content used if a texture cannot loaded
  32856. * @ignorenaming
  32857. */
  32858. static FallbackTexture: string;
  32859. }
  32860. }
  32861. declare module "babylonjs/Misc/promise" {
  32862. /**
  32863. * Helper class that provides a small promise polyfill
  32864. */
  32865. export class PromisePolyfill {
  32866. /**
  32867. * Static function used to check if the polyfill is required
  32868. * If this is the case then the function will inject the polyfill to window.Promise
  32869. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32870. */
  32871. static Apply(force?: boolean): void;
  32872. }
  32873. }
  32874. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32875. /**
  32876. * Interface for screenshot methods with describe argument called `size` as object with options
  32877. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32878. */
  32879. export interface IScreenshotSize {
  32880. /**
  32881. * number in pixels for canvas height
  32882. */
  32883. height?: number;
  32884. /**
  32885. * multiplier allowing render at a higher or lower resolution
  32886. * If value is defined then height and width will be ignored and taken from camera
  32887. */
  32888. precision?: number;
  32889. /**
  32890. * number in pixels for canvas width
  32891. */
  32892. width?: number;
  32893. }
  32894. }
  32895. declare module "babylonjs/Misc/tools" {
  32896. import { Nullable, float } from "babylonjs/types";
  32897. import { DomManagement } from "babylonjs/Misc/domManagement";
  32898. import { WebRequest } from "babylonjs/Misc/webRequest";
  32899. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32900. import { ReadFileError } from "babylonjs/Misc/fileTools";
  32901. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32902. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32903. import { Camera } from "babylonjs/Cameras/camera";
  32904. import { Engine } from "babylonjs/Engines/engine";
  32905. interface IColor4Like {
  32906. r: float;
  32907. g: float;
  32908. b: float;
  32909. a: float;
  32910. }
  32911. /**
  32912. * Class containing a set of static utilities functions
  32913. */
  32914. export class Tools {
  32915. /**
  32916. * Gets or sets the base URL to use to load assets
  32917. */
  32918. static BaseUrl: string;
  32919. /**
  32920. * Enable/Disable Custom HTTP Request Headers globally.
  32921. * default = false
  32922. * @see CustomRequestHeaders
  32923. */
  32924. static UseCustomRequestHeaders: boolean;
  32925. /**
  32926. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32927. * i.e. when loading files, where the server/service expects an Authorization header
  32928. */
  32929. static CustomRequestHeaders: {
  32930. [key: string]: string;
  32931. };
  32932. /**
  32933. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32934. */
  32935. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32936. /**
  32937. * Default behaviour for cors in the application.
  32938. * It can be a string if the expected behavior is identical in the entire app.
  32939. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32940. */
  32941. static CorsBehavior: string | ((url: string | string[]) => string);
  32942. /**
  32943. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32944. * @ignorenaming
  32945. */
  32946. static UseFallbackTexture: boolean;
  32947. /**
  32948. * Use this object to register external classes like custom textures or material
  32949. * to allow the laoders to instantiate them
  32950. */
  32951. static RegisteredExternalClasses: {
  32952. [key: string]: Object;
  32953. };
  32954. /**
  32955. * Texture content used if a texture cannot loaded
  32956. * @ignorenaming
  32957. */
  32958. static fallbackTexture: string;
  32959. /**
  32960. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32961. * @param u defines the coordinate on X axis
  32962. * @param v defines the coordinate on Y axis
  32963. * @param width defines the width of the source data
  32964. * @param height defines the height of the source data
  32965. * @param pixels defines the source byte array
  32966. * @param color defines the output color
  32967. */
  32968. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32969. /**
  32970. * Interpolates between a and b via alpha
  32971. * @param a The lower value (returned when alpha = 0)
  32972. * @param b The upper value (returned when alpha = 1)
  32973. * @param alpha The interpolation-factor
  32974. * @return The mixed value
  32975. */
  32976. static Mix(a: number, b: number, alpha: number): number;
  32977. /**
  32978. * Tries to instantiate a new object from a given class name
  32979. * @param className defines the class name to instantiate
  32980. * @returns the new object or null if the system was not able to do the instantiation
  32981. */
  32982. static Instantiate(className: string): any;
  32983. /**
  32984. * Provides a slice function that will work even on IE
  32985. * @param data defines the array to slice
  32986. * @param start defines the start of the data (optional)
  32987. * @param end defines the end of the data (optional)
  32988. * @returns the new sliced array
  32989. */
  32990. static Slice<T>(data: T, start?: number, end?: number): T;
  32991. /**
  32992. * Polyfill for setImmediate
  32993. * @param action defines the action to execute after the current execution block
  32994. */
  32995. static SetImmediate(action: () => void): void;
  32996. /**
  32997. * Function indicating if a number is an exponent of 2
  32998. * @param value defines the value to test
  32999. * @returns true if the value is an exponent of 2
  33000. */
  33001. static IsExponentOfTwo(value: number): boolean;
  33002. private static _tmpFloatArray;
  33003. /**
  33004. * Returns the nearest 32-bit single precision float representation of a Number
  33005. * @param value A Number. If the parameter is of a different type, it will get converted
  33006. * to a number or to NaN if it cannot be converted
  33007. * @returns number
  33008. */
  33009. static FloatRound(value: number): number;
  33010. /**
  33011. * Extracts the filename from a path
  33012. * @param path defines the path to use
  33013. * @returns the filename
  33014. */
  33015. static GetFilename(path: string): string;
  33016. /**
  33017. * Extracts the "folder" part of a path (everything before the filename).
  33018. * @param uri The URI to extract the info from
  33019. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33020. * @returns The "folder" part of the path
  33021. */
  33022. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33023. /**
  33024. * Extracts text content from a DOM element hierarchy
  33025. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33026. */
  33027. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33028. /**
  33029. * Convert an angle in radians to degrees
  33030. * @param angle defines the angle to convert
  33031. * @returns the angle in degrees
  33032. */
  33033. static ToDegrees(angle: number): number;
  33034. /**
  33035. * Convert an angle in degrees to radians
  33036. * @param angle defines the angle to convert
  33037. * @returns the angle in radians
  33038. */
  33039. static ToRadians(angle: number): number;
  33040. /**
  33041. * Returns an array if obj is not an array
  33042. * @param obj defines the object to evaluate as an array
  33043. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33044. * @returns either obj directly if obj is an array or a new array containing obj
  33045. */
  33046. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33047. /**
  33048. * Gets the pointer prefix to use
  33049. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33050. */
  33051. static GetPointerPrefix(): string;
  33052. /**
  33053. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33054. * @param url define the url we are trying
  33055. * @param element define the dom element where to configure the cors policy
  33056. */
  33057. static SetCorsBehavior(url: string | string[], element: {
  33058. crossOrigin: string | null;
  33059. }): void;
  33060. /**
  33061. * Removes unwanted characters from an url
  33062. * @param url defines the url to clean
  33063. * @returns the cleaned url
  33064. */
  33065. static CleanUrl(url: string): string;
  33066. /**
  33067. * Gets or sets a function used to pre-process url before using them to load assets
  33068. */
  33069. static PreprocessUrl: (url: string) => string;
  33070. /**
  33071. * Loads an image as an HTMLImageElement.
  33072. * @param input url string, ArrayBuffer, or Blob to load
  33073. * @param onLoad callback called when the image successfully loads
  33074. * @param onError callback called when the image fails to load
  33075. * @param offlineProvider offline provider for caching
  33076. * @param mimeType optional mime type
  33077. * @returns the HTMLImageElement of the loaded image
  33078. */
  33079. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33080. /**
  33081. * Loads a file from a url
  33082. * @param url url string, ArrayBuffer, or Blob to load
  33083. * @param onSuccess callback called when the file successfully loads
  33084. * @param onProgress callback called while file is loading (if the server supports this mode)
  33085. * @param offlineProvider defines the offline provider for caching
  33086. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33087. * @param onError callback called when the file fails to load
  33088. * @returns a file request object
  33089. */
  33090. 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;
  33091. /**
  33092. * Loads a file from a url
  33093. * @param url the file url to load
  33094. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33095. */
  33096. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33097. /**
  33098. * Load a script (identified by an url). When the url returns, the
  33099. * content of this file is added into a new script element, attached to the DOM (body element)
  33100. * @param scriptUrl defines the url of the script to laod
  33101. * @param onSuccess defines the callback called when the script is loaded
  33102. * @param onError defines the callback to call if an error occurs
  33103. * @param scriptId defines the id of the script element
  33104. */
  33105. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33106. /**
  33107. * Load an asynchronous script (identified by an url). When the url returns, the
  33108. * content of this file is added into a new script element, attached to the DOM (body element)
  33109. * @param scriptUrl defines the url of the script to laod
  33110. * @param scriptId defines the id of the script element
  33111. * @returns a promise request object
  33112. */
  33113. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33114. /**
  33115. * Loads a file from a blob
  33116. * @param fileToLoad defines the blob to use
  33117. * @param callback defines the callback to call when data is loaded
  33118. * @param progressCallback defines the callback to call during loading process
  33119. * @returns a file request object
  33120. */
  33121. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33122. /**
  33123. * Reads a file from a File object
  33124. * @param file defines the file to load
  33125. * @param onSuccess defines the callback to call when data is loaded
  33126. * @param onProgress defines the callback to call during loading process
  33127. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33128. * @param onError defines the callback to call when an error occurs
  33129. * @returns a file request object
  33130. */
  33131. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33132. /**
  33133. * Creates a data url from a given string content
  33134. * @param content defines the content to convert
  33135. * @returns the new data url link
  33136. */
  33137. static FileAsURL(content: string): string;
  33138. /**
  33139. * Format the given number to a specific decimal format
  33140. * @param value defines the number to format
  33141. * @param decimals defines the number of decimals to use
  33142. * @returns the formatted string
  33143. */
  33144. static Format(value: number, decimals?: number): string;
  33145. /**
  33146. * Tries to copy an object by duplicating every property
  33147. * @param source defines the source object
  33148. * @param destination defines the target object
  33149. * @param doNotCopyList defines a list of properties to avoid
  33150. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33151. */
  33152. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33153. /**
  33154. * Gets a boolean indicating if the given object has no own property
  33155. * @param obj defines the object to test
  33156. * @returns true if object has no own property
  33157. */
  33158. static IsEmpty(obj: any): boolean;
  33159. /**
  33160. * Function used to register events at window level
  33161. * @param windowElement defines the Window object to use
  33162. * @param events defines the events to register
  33163. */
  33164. static RegisterTopRootEvents(windowElement: Window, events: {
  33165. name: string;
  33166. handler: Nullable<(e: FocusEvent) => any>;
  33167. }[]): void;
  33168. /**
  33169. * Function used to unregister events from window level
  33170. * @param windowElement defines the Window object to use
  33171. * @param events defines the events to unregister
  33172. */
  33173. static UnregisterTopRootEvents(windowElement: Window, events: {
  33174. name: string;
  33175. handler: Nullable<(e: FocusEvent) => any>;
  33176. }[]): void;
  33177. /**
  33178. * @ignore
  33179. */
  33180. static _ScreenshotCanvas: HTMLCanvasElement;
  33181. /**
  33182. * Dumps the current bound framebuffer
  33183. * @param width defines the rendering width
  33184. * @param height defines the rendering height
  33185. * @param engine defines the hosting engine
  33186. * @param successCallback defines the callback triggered once the data are available
  33187. * @param mimeType defines the mime type of the result
  33188. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33189. */
  33190. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33191. /**
  33192. * Converts the canvas data to blob.
  33193. * This acts as a polyfill for browsers not supporting the to blob function.
  33194. * @param canvas Defines the canvas to extract the data from
  33195. * @param successCallback Defines the callback triggered once the data are available
  33196. * @param mimeType Defines the mime type of the result
  33197. */
  33198. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33199. /**
  33200. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33201. * @param successCallback defines the callback triggered once the data are available
  33202. * @param mimeType defines the mime type of the result
  33203. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33204. */
  33205. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33206. /**
  33207. * Downloads a blob in the browser
  33208. * @param blob defines the blob to download
  33209. * @param fileName defines the name of the downloaded file
  33210. */
  33211. static Download(blob: Blob, fileName: string): void;
  33212. /**
  33213. * Captures a screenshot of the current rendering
  33214. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33215. * @param engine defines the rendering engine
  33216. * @param camera defines the source camera
  33217. * @param size This parameter can be set to a single number or to an object with the
  33218. * following (optional) properties: precision, width, height. If a single number is passed,
  33219. * it will be used for both width and height. If an object is passed, the screenshot size
  33220. * will be derived from the parameters. The precision property is a multiplier allowing
  33221. * rendering at a higher or lower resolution
  33222. * @param successCallback defines the callback receives a single parameter which contains the
  33223. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33224. * src parameter of an <img> to display it
  33225. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33226. * Check your browser for supported MIME types
  33227. */
  33228. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33229. /**
  33230. * Captures a screenshot of the current rendering
  33231. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33232. * @param engine defines the rendering engine
  33233. * @param camera defines the source camera
  33234. * @param size This parameter can be set to a single number or to an object with the
  33235. * following (optional) properties: precision, width, height. If a single number is passed,
  33236. * it will be used for both width and height. If an object is passed, the screenshot size
  33237. * will be derived from the parameters. The precision property is a multiplier allowing
  33238. * rendering at a higher or lower resolution
  33239. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33240. * Check your browser for supported MIME types
  33241. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33242. * to the src parameter of an <img> to display it
  33243. */
  33244. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33245. /**
  33246. * Generates an image screenshot from the specified camera.
  33247. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33248. * @param engine The engine to use for rendering
  33249. * @param camera The camera to use for rendering
  33250. * @param size This parameter can be set to a single number or to an object with the
  33251. * following (optional) properties: precision, width, height. If a single number is passed,
  33252. * it will be used for both width and height. If an object is passed, the screenshot size
  33253. * will be derived from the parameters. The precision property is a multiplier allowing
  33254. * rendering at a higher or lower resolution
  33255. * @param successCallback The callback receives a single parameter which contains the
  33256. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33257. * src parameter of an <img> to display it
  33258. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33259. * Check your browser for supported MIME types
  33260. * @param samples Texture samples (default: 1)
  33261. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33262. * @param fileName A name for for the downloaded file.
  33263. */
  33264. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33265. /**
  33266. * Generates an image screenshot from the specified camera.
  33267. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33268. * @param engine The engine to use for rendering
  33269. * @param camera The camera to use for rendering
  33270. * @param size This parameter can be set to a single number or to an object with the
  33271. * following (optional) properties: precision, width, height. If a single number is passed,
  33272. * it will be used for both width and height. If an object is passed, the screenshot size
  33273. * will be derived from the parameters. The precision property is a multiplier allowing
  33274. * rendering at a higher or lower resolution
  33275. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33276. * Check your browser for supported MIME types
  33277. * @param samples Texture samples (default: 1)
  33278. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33279. * @param fileName A name for for the downloaded file.
  33280. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33281. * to the src parameter of an <img> to display it
  33282. */
  33283. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33284. /**
  33285. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33286. * Be aware Math.random() could cause collisions, but:
  33287. * "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"
  33288. * @returns a pseudo random id
  33289. */
  33290. static RandomId(): string;
  33291. /**
  33292. * Test if the given uri is a base64 string
  33293. * @param uri The uri to test
  33294. * @return True if the uri is a base64 string or false otherwise
  33295. */
  33296. static IsBase64(uri: string): boolean;
  33297. /**
  33298. * Decode the given base64 uri.
  33299. * @param uri The uri to decode
  33300. * @return The decoded base64 data.
  33301. */
  33302. static DecodeBase64(uri: string): ArrayBuffer;
  33303. /**
  33304. * Gets the absolute url.
  33305. * @param url the input url
  33306. * @return the absolute url
  33307. */
  33308. static GetAbsoluteUrl(url: string): string;
  33309. /**
  33310. * No log
  33311. */
  33312. static readonly NoneLogLevel: number;
  33313. /**
  33314. * Only message logs
  33315. */
  33316. static readonly MessageLogLevel: number;
  33317. /**
  33318. * Only warning logs
  33319. */
  33320. static readonly WarningLogLevel: number;
  33321. /**
  33322. * Only error logs
  33323. */
  33324. static readonly ErrorLogLevel: number;
  33325. /**
  33326. * All logs
  33327. */
  33328. static readonly AllLogLevel: number;
  33329. /**
  33330. * Gets a value indicating the number of loading errors
  33331. * @ignorenaming
  33332. */
  33333. static readonly errorsCount: number;
  33334. /**
  33335. * Callback called when a new log is added
  33336. */
  33337. static OnNewCacheEntry: (entry: string) => void;
  33338. /**
  33339. * Log a message to the console
  33340. * @param message defines the message to log
  33341. */
  33342. static Log(message: string): void;
  33343. /**
  33344. * Write a warning message to the console
  33345. * @param message defines the message to log
  33346. */
  33347. static Warn(message: string): void;
  33348. /**
  33349. * Write an error message to the console
  33350. * @param message defines the message to log
  33351. */
  33352. static Error(message: string): void;
  33353. /**
  33354. * Gets current log cache (list of logs)
  33355. */
  33356. static readonly LogCache: string;
  33357. /**
  33358. * Clears the log cache
  33359. */
  33360. static ClearLogCache(): void;
  33361. /**
  33362. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33363. */
  33364. static LogLevels: number;
  33365. /**
  33366. * Checks if the window object exists
  33367. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33368. */
  33369. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33370. /**
  33371. * No performance log
  33372. */
  33373. static readonly PerformanceNoneLogLevel: number;
  33374. /**
  33375. * Use user marks to log performance
  33376. */
  33377. static readonly PerformanceUserMarkLogLevel: number;
  33378. /**
  33379. * Log performance to the console
  33380. */
  33381. static readonly PerformanceConsoleLogLevel: number;
  33382. private static _performance;
  33383. /**
  33384. * Sets the current performance log level
  33385. */
  33386. static PerformanceLogLevel: number;
  33387. private static _StartPerformanceCounterDisabled;
  33388. private static _EndPerformanceCounterDisabled;
  33389. private static _StartUserMark;
  33390. private static _EndUserMark;
  33391. private static _StartPerformanceConsole;
  33392. private static _EndPerformanceConsole;
  33393. /**
  33394. * Starts a performance counter
  33395. */
  33396. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33397. /**
  33398. * Ends a specific performance coutner
  33399. */
  33400. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33401. /**
  33402. * Gets either window.performance.now() if supported or Date.now() else
  33403. */
  33404. static readonly Now: number;
  33405. /**
  33406. * This method will return the name of the class used to create the instance of the given object.
  33407. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33408. * @param object the object to get the class name from
  33409. * @param isType defines if the object is actually a type
  33410. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33411. */
  33412. static GetClassName(object: any, isType?: boolean): string;
  33413. /**
  33414. * Gets the first element of an array satisfying a given predicate
  33415. * @param array defines the array to browse
  33416. * @param predicate defines the predicate to use
  33417. * @returns null if not found or the element
  33418. */
  33419. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33420. /**
  33421. * This method will return the name of the full name of the class, including its owning module (if any).
  33422. * 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).
  33423. * @param object the object to get the class name from
  33424. * @param isType defines if the object is actually a type
  33425. * @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.
  33426. * @ignorenaming
  33427. */
  33428. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33429. /**
  33430. * Returns a promise that resolves after the given amount of time.
  33431. * @param delay Number of milliseconds to delay
  33432. * @returns Promise that resolves after the given amount of time
  33433. */
  33434. static DelayAsync(delay: number): Promise<void>;
  33435. }
  33436. /**
  33437. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33438. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33439. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33440. * @param name The name of the class, case should be preserved
  33441. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33442. */
  33443. export function className(name: string, module?: string): (target: Object) => void;
  33444. /**
  33445. * An implementation of a loop for asynchronous functions.
  33446. */
  33447. export class AsyncLoop {
  33448. /**
  33449. * Defines the number of iterations for the loop
  33450. */
  33451. iterations: number;
  33452. /**
  33453. * Defines the current index of the loop.
  33454. */
  33455. index: number;
  33456. private _done;
  33457. private _fn;
  33458. private _successCallback;
  33459. /**
  33460. * Constructor.
  33461. * @param iterations the number of iterations.
  33462. * @param func the function to run each iteration
  33463. * @param successCallback the callback that will be called upon succesful execution
  33464. * @param offset starting offset.
  33465. */
  33466. constructor(
  33467. /**
  33468. * Defines the number of iterations for the loop
  33469. */
  33470. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33471. /**
  33472. * Execute the next iteration. Must be called after the last iteration was finished.
  33473. */
  33474. executeNext(): void;
  33475. /**
  33476. * Break the loop and run the success callback.
  33477. */
  33478. breakLoop(): void;
  33479. /**
  33480. * Create and run an async loop.
  33481. * @param iterations the number of iterations.
  33482. * @param fn the function to run each iteration
  33483. * @param successCallback the callback that will be called upon succesful execution
  33484. * @param offset starting offset.
  33485. * @returns the created async loop object
  33486. */
  33487. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33488. /**
  33489. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33490. * @param iterations total number of iterations
  33491. * @param syncedIterations number of synchronous iterations in each async iteration.
  33492. * @param fn the function to call each iteration.
  33493. * @param callback a success call back that will be called when iterating stops.
  33494. * @param breakFunction a break condition (optional)
  33495. * @param timeout timeout settings for the setTimeout function. default - 0.
  33496. * @returns the created async loop object
  33497. */
  33498. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33499. }
  33500. }
  33501. declare module "babylonjs/Misc/stringDictionary" {
  33502. import { Nullable } from "babylonjs/types";
  33503. /**
  33504. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33505. * The underlying implementation relies on an associative array to ensure the best performances.
  33506. * The value can be anything including 'null' but except 'undefined'
  33507. */
  33508. export class StringDictionary<T> {
  33509. /**
  33510. * This will clear this dictionary and copy the content from the 'source' one.
  33511. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33512. * @param source the dictionary to take the content from and copy to this dictionary
  33513. */
  33514. copyFrom(source: StringDictionary<T>): void;
  33515. /**
  33516. * Get a value based from its key
  33517. * @param key the given key to get the matching value from
  33518. * @return the value if found, otherwise undefined is returned
  33519. */
  33520. get(key: string): T | undefined;
  33521. /**
  33522. * Get a value from its key or add it if it doesn't exist.
  33523. * This method will ensure you that a given key/data will be present in the dictionary.
  33524. * @param key the given key to get the matching value from
  33525. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33526. * The factory will only be invoked if there's no data for the given key.
  33527. * @return the value corresponding to the key.
  33528. */
  33529. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33530. /**
  33531. * Get a value from its key if present in the dictionary otherwise add it
  33532. * @param key the key to get the value from
  33533. * @param val if there's no such key/value pair in the dictionary add it with this value
  33534. * @return the value corresponding to the key
  33535. */
  33536. getOrAdd(key: string, val: T): T;
  33537. /**
  33538. * Check if there's a given key in the dictionary
  33539. * @param key the key to check for
  33540. * @return true if the key is present, false otherwise
  33541. */
  33542. contains(key: string): boolean;
  33543. /**
  33544. * Add a new key and its corresponding value
  33545. * @param key the key to add
  33546. * @param value the value corresponding to the key
  33547. * @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
  33548. */
  33549. add(key: string, value: T): boolean;
  33550. /**
  33551. * Update a specific value associated to a key
  33552. * @param key defines the key to use
  33553. * @param value defines the value to store
  33554. * @returns true if the value was updated (or false if the key was not found)
  33555. */
  33556. set(key: string, value: T): boolean;
  33557. /**
  33558. * Get the element of the given key and remove it from the dictionary
  33559. * @param key defines the key to search
  33560. * @returns the value associated with the key or null if not found
  33561. */
  33562. getAndRemove(key: string): Nullable<T>;
  33563. /**
  33564. * Remove a key/value from the dictionary.
  33565. * @param key the key to remove
  33566. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33567. */
  33568. remove(key: string): boolean;
  33569. /**
  33570. * Clear the whole content of the dictionary
  33571. */
  33572. clear(): void;
  33573. /**
  33574. * Gets the current count
  33575. */
  33576. readonly count: number;
  33577. /**
  33578. * Execute a callback on each key/val of the dictionary.
  33579. * Note that you can remove any element in this dictionary in the callback implementation
  33580. * @param callback the callback to execute on a given key/value pair
  33581. */
  33582. forEach(callback: (key: string, val: T) => void): void;
  33583. /**
  33584. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33585. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33586. * Note that you can remove any element in this dictionary in the callback implementation
  33587. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33588. * @returns the first item
  33589. */
  33590. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33591. private _count;
  33592. private _data;
  33593. }
  33594. }
  33595. declare module "babylonjs/Collisions/collisionCoordinator" {
  33596. import { Nullable } from "babylonjs/types";
  33597. import { Scene } from "babylonjs/scene";
  33598. import { Vector3 } from "babylonjs/Maths/math.vector";
  33599. import { Collider } from "babylonjs/Collisions/collider";
  33600. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33601. /** @hidden */
  33602. export interface ICollisionCoordinator {
  33603. createCollider(): Collider;
  33604. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33605. init(scene: Scene): void;
  33606. }
  33607. /** @hidden */
  33608. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33609. private _scene;
  33610. private _scaledPosition;
  33611. private _scaledVelocity;
  33612. private _finalPosition;
  33613. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33614. createCollider(): Collider;
  33615. init(scene: Scene): void;
  33616. private _collideWithWorld;
  33617. }
  33618. }
  33619. declare module "babylonjs/Inputs/scene.inputManager" {
  33620. import { Nullable } from "babylonjs/types";
  33621. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33622. import { Vector2 } from "babylonjs/Maths/math.vector";
  33623. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33624. import { Scene } from "babylonjs/scene";
  33625. /**
  33626. * Class used to manage all inputs for the scene.
  33627. */
  33628. export class InputManager {
  33629. /** The distance in pixel that you have to move to prevent some events */
  33630. static DragMovementThreshold: number;
  33631. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33632. static LongPressDelay: number;
  33633. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33634. static DoubleClickDelay: number;
  33635. /** If you need to check double click without raising a single click at first click, enable this flag */
  33636. static ExclusiveDoubleClickMode: boolean;
  33637. private _wheelEventName;
  33638. private _onPointerMove;
  33639. private _onPointerDown;
  33640. private _onPointerUp;
  33641. private _initClickEvent;
  33642. private _initActionManager;
  33643. private _delayedSimpleClick;
  33644. private _delayedSimpleClickTimeout;
  33645. private _previousDelayedSimpleClickTimeout;
  33646. private _meshPickProceed;
  33647. private _previousButtonPressed;
  33648. private _currentPickResult;
  33649. private _previousPickResult;
  33650. private _totalPointersPressed;
  33651. private _doubleClickOccured;
  33652. private _pointerOverMesh;
  33653. private _pickedDownMesh;
  33654. private _pickedUpMesh;
  33655. private _pointerX;
  33656. private _pointerY;
  33657. private _unTranslatedPointerX;
  33658. private _unTranslatedPointerY;
  33659. private _startingPointerPosition;
  33660. private _previousStartingPointerPosition;
  33661. private _startingPointerTime;
  33662. private _previousStartingPointerTime;
  33663. private _pointerCaptures;
  33664. private _onKeyDown;
  33665. private _onKeyUp;
  33666. private _onCanvasFocusObserver;
  33667. private _onCanvasBlurObserver;
  33668. private _scene;
  33669. /**
  33670. * Creates a new InputManager
  33671. * @param scene defines the hosting scene
  33672. */
  33673. constructor(scene: Scene);
  33674. /**
  33675. * Gets the mesh that is currently under the pointer
  33676. */
  33677. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33678. /**
  33679. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33680. */
  33681. readonly unTranslatedPointer: Vector2;
  33682. /**
  33683. * Gets or sets the current on-screen X position of the pointer
  33684. */
  33685. pointerX: number;
  33686. /**
  33687. * Gets or sets the current on-screen Y position of the pointer
  33688. */
  33689. pointerY: number;
  33690. private _updatePointerPosition;
  33691. private _processPointerMove;
  33692. private _setRayOnPointerInfo;
  33693. private _checkPrePointerObservable;
  33694. /**
  33695. * Use this method to simulate a pointer move on a mesh
  33696. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33697. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33698. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33699. */
  33700. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33701. /**
  33702. * Use this method to simulate a pointer down on a mesh
  33703. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33704. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33705. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33706. */
  33707. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33708. private _processPointerDown;
  33709. /** @hidden */
  33710. _isPointerSwiping(): boolean;
  33711. /**
  33712. * Use this method to simulate a pointer up on a mesh
  33713. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33714. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33715. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33716. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33717. */
  33718. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33719. private _processPointerUp;
  33720. /**
  33721. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33722. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33723. * @returns true if the pointer was captured
  33724. */
  33725. isPointerCaptured(pointerId?: number): boolean;
  33726. /**
  33727. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33728. * @param attachUp defines if you want to attach events to pointerup
  33729. * @param attachDown defines if you want to attach events to pointerdown
  33730. * @param attachMove defines if you want to attach events to pointermove
  33731. */
  33732. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33733. /**
  33734. * Detaches all event handlers
  33735. */
  33736. detachControl(): void;
  33737. /**
  33738. * Force the value of meshUnderPointer
  33739. * @param mesh defines the mesh to use
  33740. */
  33741. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33742. /**
  33743. * Gets the mesh under the pointer
  33744. * @returns a Mesh or null if no mesh is under the pointer
  33745. */
  33746. getPointerOverMesh(): Nullable<AbstractMesh>;
  33747. }
  33748. }
  33749. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33750. /**
  33751. * Helper class used to generate session unique ID
  33752. */
  33753. export class UniqueIdGenerator {
  33754. private static _UniqueIdCounter;
  33755. /**
  33756. * Gets an unique (relatively to the current scene) Id
  33757. */
  33758. static readonly UniqueId: number;
  33759. }
  33760. }
  33761. declare module "babylonjs/Animations/animationGroup" {
  33762. import { Animatable } from "babylonjs/Animations/animatable";
  33763. import { Animation } from "babylonjs/Animations/animation";
  33764. import { Scene, IDisposable } from "babylonjs/scene";
  33765. import { Observable } from "babylonjs/Misc/observable";
  33766. import { Nullable } from "babylonjs/types";
  33767. import "babylonjs/Animations/animatable";
  33768. /**
  33769. * This class defines the direct association between an animation and a target
  33770. */
  33771. export class TargetedAnimation {
  33772. /**
  33773. * Animation to perform
  33774. */
  33775. animation: Animation;
  33776. /**
  33777. * Target to animate
  33778. */
  33779. target: any;
  33780. /**
  33781. * Serialize the object
  33782. * @returns the JSON object representing the current entity
  33783. */
  33784. serialize(): any;
  33785. }
  33786. /**
  33787. * Use this class to create coordinated animations on multiple targets
  33788. */
  33789. export class AnimationGroup implements IDisposable {
  33790. /** The name of the animation group */
  33791. name: string;
  33792. private _scene;
  33793. private _targetedAnimations;
  33794. private _animatables;
  33795. private _from;
  33796. private _to;
  33797. private _isStarted;
  33798. private _isPaused;
  33799. private _speedRatio;
  33800. private _loopAnimation;
  33801. /**
  33802. * Gets or sets the unique id of the node
  33803. */
  33804. uniqueId: number;
  33805. /**
  33806. * This observable will notify when one animation have ended
  33807. */
  33808. onAnimationEndObservable: Observable<TargetedAnimation>;
  33809. /**
  33810. * Observer raised when one animation loops
  33811. */
  33812. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33813. /**
  33814. * Observer raised when all animations have looped
  33815. */
  33816. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  33817. /**
  33818. * This observable will notify when all animations have ended.
  33819. */
  33820. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33821. /**
  33822. * This observable will notify when all animations have paused.
  33823. */
  33824. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33825. /**
  33826. * This observable will notify when all animations are playing.
  33827. */
  33828. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33829. /**
  33830. * Gets the first frame
  33831. */
  33832. readonly from: number;
  33833. /**
  33834. * Gets the last frame
  33835. */
  33836. readonly to: number;
  33837. /**
  33838. * Define if the animations are started
  33839. */
  33840. readonly isStarted: boolean;
  33841. /**
  33842. * Gets a value indicating that the current group is playing
  33843. */
  33844. readonly isPlaying: boolean;
  33845. /**
  33846. * Gets or sets the speed ratio to use for all animations
  33847. */
  33848. /**
  33849. * Gets or sets the speed ratio to use for all animations
  33850. */
  33851. speedRatio: number;
  33852. /**
  33853. * Gets or sets if all animations should loop or not
  33854. */
  33855. loopAnimation: boolean;
  33856. /**
  33857. * Gets the targeted animations for this animation group
  33858. */
  33859. readonly targetedAnimations: Array<TargetedAnimation>;
  33860. /**
  33861. * returning the list of animatables controlled by this animation group.
  33862. */
  33863. readonly animatables: Array<Animatable>;
  33864. /**
  33865. * Instantiates a new Animation Group.
  33866. * This helps managing several animations at once.
  33867. * @see http://doc.babylonjs.com/how_to/group
  33868. * @param name Defines the name of the group
  33869. * @param scene Defines the scene the group belongs to
  33870. */
  33871. constructor(
  33872. /** The name of the animation group */
  33873. name: string, scene?: Nullable<Scene>);
  33874. /**
  33875. * Add an animation (with its target) in the group
  33876. * @param animation defines the animation we want to add
  33877. * @param target defines the target of the animation
  33878. * @returns the TargetedAnimation object
  33879. */
  33880. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33881. /**
  33882. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33883. * It can add constant keys at begin or end
  33884. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33885. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33886. * @returns the animation group
  33887. */
  33888. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33889. private _animationLoopCount;
  33890. private _animationLoopFlags;
  33891. private _processLoop;
  33892. /**
  33893. * Start all animations on given targets
  33894. * @param loop defines if animations must loop
  33895. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33896. * @param from defines the from key (optional)
  33897. * @param to defines the to key (optional)
  33898. * @returns the current animation group
  33899. */
  33900. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33901. /**
  33902. * Pause all animations
  33903. * @returns the animation group
  33904. */
  33905. pause(): AnimationGroup;
  33906. /**
  33907. * Play all animations to initial state
  33908. * This function will start() the animations if they were not started or will restart() them if they were paused
  33909. * @param loop defines if animations must loop
  33910. * @returns the animation group
  33911. */
  33912. play(loop?: boolean): AnimationGroup;
  33913. /**
  33914. * Reset all animations to initial state
  33915. * @returns the animation group
  33916. */
  33917. reset(): AnimationGroup;
  33918. /**
  33919. * Restart animations from key 0
  33920. * @returns the animation group
  33921. */
  33922. restart(): AnimationGroup;
  33923. /**
  33924. * Stop all animations
  33925. * @returns the animation group
  33926. */
  33927. stop(): AnimationGroup;
  33928. /**
  33929. * Set animation weight for all animatables
  33930. * @param weight defines the weight to use
  33931. * @return the animationGroup
  33932. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33933. */
  33934. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33935. /**
  33936. * Synchronize and normalize all animatables with a source animatable
  33937. * @param root defines the root animatable to synchronize with
  33938. * @return the animationGroup
  33939. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33940. */
  33941. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33942. /**
  33943. * Goes to a specific frame in this animation group
  33944. * @param frame the frame number to go to
  33945. * @return the animationGroup
  33946. */
  33947. goToFrame(frame: number): AnimationGroup;
  33948. /**
  33949. * Dispose all associated resources
  33950. */
  33951. dispose(): void;
  33952. private _checkAnimationGroupEnded;
  33953. /**
  33954. * Clone the current animation group and returns a copy
  33955. * @param newName defines the name of the new group
  33956. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33957. * @returns the new aniamtion group
  33958. */
  33959. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33960. /**
  33961. * Serializes the animationGroup to an object
  33962. * @returns Serialized object
  33963. */
  33964. serialize(): any;
  33965. /**
  33966. * Returns a new AnimationGroup object parsed from the source provided.
  33967. * @param parsedAnimationGroup defines the source
  33968. * @param scene defines the scene that will receive the animationGroup
  33969. * @returns a new AnimationGroup
  33970. */
  33971. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33972. /**
  33973. * Returns the string "AnimationGroup"
  33974. * @returns "AnimationGroup"
  33975. */
  33976. getClassName(): string;
  33977. /**
  33978. * Creates a detailled string about the object
  33979. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33980. * @returns a string representing the object
  33981. */
  33982. toString(fullDetails?: boolean): string;
  33983. }
  33984. }
  33985. declare module "babylonjs/scene" {
  33986. import { Nullable } from "babylonjs/types";
  33987. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33988. import { Observable } from "babylonjs/Misc/observable";
  33989. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33990. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33991. import { Geometry } from "babylonjs/Meshes/geometry";
  33992. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33993. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33994. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33995. import { Mesh } from "babylonjs/Meshes/mesh";
  33996. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33997. import { Bone } from "babylonjs/Bones/bone";
  33998. import { Skeleton } from "babylonjs/Bones/skeleton";
  33999. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34000. import { Camera } from "babylonjs/Cameras/camera";
  34001. import { AbstractScene } from "babylonjs/abstractScene";
  34002. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34003. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34004. import { Material } from "babylonjs/Materials/material";
  34005. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34006. import { Effect } from "babylonjs/Materials/effect";
  34007. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34008. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34009. import { Light } from "babylonjs/Lights/light";
  34010. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34011. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34012. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34013. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34014. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34015. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34016. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34017. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34018. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34019. import { Engine } from "babylonjs/Engines/engine";
  34020. import { Node } from "babylonjs/node";
  34021. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34022. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34023. import { WebRequest } from "babylonjs/Misc/webRequest";
  34024. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34025. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34026. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34027. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34028. import { Plane } from "babylonjs/Maths/math.plane";
  34029. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34030. import { Ray } from "babylonjs/Culling/ray";
  34031. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34032. import { Animation } from "babylonjs/Animations/animation";
  34033. import { Animatable } from "babylonjs/Animations/animatable";
  34034. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34035. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34036. import { Collider } from "babylonjs/Collisions/collider";
  34037. /**
  34038. * Define an interface for all classes that will hold resources
  34039. */
  34040. export interface IDisposable {
  34041. /**
  34042. * Releases all held resources
  34043. */
  34044. dispose(): void;
  34045. }
  34046. /** Interface defining initialization parameters for Scene class */
  34047. export interface SceneOptions {
  34048. /**
  34049. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34050. * It will improve performance when the number of geometries becomes important.
  34051. */
  34052. useGeometryUniqueIdsMap?: boolean;
  34053. /**
  34054. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34055. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34056. */
  34057. useMaterialMeshMap?: boolean;
  34058. /**
  34059. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34060. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34061. */
  34062. useClonedMeshhMap?: boolean;
  34063. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34064. virtual?: boolean;
  34065. }
  34066. /**
  34067. * Represents a scene to be rendered by the engine.
  34068. * @see http://doc.babylonjs.com/features/scene
  34069. */
  34070. export class Scene extends AbstractScene implements IAnimatable {
  34071. /** The fog is deactivated */
  34072. static readonly FOGMODE_NONE: number;
  34073. /** The fog density is following an exponential function */
  34074. static readonly FOGMODE_EXP: number;
  34075. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34076. static readonly FOGMODE_EXP2: number;
  34077. /** The fog density is following a linear function. */
  34078. static readonly FOGMODE_LINEAR: number;
  34079. /**
  34080. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34081. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34082. */
  34083. static MinDeltaTime: number;
  34084. /**
  34085. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34086. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34087. */
  34088. static MaxDeltaTime: number;
  34089. /**
  34090. * Factory used to create the default material.
  34091. * @param name The name of the material to create
  34092. * @param scene The scene to create the material for
  34093. * @returns The default material
  34094. */
  34095. static DefaultMaterialFactory(scene: Scene): Material;
  34096. /**
  34097. * Factory used to create the a collision coordinator.
  34098. * @returns The collision coordinator
  34099. */
  34100. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34101. /** @hidden */
  34102. _inputManager: InputManager;
  34103. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34104. cameraToUseForPointers: Nullable<Camera>;
  34105. /** @hidden */
  34106. readonly _isScene: boolean;
  34107. /**
  34108. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34109. */
  34110. autoClear: boolean;
  34111. /**
  34112. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34113. */
  34114. autoClearDepthAndStencil: boolean;
  34115. /**
  34116. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34117. */
  34118. clearColor: Color4;
  34119. /**
  34120. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34121. */
  34122. ambientColor: Color3;
  34123. /**
  34124. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34125. * It should only be one of the following (if not the default embedded one):
  34126. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34127. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34128. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34129. * The material properties need to be setup according to the type of texture in use.
  34130. */
  34131. environmentBRDFTexture: BaseTexture;
  34132. /** @hidden */
  34133. protected _environmentTexture: Nullable<BaseTexture>;
  34134. /**
  34135. * Texture used in all pbr material as the reflection texture.
  34136. * As in the majority of the scene they are the same (exception for multi room and so on),
  34137. * this is easier to reference from here than from all the materials.
  34138. */
  34139. /**
  34140. * Texture used in all pbr material as the reflection texture.
  34141. * As in the majority of the scene they are the same (exception for multi room and so on),
  34142. * this is easier to set here than in all the materials.
  34143. */
  34144. environmentTexture: Nullable<BaseTexture>;
  34145. /** @hidden */
  34146. protected _environmentIntensity: number;
  34147. /**
  34148. * Intensity of the environment in all pbr material.
  34149. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34150. * As in the majority of the scene they are the same (exception for multi room and so on),
  34151. * this is easier to reference from here than from all the materials.
  34152. */
  34153. /**
  34154. * Intensity of the environment in all pbr material.
  34155. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34156. * As in the majority of the scene they are the same (exception for multi room and so on),
  34157. * this is easier to set here than in all the materials.
  34158. */
  34159. environmentIntensity: number;
  34160. /** @hidden */
  34161. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34162. /**
  34163. * Default image processing configuration used either in the rendering
  34164. * Forward main pass or through the imageProcessingPostProcess if present.
  34165. * As in the majority of the scene they are the same (exception for multi camera),
  34166. * this is easier to reference from here than from all the materials and post process.
  34167. *
  34168. * No setter as we it is a shared configuration, you can set the values instead.
  34169. */
  34170. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34171. private _forceWireframe;
  34172. /**
  34173. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34174. */
  34175. forceWireframe: boolean;
  34176. private _forcePointsCloud;
  34177. /**
  34178. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34179. */
  34180. forcePointsCloud: boolean;
  34181. /**
  34182. * Gets or sets the active clipplane 1
  34183. */
  34184. clipPlane: Nullable<Plane>;
  34185. /**
  34186. * Gets or sets the active clipplane 2
  34187. */
  34188. clipPlane2: Nullable<Plane>;
  34189. /**
  34190. * Gets or sets the active clipplane 3
  34191. */
  34192. clipPlane3: Nullable<Plane>;
  34193. /**
  34194. * Gets or sets the active clipplane 4
  34195. */
  34196. clipPlane4: Nullable<Plane>;
  34197. /**
  34198. * Gets or sets a boolean indicating if animations are enabled
  34199. */
  34200. animationsEnabled: boolean;
  34201. private _animationPropertiesOverride;
  34202. /**
  34203. * Gets or sets the animation properties override
  34204. */
  34205. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34206. /**
  34207. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34208. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34209. */
  34210. useConstantAnimationDeltaTime: boolean;
  34211. /**
  34212. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34213. * Please note that it requires to run a ray cast through the scene on every frame
  34214. */
  34215. constantlyUpdateMeshUnderPointer: boolean;
  34216. /**
  34217. * Defines the HTML cursor to use when hovering over interactive elements
  34218. */
  34219. hoverCursor: string;
  34220. /**
  34221. * Defines the HTML default cursor to use (empty by default)
  34222. */
  34223. defaultCursor: string;
  34224. /**
  34225. * Defines wether cursors are handled by the scene.
  34226. */
  34227. doNotHandleCursors: boolean;
  34228. /**
  34229. * This is used to call preventDefault() on pointer down
  34230. * in order to block unwanted artifacts like system double clicks
  34231. */
  34232. preventDefaultOnPointerDown: boolean;
  34233. /**
  34234. * This is used to call preventDefault() on pointer up
  34235. * in order to block unwanted artifacts like system double clicks
  34236. */
  34237. preventDefaultOnPointerUp: boolean;
  34238. /**
  34239. * Gets or sets user defined metadata
  34240. */
  34241. metadata: any;
  34242. /**
  34243. * For internal use only. Please do not use.
  34244. */
  34245. reservedDataStore: any;
  34246. /**
  34247. * Gets the name of the plugin used to load this scene (null by default)
  34248. */
  34249. loadingPluginName: string;
  34250. /**
  34251. * Use this array to add regular expressions used to disable offline support for specific urls
  34252. */
  34253. disableOfflineSupportExceptionRules: RegExp[];
  34254. /**
  34255. * An event triggered when the scene is disposed.
  34256. */
  34257. onDisposeObservable: Observable<Scene>;
  34258. private _onDisposeObserver;
  34259. /** Sets a function to be executed when this scene is disposed. */
  34260. onDispose: () => void;
  34261. /**
  34262. * An event triggered before rendering the scene (right after animations and physics)
  34263. */
  34264. onBeforeRenderObservable: Observable<Scene>;
  34265. private _onBeforeRenderObserver;
  34266. /** Sets a function to be executed before rendering this scene */
  34267. beforeRender: Nullable<() => void>;
  34268. /**
  34269. * An event triggered after rendering the scene
  34270. */
  34271. onAfterRenderObservable: Observable<Scene>;
  34272. /**
  34273. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34274. */
  34275. onAfterRenderCameraObservable: Observable<Camera>;
  34276. private _onAfterRenderObserver;
  34277. /** Sets a function to be executed after rendering this scene */
  34278. afterRender: Nullable<() => void>;
  34279. /**
  34280. * An event triggered before animating the scene
  34281. */
  34282. onBeforeAnimationsObservable: Observable<Scene>;
  34283. /**
  34284. * An event triggered after animations processing
  34285. */
  34286. onAfterAnimationsObservable: Observable<Scene>;
  34287. /**
  34288. * An event triggered before draw calls are ready to be sent
  34289. */
  34290. onBeforeDrawPhaseObservable: Observable<Scene>;
  34291. /**
  34292. * An event triggered after draw calls have been sent
  34293. */
  34294. onAfterDrawPhaseObservable: Observable<Scene>;
  34295. /**
  34296. * An event triggered when the scene is ready
  34297. */
  34298. onReadyObservable: Observable<Scene>;
  34299. /**
  34300. * An event triggered before rendering a camera
  34301. */
  34302. onBeforeCameraRenderObservable: Observable<Camera>;
  34303. private _onBeforeCameraRenderObserver;
  34304. /** Sets a function to be executed before rendering a camera*/
  34305. beforeCameraRender: () => void;
  34306. /**
  34307. * An event triggered after rendering a camera
  34308. */
  34309. onAfterCameraRenderObservable: Observable<Camera>;
  34310. private _onAfterCameraRenderObserver;
  34311. /** Sets a function to be executed after rendering a camera*/
  34312. afterCameraRender: () => void;
  34313. /**
  34314. * An event triggered when active meshes evaluation is about to start
  34315. */
  34316. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34317. /**
  34318. * An event triggered when active meshes evaluation is done
  34319. */
  34320. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34321. /**
  34322. * An event triggered when particles rendering is about to start
  34323. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34324. */
  34325. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34326. /**
  34327. * An event triggered when particles rendering is done
  34328. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34329. */
  34330. onAfterParticlesRenderingObservable: Observable<Scene>;
  34331. /**
  34332. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34333. */
  34334. onDataLoadedObservable: Observable<Scene>;
  34335. /**
  34336. * An event triggered when a camera is created
  34337. */
  34338. onNewCameraAddedObservable: Observable<Camera>;
  34339. /**
  34340. * An event triggered when a camera is removed
  34341. */
  34342. onCameraRemovedObservable: Observable<Camera>;
  34343. /**
  34344. * An event triggered when a light is created
  34345. */
  34346. onNewLightAddedObservable: Observable<Light>;
  34347. /**
  34348. * An event triggered when a light is removed
  34349. */
  34350. onLightRemovedObservable: Observable<Light>;
  34351. /**
  34352. * An event triggered when a geometry is created
  34353. */
  34354. onNewGeometryAddedObservable: Observable<Geometry>;
  34355. /**
  34356. * An event triggered when a geometry is removed
  34357. */
  34358. onGeometryRemovedObservable: Observable<Geometry>;
  34359. /**
  34360. * An event triggered when a transform node is created
  34361. */
  34362. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34363. /**
  34364. * An event triggered when a transform node is removed
  34365. */
  34366. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34367. /**
  34368. * An event triggered when a mesh is created
  34369. */
  34370. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34371. /**
  34372. * An event triggered when a mesh is removed
  34373. */
  34374. onMeshRemovedObservable: Observable<AbstractMesh>;
  34375. /**
  34376. * An event triggered when a skeleton is created
  34377. */
  34378. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34379. /**
  34380. * An event triggered when a skeleton is removed
  34381. */
  34382. onSkeletonRemovedObservable: Observable<Skeleton>;
  34383. /**
  34384. * An event triggered when a material is created
  34385. */
  34386. onNewMaterialAddedObservable: Observable<Material>;
  34387. /**
  34388. * An event triggered when a material is removed
  34389. */
  34390. onMaterialRemovedObservable: Observable<Material>;
  34391. /**
  34392. * An event triggered when a texture is created
  34393. */
  34394. onNewTextureAddedObservable: Observable<BaseTexture>;
  34395. /**
  34396. * An event triggered when a texture is removed
  34397. */
  34398. onTextureRemovedObservable: Observable<BaseTexture>;
  34399. /**
  34400. * An event triggered when render targets are about to be rendered
  34401. * Can happen multiple times per frame.
  34402. */
  34403. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34404. /**
  34405. * An event triggered when render targets were rendered.
  34406. * Can happen multiple times per frame.
  34407. */
  34408. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34409. /**
  34410. * An event triggered before calculating deterministic simulation step
  34411. */
  34412. onBeforeStepObservable: Observable<Scene>;
  34413. /**
  34414. * An event triggered after calculating deterministic simulation step
  34415. */
  34416. onAfterStepObservable: Observable<Scene>;
  34417. /**
  34418. * An event triggered when the activeCamera property is updated
  34419. */
  34420. onActiveCameraChanged: Observable<Scene>;
  34421. /**
  34422. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34423. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34424. * 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)
  34425. */
  34426. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34427. /**
  34428. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34429. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34430. * 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)
  34431. */
  34432. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34433. /**
  34434. * This Observable will when a mesh has been imported into the scene.
  34435. */
  34436. onMeshImportedObservable: Observable<AbstractMesh>;
  34437. /**
  34438. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34439. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34440. */
  34441. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34442. /** @hidden */
  34443. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34444. /**
  34445. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34446. */
  34447. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34448. /**
  34449. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34450. */
  34451. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34452. /**
  34453. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34454. */
  34455. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34456. /** Callback called when a pointer move is detected */
  34457. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34458. /** Callback called when a pointer down is detected */
  34459. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34460. /** Callback called when a pointer up is detected */
  34461. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34462. /** Callback called when a pointer pick is detected */
  34463. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34464. /**
  34465. * 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).
  34466. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34467. */
  34468. onPrePointerObservable: Observable<PointerInfoPre>;
  34469. /**
  34470. * Observable event triggered each time an input event is received from the rendering canvas
  34471. */
  34472. onPointerObservable: Observable<PointerInfo>;
  34473. /**
  34474. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34475. */
  34476. readonly unTranslatedPointer: Vector2;
  34477. /**
  34478. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34479. */
  34480. static DragMovementThreshold: number;
  34481. /**
  34482. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34483. */
  34484. static LongPressDelay: number;
  34485. /**
  34486. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34487. */
  34488. static DoubleClickDelay: number;
  34489. /** If you need to check double click without raising a single click at first click, enable this flag */
  34490. static ExclusiveDoubleClickMode: boolean;
  34491. /** @hidden */
  34492. _mirroredCameraPosition: Nullable<Vector3>;
  34493. /**
  34494. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34495. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34496. */
  34497. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34498. /**
  34499. * Observable event triggered each time an keyboard event is received from the hosting window
  34500. */
  34501. onKeyboardObservable: Observable<KeyboardInfo>;
  34502. private _useRightHandedSystem;
  34503. /**
  34504. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34505. */
  34506. useRightHandedSystem: boolean;
  34507. private _timeAccumulator;
  34508. private _currentStepId;
  34509. private _currentInternalStep;
  34510. /**
  34511. * Sets the step Id used by deterministic lock step
  34512. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34513. * @param newStepId defines the step Id
  34514. */
  34515. setStepId(newStepId: number): void;
  34516. /**
  34517. * Gets the step Id used by deterministic lock step
  34518. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34519. * @returns the step Id
  34520. */
  34521. getStepId(): number;
  34522. /**
  34523. * Gets the internal step used by deterministic lock step
  34524. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34525. * @returns the internal step
  34526. */
  34527. getInternalStep(): number;
  34528. private _fogEnabled;
  34529. /**
  34530. * Gets or sets a boolean indicating if fog is enabled on this scene
  34531. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34532. * (Default is true)
  34533. */
  34534. fogEnabled: boolean;
  34535. private _fogMode;
  34536. /**
  34537. * Gets or sets the fog mode to use
  34538. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34539. * | mode | value |
  34540. * | --- | --- |
  34541. * | FOGMODE_NONE | 0 |
  34542. * | FOGMODE_EXP | 1 |
  34543. * | FOGMODE_EXP2 | 2 |
  34544. * | FOGMODE_LINEAR | 3 |
  34545. */
  34546. fogMode: number;
  34547. /**
  34548. * Gets or sets the fog color to use
  34549. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34550. * (Default is Color3(0.2, 0.2, 0.3))
  34551. */
  34552. fogColor: Color3;
  34553. /**
  34554. * Gets or sets the fog density to use
  34555. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34556. * (Default is 0.1)
  34557. */
  34558. fogDensity: number;
  34559. /**
  34560. * Gets or sets the fog start distance to use
  34561. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34562. * (Default is 0)
  34563. */
  34564. fogStart: number;
  34565. /**
  34566. * Gets or sets the fog end distance to use
  34567. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34568. * (Default is 1000)
  34569. */
  34570. fogEnd: number;
  34571. private _shadowsEnabled;
  34572. /**
  34573. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34574. */
  34575. shadowsEnabled: boolean;
  34576. private _lightsEnabled;
  34577. /**
  34578. * Gets or sets a boolean indicating if lights are enabled on this scene
  34579. */
  34580. lightsEnabled: boolean;
  34581. /** All of the active cameras added to this scene. */
  34582. activeCameras: Camera[];
  34583. /** @hidden */
  34584. _activeCamera: Nullable<Camera>;
  34585. /** Gets or sets the current active camera */
  34586. activeCamera: Nullable<Camera>;
  34587. private _defaultMaterial;
  34588. /** The default material used on meshes when no material is affected */
  34589. /** The default material used on meshes when no material is affected */
  34590. defaultMaterial: Material;
  34591. private _texturesEnabled;
  34592. /**
  34593. * Gets or sets a boolean indicating if textures are enabled on this scene
  34594. */
  34595. texturesEnabled: boolean;
  34596. /**
  34597. * Gets or sets a boolean indicating if particles are enabled on this scene
  34598. */
  34599. particlesEnabled: boolean;
  34600. /**
  34601. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34602. */
  34603. spritesEnabled: boolean;
  34604. private _skeletonsEnabled;
  34605. /**
  34606. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34607. */
  34608. skeletonsEnabled: boolean;
  34609. /**
  34610. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34611. */
  34612. lensFlaresEnabled: boolean;
  34613. /**
  34614. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34615. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34616. */
  34617. collisionsEnabled: boolean;
  34618. private _collisionCoordinator;
  34619. /** @hidden */
  34620. readonly collisionCoordinator: ICollisionCoordinator;
  34621. /**
  34622. * Defines the gravity applied to this scene (used only for collisions)
  34623. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34624. */
  34625. gravity: Vector3;
  34626. /**
  34627. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34628. */
  34629. postProcessesEnabled: boolean;
  34630. /**
  34631. * The list of postprocesses added to the scene
  34632. */
  34633. postProcesses: PostProcess[];
  34634. /**
  34635. * Gets the current postprocess manager
  34636. */
  34637. postProcessManager: PostProcessManager;
  34638. /**
  34639. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34640. */
  34641. renderTargetsEnabled: boolean;
  34642. /**
  34643. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34644. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34645. */
  34646. dumpNextRenderTargets: boolean;
  34647. /**
  34648. * The list of user defined render targets added to the scene
  34649. */
  34650. customRenderTargets: RenderTargetTexture[];
  34651. /**
  34652. * Defines if texture loading must be delayed
  34653. * If true, textures will only be loaded when they need to be rendered
  34654. */
  34655. useDelayedTextureLoading: boolean;
  34656. /**
  34657. * Gets the list of meshes imported to the scene through SceneLoader
  34658. */
  34659. importedMeshesFiles: String[];
  34660. /**
  34661. * Gets or sets a boolean indicating if probes are enabled on this scene
  34662. */
  34663. probesEnabled: boolean;
  34664. /**
  34665. * Gets or sets the current offline provider to use to store scene data
  34666. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34667. */
  34668. offlineProvider: IOfflineProvider;
  34669. /**
  34670. * Gets or sets the action manager associated with the scene
  34671. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34672. */
  34673. actionManager: AbstractActionManager;
  34674. private _meshesForIntersections;
  34675. /**
  34676. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34677. */
  34678. proceduralTexturesEnabled: boolean;
  34679. private _engine;
  34680. private _totalVertices;
  34681. /** @hidden */
  34682. _activeIndices: PerfCounter;
  34683. /** @hidden */
  34684. _activeParticles: PerfCounter;
  34685. /** @hidden */
  34686. _activeBones: PerfCounter;
  34687. private _animationRatio;
  34688. /** @hidden */
  34689. _animationTimeLast: number;
  34690. /** @hidden */
  34691. _animationTime: number;
  34692. /**
  34693. * Gets or sets a general scale for animation speed
  34694. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34695. */
  34696. animationTimeScale: number;
  34697. /** @hidden */
  34698. _cachedMaterial: Nullable<Material>;
  34699. /** @hidden */
  34700. _cachedEffect: Nullable<Effect>;
  34701. /** @hidden */
  34702. _cachedVisibility: Nullable<number>;
  34703. private _renderId;
  34704. private _frameId;
  34705. private _executeWhenReadyTimeoutId;
  34706. private _intermediateRendering;
  34707. private _viewUpdateFlag;
  34708. private _projectionUpdateFlag;
  34709. /** @hidden */
  34710. _toBeDisposed: Nullable<IDisposable>[];
  34711. private _activeRequests;
  34712. /** @hidden */
  34713. _pendingData: any[];
  34714. private _isDisposed;
  34715. /**
  34716. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34717. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34718. */
  34719. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34720. private _activeMeshes;
  34721. private _processedMaterials;
  34722. private _renderTargets;
  34723. /** @hidden */
  34724. _activeParticleSystems: SmartArray<IParticleSystem>;
  34725. private _activeSkeletons;
  34726. private _softwareSkinnedMeshes;
  34727. private _renderingManager;
  34728. /** @hidden */
  34729. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34730. private _transformMatrix;
  34731. private _sceneUbo;
  34732. /** @hidden */
  34733. _viewMatrix: Matrix;
  34734. private _projectionMatrix;
  34735. /** @hidden */
  34736. _forcedViewPosition: Nullable<Vector3>;
  34737. /** @hidden */
  34738. _frustumPlanes: Plane[];
  34739. /**
  34740. * Gets the list of frustum planes (built from the active camera)
  34741. */
  34742. readonly frustumPlanes: Plane[];
  34743. /**
  34744. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34745. * This is useful if there are more lights that the maximum simulteanous authorized
  34746. */
  34747. requireLightSorting: boolean;
  34748. /** @hidden */
  34749. readonly useMaterialMeshMap: boolean;
  34750. /** @hidden */
  34751. readonly useClonedMeshhMap: boolean;
  34752. private _externalData;
  34753. private _uid;
  34754. /**
  34755. * @hidden
  34756. * Backing store of defined scene components.
  34757. */
  34758. _components: ISceneComponent[];
  34759. /**
  34760. * @hidden
  34761. * Backing store of defined scene components.
  34762. */
  34763. _serializableComponents: ISceneSerializableComponent[];
  34764. /**
  34765. * List of components to register on the next registration step.
  34766. */
  34767. private _transientComponents;
  34768. /**
  34769. * Registers the transient components if needed.
  34770. */
  34771. private _registerTransientComponents;
  34772. /**
  34773. * @hidden
  34774. * Add a component to the scene.
  34775. * Note that the ccomponent could be registered on th next frame if this is called after
  34776. * the register component stage.
  34777. * @param component Defines the component to add to the scene
  34778. */
  34779. _addComponent(component: ISceneComponent): void;
  34780. /**
  34781. * @hidden
  34782. * Gets a component from the scene.
  34783. * @param name defines the name of the component to retrieve
  34784. * @returns the component or null if not present
  34785. */
  34786. _getComponent(name: string): Nullable<ISceneComponent>;
  34787. /**
  34788. * @hidden
  34789. * Defines the actions happening before camera updates.
  34790. */
  34791. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34792. /**
  34793. * @hidden
  34794. * Defines the actions happening before clear the canvas.
  34795. */
  34796. _beforeClearStage: Stage<SimpleStageAction>;
  34797. /**
  34798. * @hidden
  34799. * Defines the actions when collecting render targets for the frame.
  34800. */
  34801. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34802. /**
  34803. * @hidden
  34804. * Defines the actions happening for one camera in the frame.
  34805. */
  34806. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34807. /**
  34808. * @hidden
  34809. * Defines the actions happening during the per mesh ready checks.
  34810. */
  34811. _isReadyForMeshStage: Stage<MeshStageAction>;
  34812. /**
  34813. * @hidden
  34814. * Defines the actions happening before evaluate active mesh checks.
  34815. */
  34816. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34817. /**
  34818. * @hidden
  34819. * Defines the actions happening during the evaluate sub mesh checks.
  34820. */
  34821. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34822. /**
  34823. * @hidden
  34824. * Defines the actions happening during the active mesh stage.
  34825. */
  34826. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34827. /**
  34828. * @hidden
  34829. * Defines the actions happening during the per camera render target step.
  34830. */
  34831. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34832. /**
  34833. * @hidden
  34834. * Defines the actions happening just before the active camera is drawing.
  34835. */
  34836. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34837. /**
  34838. * @hidden
  34839. * Defines the actions happening just before a render target is drawing.
  34840. */
  34841. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34842. /**
  34843. * @hidden
  34844. * Defines the actions happening just before a rendering group is drawing.
  34845. */
  34846. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34847. /**
  34848. * @hidden
  34849. * Defines the actions happening just before a mesh is drawing.
  34850. */
  34851. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34852. /**
  34853. * @hidden
  34854. * Defines the actions happening just after a mesh has been drawn.
  34855. */
  34856. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34857. /**
  34858. * @hidden
  34859. * Defines the actions happening just after a rendering group has been drawn.
  34860. */
  34861. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34862. /**
  34863. * @hidden
  34864. * Defines the actions happening just after the active camera has been drawn.
  34865. */
  34866. _afterCameraDrawStage: Stage<CameraStageAction>;
  34867. /**
  34868. * @hidden
  34869. * Defines the actions happening just after a render target has been drawn.
  34870. */
  34871. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34872. /**
  34873. * @hidden
  34874. * Defines the actions happening just after rendering all cameras and computing intersections.
  34875. */
  34876. _afterRenderStage: Stage<SimpleStageAction>;
  34877. /**
  34878. * @hidden
  34879. * Defines the actions happening when a pointer move event happens.
  34880. */
  34881. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34882. /**
  34883. * @hidden
  34884. * Defines the actions happening when a pointer down event happens.
  34885. */
  34886. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34887. /**
  34888. * @hidden
  34889. * Defines the actions happening when a pointer up event happens.
  34890. */
  34891. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34892. /**
  34893. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34894. */
  34895. private geometriesByUniqueId;
  34896. /**
  34897. * Creates a new Scene
  34898. * @param engine defines the engine to use to render this scene
  34899. * @param options defines the scene options
  34900. */
  34901. constructor(engine: Engine, options?: SceneOptions);
  34902. /**
  34903. * Gets a string idenfifying the name of the class
  34904. * @returns "Scene" string
  34905. */
  34906. getClassName(): string;
  34907. private _defaultMeshCandidates;
  34908. /**
  34909. * @hidden
  34910. */
  34911. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34912. private _defaultSubMeshCandidates;
  34913. /**
  34914. * @hidden
  34915. */
  34916. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34917. /**
  34918. * Sets the default candidate providers for the scene.
  34919. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34920. * and getCollidingSubMeshCandidates to their default function
  34921. */
  34922. setDefaultCandidateProviders(): void;
  34923. /**
  34924. * Gets the mesh that is currently under the pointer
  34925. */
  34926. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34927. /**
  34928. * Gets or sets the current on-screen X position of the pointer
  34929. */
  34930. pointerX: number;
  34931. /**
  34932. * Gets or sets the current on-screen Y position of the pointer
  34933. */
  34934. pointerY: number;
  34935. /**
  34936. * Gets the cached material (ie. the latest rendered one)
  34937. * @returns the cached material
  34938. */
  34939. getCachedMaterial(): Nullable<Material>;
  34940. /**
  34941. * Gets the cached effect (ie. the latest rendered one)
  34942. * @returns the cached effect
  34943. */
  34944. getCachedEffect(): Nullable<Effect>;
  34945. /**
  34946. * Gets the cached visibility state (ie. the latest rendered one)
  34947. * @returns the cached visibility state
  34948. */
  34949. getCachedVisibility(): Nullable<number>;
  34950. /**
  34951. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34952. * @param material defines the current material
  34953. * @param effect defines the current effect
  34954. * @param visibility defines the current visibility state
  34955. * @returns true if one parameter is not cached
  34956. */
  34957. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34958. /**
  34959. * Gets the engine associated with the scene
  34960. * @returns an Engine
  34961. */
  34962. getEngine(): Engine;
  34963. /**
  34964. * Gets the total number of vertices rendered per frame
  34965. * @returns the total number of vertices rendered per frame
  34966. */
  34967. getTotalVertices(): number;
  34968. /**
  34969. * Gets the performance counter for total vertices
  34970. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34971. */
  34972. readonly totalVerticesPerfCounter: PerfCounter;
  34973. /**
  34974. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34975. * @returns the total number of active indices rendered per frame
  34976. */
  34977. getActiveIndices(): number;
  34978. /**
  34979. * Gets the performance counter for active indices
  34980. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34981. */
  34982. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34983. /**
  34984. * Gets the total number of active particles rendered per frame
  34985. * @returns the total number of active particles rendered per frame
  34986. */
  34987. getActiveParticles(): number;
  34988. /**
  34989. * Gets the performance counter for active particles
  34990. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34991. */
  34992. readonly activeParticlesPerfCounter: PerfCounter;
  34993. /**
  34994. * Gets the total number of active bones rendered per frame
  34995. * @returns the total number of active bones rendered per frame
  34996. */
  34997. getActiveBones(): number;
  34998. /**
  34999. * Gets the performance counter for active bones
  35000. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35001. */
  35002. readonly activeBonesPerfCounter: PerfCounter;
  35003. /**
  35004. * Gets the array of active meshes
  35005. * @returns an array of AbstractMesh
  35006. */
  35007. getActiveMeshes(): SmartArray<AbstractMesh>;
  35008. /**
  35009. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35010. * @returns a number
  35011. */
  35012. getAnimationRatio(): number;
  35013. /**
  35014. * Gets an unique Id for the current render phase
  35015. * @returns a number
  35016. */
  35017. getRenderId(): number;
  35018. /**
  35019. * Gets an unique Id for the current frame
  35020. * @returns a number
  35021. */
  35022. getFrameId(): number;
  35023. /** Call this function if you want to manually increment the render Id*/
  35024. incrementRenderId(): void;
  35025. private _createUbo;
  35026. /**
  35027. * Use this method to simulate a pointer move on a mesh
  35028. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35029. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35030. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35031. * @returns the current scene
  35032. */
  35033. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35034. /**
  35035. * Use this method to simulate a pointer down on a mesh
  35036. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35037. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35038. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35039. * @returns the current scene
  35040. */
  35041. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35042. /**
  35043. * Use this method to simulate a pointer up on a mesh
  35044. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35045. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35046. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35047. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35048. * @returns the current scene
  35049. */
  35050. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35051. /**
  35052. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35053. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35054. * @returns true if the pointer was captured
  35055. */
  35056. isPointerCaptured(pointerId?: number): boolean;
  35057. /**
  35058. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35059. * @param attachUp defines if you want to attach events to pointerup
  35060. * @param attachDown defines if you want to attach events to pointerdown
  35061. * @param attachMove defines if you want to attach events to pointermove
  35062. */
  35063. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35064. /** Detaches all event handlers*/
  35065. detachControl(): void;
  35066. /**
  35067. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35068. * Delay loaded resources are not taking in account
  35069. * @return true if all required resources are ready
  35070. */
  35071. isReady(): boolean;
  35072. /** Resets all cached information relative to material (including effect and visibility) */
  35073. resetCachedMaterial(): void;
  35074. /**
  35075. * Registers a function to be called before every frame render
  35076. * @param func defines the function to register
  35077. */
  35078. registerBeforeRender(func: () => void): void;
  35079. /**
  35080. * Unregisters a function called before every frame render
  35081. * @param func defines the function to unregister
  35082. */
  35083. unregisterBeforeRender(func: () => void): void;
  35084. /**
  35085. * Registers a function to be called after every frame render
  35086. * @param func defines the function to register
  35087. */
  35088. registerAfterRender(func: () => void): void;
  35089. /**
  35090. * Unregisters a function called after every frame render
  35091. * @param func defines the function to unregister
  35092. */
  35093. unregisterAfterRender(func: () => void): void;
  35094. private _executeOnceBeforeRender;
  35095. /**
  35096. * The provided function will run before render once and will be disposed afterwards.
  35097. * A timeout delay can be provided so that the function will be executed in N ms.
  35098. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35099. * @param func The function to be executed.
  35100. * @param timeout optional delay in ms
  35101. */
  35102. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35103. /** @hidden */
  35104. _addPendingData(data: any): void;
  35105. /** @hidden */
  35106. _removePendingData(data: any): void;
  35107. /**
  35108. * Returns the number of items waiting to be loaded
  35109. * @returns the number of items waiting to be loaded
  35110. */
  35111. getWaitingItemsCount(): number;
  35112. /**
  35113. * Returns a boolean indicating if the scene is still loading data
  35114. */
  35115. readonly isLoading: boolean;
  35116. /**
  35117. * Registers a function to be executed when the scene is ready
  35118. * @param {Function} func - the function to be executed
  35119. */
  35120. executeWhenReady(func: () => void): void;
  35121. /**
  35122. * Returns a promise that resolves when the scene is ready
  35123. * @returns A promise that resolves when the scene is ready
  35124. */
  35125. whenReadyAsync(): Promise<void>;
  35126. /** @hidden */
  35127. _checkIsReady(): void;
  35128. /**
  35129. * Gets all animatable attached to the scene
  35130. */
  35131. readonly animatables: Animatable[];
  35132. /**
  35133. * Resets the last animation time frame.
  35134. * Useful to override when animations start running when loading a scene for the first time.
  35135. */
  35136. resetLastAnimationTimeFrame(): void;
  35137. /**
  35138. * Gets the current view matrix
  35139. * @returns a Matrix
  35140. */
  35141. getViewMatrix(): Matrix;
  35142. /**
  35143. * Gets the current projection matrix
  35144. * @returns a Matrix
  35145. */
  35146. getProjectionMatrix(): Matrix;
  35147. /**
  35148. * Gets the current transform matrix
  35149. * @returns a Matrix made of View * Projection
  35150. */
  35151. getTransformMatrix(): Matrix;
  35152. /**
  35153. * Sets the current transform matrix
  35154. * @param viewL defines the View matrix to use
  35155. * @param projectionL defines the Projection matrix to use
  35156. * @param viewR defines the right View matrix to use (if provided)
  35157. * @param projectionR defines the right Projection matrix to use (if provided)
  35158. */
  35159. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35160. /**
  35161. * Gets the uniform buffer used to store scene data
  35162. * @returns a UniformBuffer
  35163. */
  35164. getSceneUniformBuffer(): UniformBuffer;
  35165. /**
  35166. * Gets an unique (relatively to the current scene) Id
  35167. * @returns an unique number for the scene
  35168. */
  35169. getUniqueId(): number;
  35170. /**
  35171. * Add a mesh to the list of scene's meshes
  35172. * @param newMesh defines the mesh to add
  35173. * @param recursive if all child meshes should also be added to the scene
  35174. */
  35175. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35176. /**
  35177. * Remove a mesh for the list of scene's meshes
  35178. * @param toRemove defines the mesh to remove
  35179. * @param recursive if all child meshes should also be removed from the scene
  35180. * @returns the index where the mesh was in the mesh list
  35181. */
  35182. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35183. /**
  35184. * Add a transform node to the list of scene's transform nodes
  35185. * @param newTransformNode defines the transform node to add
  35186. */
  35187. addTransformNode(newTransformNode: TransformNode): void;
  35188. /**
  35189. * Remove a transform node for the list of scene's transform nodes
  35190. * @param toRemove defines the transform node to remove
  35191. * @returns the index where the transform node was in the transform node list
  35192. */
  35193. removeTransformNode(toRemove: TransformNode): number;
  35194. /**
  35195. * Remove a skeleton for the list of scene's skeletons
  35196. * @param toRemove defines the skeleton to remove
  35197. * @returns the index where the skeleton was in the skeleton list
  35198. */
  35199. removeSkeleton(toRemove: Skeleton): number;
  35200. /**
  35201. * Remove a morph target for the list of scene's morph targets
  35202. * @param toRemove defines the morph target to remove
  35203. * @returns the index where the morph target was in the morph target list
  35204. */
  35205. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35206. /**
  35207. * Remove a light for the list of scene's lights
  35208. * @param toRemove defines the light to remove
  35209. * @returns the index where the light was in the light list
  35210. */
  35211. removeLight(toRemove: Light): number;
  35212. /**
  35213. * Remove a camera for the list of scene's cameras
  35214. * @param toRemove defines the camera to remove
  35215. * @returns the index where the camera was in the camera list
  35216. */
  35217. removeCamera(toRemove: Camera): number;
  35218. /**
  35219. * Remove a particle system for the list of scene's particle systems
  35220. * @param toRemove defines the particle system to remove
  35221. * @returns the index where the particle system was in the particle system list
  35222. */
  35223. removeParticleSystem(toRemove: IParticleSystem): number;
  35224. /**
  35225. * Remove a animation for the list of scene's animations
  35226. * @param toRemove defines the animation to remove
  35227. * @returns the index where the animation was in the animation list
  35228. */
  35229. removeAnimation(toRemove: Animation): number;
  35230. /**
  35231. * Will stop the animation of the given target
  35232. * @param target - the target
  35233. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35234. * @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)
  35235. */
  35236. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35237. /**
  35238. * Removes the given animation group from this scene.
  35239. * @param toRemove The animation group to remove
  35240. * @returns The index of the removed animation group
  35241. */
  35242. removeAnimationGroup(toRemove: AnimationGroup): number;
  35243. /**
  35244. * Removes the given multi-material from this scene.
  35245. * @param toRemove The multi-material to remove
  35246. * @returns The index of the removed multi-material
  35247. */
  35248. removeMultiMaterial(toRemove: MultiMaterial): number;
  35249. /**
  35250. * Removes the given material from this scene.
  35251. * @param toRemove The material to remove
  35252. * @returns The index of the removed material
  35253. */
  35254. removeMaterial(toRemove: Material): number;
  35255. /**
  35256. * Removes the given action manager from this scene.
  35257. * @param toRemove The action manager to remove
  35258. * @returns The index of the removed action manager
  35259. */
  35260. removeActionManager(toRemove: AbstractActionManager): number;
  35261. /**
  35262. * Removes the given texture from this scene.
  35263. * @param toRemove The texture to remove
  35264. * @returns The index of the removed texture
  35265. */
  35266. removeTexture(toRemove: BaseTexture): number;
  35267. /**
  35268. * Adds the given light to this scene
  35269. * @param newLight The light to add
  35270. */
  35271. addLight(newLight: Light): void;
  35272. /**
  35273. * Sorts the list list based on light priorities
  35274. */
  35275. sortLightsByPriority(): void;
  35276. /**
  35277. * Adds the given camera to this scene
  35278. * @param newCamera The camera to add
  35279. */
  35280. addCamera(newCamera: Camera): void;
  35281. /**
  35282. * Adds the given skeleton to this scene
  35283. * @param newSkeleton The skeleton to add
  35284. */
  35285. addSkeleton(newSkeleton: Skeleton): void;
  35286. /**
  35287. * Adds the given particle system to this scene
  35288. * @param newParticleSystem The particle system to add
  35289. */
  35290. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35291. /**
  35292. * Adds the given animation to this scene
  35293. * @param newAnimation The animation to add
  35294. */
  35295. addAnimation(newAnimation: Animation): void;
  35296. /**
  35297. * Adds the given animation group to this scene.
  35298. * @param newAnimationGroup The animation group to add
  35299. */
  35300. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35301. /**
  35302. * Adds the given multi-material to this scene
  35303. * @param newMultiMaterial The multi-material to add
  35304. */
  35305. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35306. /**
  35307. * Adds the given material to this scene
  35308. * @param newMaterial The material to add
  35309. */
  35310. addMaterial(newMaterial: Material): void;
  35311. /**
  35312. * Adds the given morph target to this scene
  35313. * @param newMorphTargetManager The morph target to add
  35314. */
  35315. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35316. /**
  35317. * Adds the given geometry to this scene
  35318. * @param newGeometry The geometry to add
  35319. */
  35320. addGeometry(newGeometry: Geometry): void;
  35321. /**
  35322. * Adds the given action manager to this scene
  35323. * @param newActionManager The action manager to add
  35324. */
  35325. addActionManager(newActionManager: AbstractActionManager): void;
  35326. /**
  35327. * Adds the given texture to this scene.
  35328. * @param newTexture The texture to add
  35329. */
  35330. addTexture(newTexture: BaseTexture): void;
  35331. /**
  35332. * Switch active camera
  35333. * @param newCamera defines the new active camera
  35334. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35335. */
  35336. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35337. /**
  35338. * sets the active camera of the scene using its ID
  35339. * @param id defines the camera's ID
  35340. * @return the new active camera or null if none found.
  35341. */
  35342. setActiveCameraByID(id: string): Nullable<Camera>;
  35343. /**
  35344. * sets the active camera of the scene using its name
  35345. * @param name defines the camera's name
  35346. * @returns the new active camera or null if none found.
  35347. */
  35348. setActiveCameraByName(name: string): Nullable<Camera>;
  35349. /**
  35350. * get an animation group using its name
  35351. * @param name defines the material's name
  35352. * @return the animation group or null if none found.
  35353. */
  35354. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35355. /**
  35356. * Get a material using its unique id
  35357. * @param uniqueId defines the material's unique id
  35358. * @return the material or null if none found.
  35359. */
  35360. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35361. /**
  35362. * get a material using its id
  35363. * @param id defines the material's ID
  35364. * @return the material or null if none found.
  35365. */
  35366. getMaterialByID(id: string): Nullable<Material>;
  35367. /**
  35368. * Gets a the last added material using a given id
  35369. * @param id defines the material's ID
  35370. * @return the last material with the given id or null if none found.
  35371. */
  35372. getLastMaterialByID(id: string): Nullable<Material>;
  35373. /**
  35374. * Gets a material using its name
  35375. * @param name defines the material's name
  35376. * @return the material or null if none found.
  35377. */
  35378. getMaterialByName(name: string): Nullable<Material>;
  35379. /**
  35380. * Get a texture using its unique id
  35381. * @param uniqueId defines the texture's unique id
  35382. * @return the texture or null if none found.
  35383. */
  35384. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35385. /**
  35386. * Gets a camera using its id
  35387. * @param id defines the id to look for
  35388. * @returns the camera or null if not found
  35389. */
  35390. getCameraByID(id: string): Nullable<Camera>;
  35391. /**
  35392. * Gets a camera using its unique id
  35393. * @param uniqueId defines the unique id to look for
  35394. * @returns the camera or null if not found
  35395. */
  35396. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35397. /**
  35398. * Gets a camera using its name
  35399. * @param name defines the camera's name
  35400. * @return the camera or null if none found.
  35401. */
  35402. getCameraByName(name: string): Nullable<Camera>;
  35403. /**
  35404. * Gets a bone using its id
  35405. * @param id defines the bone's id
  35406. * @return the bone or null if not found
  35407. */
  35408. getBoneByID(id: string): Nullable<Bone>;
  35409. /**
  35410. * Gets a bone using its id
  35411. * @param name defines the bone's name
  35412. * @return the bone or null if not found
  35413. */
  35414. getBoneByName(name: string): Nullable<Bone>;
  35415. /**
  35416. * Gets a light node using its name
  35417. * @param name defines the the light's name
  35418. * @return the light or null if none found.
  35419. */
  35420. getLightByName(name: string): Nullable<Light>;
  35421. /**
  35422. * Gets a light node using its id
  35423. * @param id defines the light's id
  35424. * @return the light or null if none found.
  35425. */
  35426. getLightByID(id: string): Nullable<Light>;
  35427. /**
  35428. * Gets a light node using its scene-generated unique ID
  35429. * @param uniqueId defines the light's unique id
  35430. * @return the light or null if none found.
  35431. */
  35432. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35433. /**
  35434. * Gets a particle system by id
  35435. * @param id defines the particle system id
  35436. * @return the corresponding system or null if none found
  35437. */
  35438. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35439. /**
  35440. * Gets a geometry using its ID
  35441. * @param id defines the geometry's id
  35442. * @return the geometry or null if none found.
  35443. */
  35444. getGeometryByID(id: string): Nullable<Geometry>;
  35445. private _getGeometryByUniqueID;
  35446. /**
  35447. * Add a new geometry to this scene
  35448. * @param geometry defines the geometry to be added to the scene.
  35449. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35450. * @return a boolean defining if the geometry was added or not
  35451. */
  35452. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35453. /**
  35454. * Removes an existing geometry
  35455. * @param geometry defines the geometry to be removed from the scene
  35456. * @return a boolean defining if the geometry was removed or not
  35457. */
  35458. removeGeometry(geometry: Geometry): boolean;
  35459. /**
  35460. * Gets the list of geometries attached to the scene
  35461. * @returns an array of Geometry
  35462. */
  35463. getGeometries(): Geometry[];
  35464. /**
  35465. * Gets the first added mesh found of a given ID
  35466. * @param id defines the id to search for
  35467. * @return the mesh found or null if not found at all
  35468. */
  35469. getMeshByID(id: string): Nullable<AbstractMesh>;
  35470. /**
  35471. * Gets a list of meshes using their id
  35472. * @param id defines the id to search for
  35473. * @returns a list of meshes
  35474. */
  35475. getMeshesByID(id: string): Array<AbstractMesh>;
  35476. /**
  35477. * Gets the first added transform node found of a given ID
  35478. * @param id defines the id to search for
  35479. * @return the found transform node or null if not found at all.
  35480. */
  35481. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35482. /**
  35483. * Gets a transform node with its auto-generated unique id
  35484. * @param uniqueId efines the unique id to search for
  35485. * @return the found transform node or null if not found at all.
  35486. */
  35487. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35488. /**
  35489. * Gets a list of transform nodes using their id
  35490. * @param id defines the id to search for
  35491. * @returns a list of transform nodes
  35492. */
  35493. getTransformNodesByID(id: string): Array<TransformNode>;
  35494. /**
  35495. * Gets a mesh with its auto-generated unique id
  35496. * @param uniqueId defines the unique id to search for
  35497. * @return the found mesh or null if not found at all.
  35498. */
  35499. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35500. /**
  35501. * Gets a the last added mesh using a given id
  35502. * @param id defines the id to search for
  35503. * @return the found mesh or null if not found at all.
  35504. */
  35505. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35506. /**
  35507. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35508. * @param id defines the id to search for
  35509. * @return the found node or null if not found at all
  35510. */
  35511. getLastEntryByID(id: string): Nullable<Node>;
  35512. /**
  35513. * Gets a node (Mesh, Camera, Light) using a given id
  35514. * @param id defines the id to search for
  35515. * @return the found node or null if not found at all
  35516. */
  35517. getNodeByID(id: string): Nullable<Node>;
  35518. /**
  35519. * Gets a node (Mesh, Camera, Light) using a given name
  35520. * @param name defines the name to search for
  35521. * @return the found node or null if not found at all.
  35522. */
  35523. getNodeByName(name: string): Nullable<Node>;
  35524. /**
  35525. * Gets a mesh using a given name
  35526. * @param name defines the name to search for
  35527. * @return the found mesh or null if not found at all.
  35528. */
  35529. getMeshByName(name: string): Nullable<AbstractMesh>;
  35530. /**
  35531. * Gets a transform node using a given name
  35532. * @param name defines the name to search for
  35533. * @return the found transform node or null if not found at all.
  35534. */
  35535. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35536. /**
  35537. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35538. * @param id defines the id to search for
  35539. * @return the found skeleton or null if not found at all.
  35540. */
  35541. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35542. /**
  35543. * Gets a skeleton using a given auto generated unique id
  35544. * @param uniqueId defines the unique id to search for
  35545. * @return the found skeleton or null if not found at all.
  35546. */
  35547. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35548. /**
  35549. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35550. * @param id defines the id to search for
  35551. * @return the found skeleton or null if not found at all.
  35552. */
  35553. getSkeletonById(id: string): Nullable<Skeleton>;
  35554. /**
  35555. * Gets a skeleton using a given name
  35556. * @param name defines the name to search for
  35557. * @return the found skeleton or null if not found at all.
  35558. */
  35559. getSkeletonByName(name: string): Nullable<Skeleton>;
  35560. /**
  35561. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35562. * @param id defines the id to search for
  35563. * @return the found morph target manager or null if not found at all.
  35564. */
  35565. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35566. /**
  35567. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35568. * @param id defines the id to search for
  35569. * @return the found morph target or null if not found at all.
  35570. */
  35571. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35572. /**
  35573. * Gets a boolean indicating if the given mesh is active
  35574. * @param mesh defines the mesh to look for
  35575. * @returns true if the mesh is in the active list
  35576. */
  35577. isActiveMesh(mesh: AbstractMesh): boolean;
  35578. /**
  35579. * Return a unique id as a string which can serve as an identifier for the scene
  35580. */
  35581. readonly uid: string;
  35582. /**
  35583. * Add an externaly attached data from its key.
  35584. * This method call will fail and return false, if such key already exists.
  35585. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35586. * @param key the unique key that identifies the data
  35587. * @param data the data object to associate to the key for this Engine instance
  35588. * @return true if no such key were already present and the data was added successfully, false otherwise
  35589. */
  35590. addExternalData<T>(key: string, data: T): boolean;
  35591. /**
  35592. * Get an externaly attached data from its key
  35593. * @param key the unique key that identifies the data
  35594. * @return the associated data, if present (can be null), or undefined if not present
  35595. */
  35596. getExternalData<T>(key: string): Nullable<T>;
  35597. /**
  35598. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35599. * @param key the unique key that identifies the data
  35600. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35601. * @return the associated data, can be null if the factory returned null.
  35602. */
  35603. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35604. /**
  35605. * Remove an externaly attached data from the Engine instance
  35606. * @param key the unique key that identifies the data
  35607. * @return true if the data was successfully removed, false if it doesn't exist
  35608. */
  35609. removeExternalData(key: string): boolean;
  35610. private _evaluateSubMesh;
  35611. /**
  35612. * Clear the processed materials smart array preventing retention point in material dispose.
  35613. */
  35614. freeProcessedMaterials(): void;
  35615. private _preventFreeActiveMeshesAndRenderingGroups;
  35616. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35617. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35618. * when disposing several meshes in a row or a hierarchy of meshes.
  35619. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35620. */
  35621. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35622. /**
  35623. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35624. */
  35625. freeActiveMeshes(): void;
  35626. /**
  35627. * Clear the info related to rendering groups preventing retention points during dispose.
  35628. */
  35629. freeRenderingGroups(): void;
  35630. /** @hidden */
  35631. _isInIntermediateRendering(): boolean;
  35632. /**
  35633. * Lambda returning the list of potentially active meshes.
  35634. */
  35635. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35636. /**
  35637. * Lambda returning the list of potentially active sub meshes.
  35638. */
  35639. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35640. /**
  35641. * Lambda returning the list of potentially intersecting sub meshes.
  35642. */
  35643. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35644. /**
  35645. * Lambda returning the list of potentially colliding sub meshes.
  35646. */
  35647. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35648. private _activeMeshesFrozen;
  35649. /**
  35650. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35651. * @returns the current scene
  35652. */
  35653. freezeActiveMeshes(): Scene;
  35654. /**
  35655. * Use this function to restart evaluating active meshes on every frame
  35656. * @returns the current scene
  35657. */
  35658. unfreezeActiveMeshes(): Scene;
  35659. private _evaluateActiveMeshes;
  35660. private _activeMesh;
  35661. /**
  35662. * Update the transform matrix to update from the current active camera
  35663. * @param force defines a boolean used to force the update even if cache is up to date
  35664. */
  35665. updateTransformMatrix(force?: boolean): void;
  35666. private _bindFrameBuffer;
  35667. /** @hidden */
  35668. _allowPostProcessClearColor: boolean;
  35669. /** @hidden */
  35670. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35671. private _processSubCameras;
  35672. private _checkIntersections;
  35673. /** @hidden */
  35674. _advancePhysicsEngineStep(step: number): void;
  35675. /**
  35676. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35677. */
  35678. getDeterministicFrameTime: () => number;
  35679. /** @hidden */
  35680. _animate(): void;
  35681. /** Execute all animations (for a frame) */
  35682. animate(): void;
  35683. /**
  35684. * Render the scene
  35685. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35686. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35687. */
  35688. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35689. /**
  35690. * Freeze all materials
  35691. * A frozen material will not be updatable but should be faster to render
  35692. */
  35693. freezeMaterials(): void;
  35694. /**
  35695. * Unfreeze all materials
  35696. * A frozen material will not be updatable but should be faster to render
  35697. */
  35698. unfreezeMaterials(): void;
  35699. /**
  35700. * Releases all held ressources
  35701. */
  35702. dispose(): void;
  35703. /**
  35704. * Gets if the scene is already disposed
  35705. */
  35706. readonly isDisposed: boolean;
  35707. /**
  35708. * Call this function to reduce memory footprint of the scene.
  35709. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35710. */
  35711. clearCachedVertexData(): void;
  35712. /**
  35713. * This function will remove the local cached buffer data from texture.
  35714. * It will save memory but will prevent the texture from being rebuilt
  35715. */
  35716. cleanCachedTextureBuffer(): void;
  35717. /**
  35718. * Get the world extend vectors with an optional filter
  35719. *
  35720. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35721. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35722. */
  35723. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35724. min: Vector3;
  35725. max: Vector3;
  35726. };
  35727. /**
  35728. * Creates a ray that can be used to pick in the scene
  35729. * @param x defines the x coordinate of the origin (on-screen)
  35730. * @param y defines the y coordinate of the origin (on-screen)
  35731. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35732. * @param camera defines the camera to use for the picking
  35733. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35734. * @returns a Ray
  35735. */
  35736. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35737. /**
  35738. * Creates a ray that can be used to pick in the scene
  35739. * @param x defines the x coordinate of the origin (on-screen)
  35740. * @param y defines the y coordinate of the origin (on-screen)
  35741. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35742. * @param result defines the ray where to store the picking ray
  35743. * @param camera defines the camera to use for the picking
  35744. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35745. * @returns the current scene
  35746. */
  35747. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35748. /**
  35749. * Creates a ray that can be used to pick in the scene
  35750. * @param x defines the x coordinate of the origin (on-screen)
  35751. * @param y defines the y coordinate of the origin (on-screen)
  35752. * @param camera defines the camera to use for the picking
  35753. * @returns a Ray
  35754. */
  35755. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35756. /**
  35757. * Creates a ray that can be used to pick in the scene
  35758. * @param x defines the x coordinate of the origin (on-screen)
  35759. * @param y defines the y coordinate of the origin (on-screen)
  35760. * @param result defines the ray where to store the picking ray
  35761. * @param camera defines the camera to use for the picking
  35762. * @returns the current scene
  35763. */
  35764. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35765. /** Launch a ray to try to pick a mesh in the scene
  35766. * @param x position on screen
  35767. * @param y position on screen
  35768. * @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
  35769. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35770. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35771. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35772. * @returns a PickingInfo
  35773. */
  35774. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35775. /** Use the given ray to pick a mesh in the scene
  35776. * @param ray The ray to use to pick meshes
  35777. * @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
  35778. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35779. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35780. * @returns a PickingInfo
  35781. */
  35782. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35783. /**
  35784. * Launch a ray to try to pick a mesh in the scene
  35785. * @param x X position on screen
  35786. * @param y Y position on screen
  35787. * @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
  35788. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35789. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35790. * @returns an array of PickingInfo
  35791. */
  35792. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35793. /**
  35794. * Launch a ray to try to pick a mesh in the scene
  35795. * @param ray Ray to use
  35796. * @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
  35797. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35798. * @returns an array of PickingInfo
  35799. */
  35800. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35801. /**
  35802. * Force the value of meshUnderPointer
  35803. * @param mesh defines the mesh to use
  35804. */
  35805. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35806. /**
  35807. * Gets the mesh under the pointer
  35808. * @returns a Mesh or null if no mesh is under the pointer
  35809. */
  35810. getPointerOverMesh(): Nullable<AbstractMesh>;
  35811. /** @hidden */
  35812. _rebuildGeometries(): void;
  35813. /** @hidden */
  35814. _rebuildTextures(): void;
  35815. private _getByTags;
  35816. /**
  35817. * Get a list of meshes by tags
  35818. * @param tagsQuery defines the tags query to use
  35819. * @param forEach defines a predicate used to filter results
  35820. * @returns an array of Mesh
  35821. */
  35822. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35823. /**
  35824. * Get a list of cameras by tags
  35825. * @param tagsQuery defines the tags query to use
  35826. * @param forEach defines a predicate used to filter results
  35827. * @returns an array of Camera
  35828. */
  35829. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35830. /**
  35831. * Get a list of lights by tags
  35832. * @param tagsQuery defines the tags query to use
  35833. * @param forEach defines a predicate used to filter results
  35834. * @returns an array of Light
  35835. */
  35836. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35837. /**
  35838. * Get a list of materials by tags
  35839. * @param tagsQuery defines the tags query to use
  35840. * @param forEach defines a predicate used to filter results
  35841. * @returns an array of Material
  35842. */
  35843. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35844. /**
  35845. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35846. * This allowed control for front to back rendering or reversly depending of the special needs.
  35847. *
  35848. * @param renderingGroupId The rendering group id corresponding to its index
  35849. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35850. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35851. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35852. */
  35853. 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;
  35854. /**
  35855. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35856. *
  35857. * @param renderingGroupId The rendering group id corresponding to its index
  35858. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35859. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35860. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35861. */
  35862. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35863. /**
  35864. * Gets the current auto clear configuration for one rendering group of the rendering
  35865. * manager.
  35866. * @param index the rendering group index to get the information for
  35867. * @returns The auto clear setup for the requested rendering group
  35868. */
  35869. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35870. private _blockMaterialDirtyMechanism;
  35871. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35872. blockMaterialDirtyMechanism: boolean;
  35873. /**
  35874. * Will flag all materials as dirty to trigger new shader compilation
  35875. * @param flag defines the flag used to specify which material part must be marked as dirty
  35876. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35877. */
  35878. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35879. /** @hidden */
  35880. _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;
  35881. /** @hidden */
  35882. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35883. /** @hidden */
  35884. _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;
  35885. /** @hidden */
  35886. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  35887. /** @hidden */
  35888. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  35889. /** @hidden */
  35890. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35891. }
  35892. }
  35893. declare module "babylonjs/assetContainer" {
  35894. import { AbstractScene } from "babylonjs/abstractScene";
  35895. import { Scene } from "babylonjs/scene";
  35896. import { Mesh } from "babylonjs/Meshes/mesh";
  35897. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35898. import { Skeleton } from "babylonjs/Bones/skeleton";
  35899. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35900. /**
  35901. * Set of assets to keep when moving a scene into an asset container.
  35902. */
  35903. export class KeepAssets extends AbstractScene {
  35904. }
  35905. /**
  35906. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  35907. */
  35908. export class InstantiatedEntries {
  35909. /**
  35910. * List of new root nodes (eg. nodes with no parent)
  35911. */
  35912. rootNodes: TransformNode[];
  35913. /**
  35914. * List of new skeletons
  35915. */
  35916. skeletons: Skeleton[];
  35917. /**
  35918. * List of new animation groups
  35919. */
  35920. animationGroups: AnimationGroup[];
  35921. }
  35922. /**
  35923. * Container with a set of assets that can be added or removed from a scene.
  35924. */
  35925. export class AssetContainer extends AbstractScene {
  35926. /**
  35927. * The scene the AssetContainer belongs to.
  35928. */
  35929. scene: Scene;
  35930. /**
  35931. * Instantiates an AssetContainer.
  35932. * @param scene The scene the AssetContainer belongs to.
  35933. */
  35934. constructor(scene: Scene);
  35935. /**
  35936. * Instantiate or clone all meshes and add the new ones to the scene.
  35937. * Skeletons and animation groups will all be cloned
  35938. * @param nameFunction defines an optional function used to get new names for clones
  35939. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  35940. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  35941. */
  35942. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  35943. /**
  35944. * Adds all the assets from the container to the scene.
  35945. */
  35946. addAllToScene(): void;
  35947. /**
  35948. * Removes all the assets in the container from the scene
  35949. */
  35950. removeAllFromScene(): void;
  35951. /**
  35952. * Disposes all the assets in the container
  35953. */
  35954. dispose(): void;
  35955. private _moveAssets;
  35956. /**
  35957. * Removes all the assets contained in the scene and adds them to the container.
  35958. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35959. */
  35960. moveAllFromScene(keepAssets?: KeepAssets): void;
  35961. /**
  35962. * 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.
  35963. * @returns the root mesh
  35964. */
  35965. createRootMesh(): Mesh;
  35966. }
  35967. }
  35968. declare module "babylonjs/abstractScene" {
  35969. import { Scene } from "babylonjs/scene";
  35970. import { Nullable } from "babylonjs/types";
  35971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35972. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35973. import { Geometry } from "babylonjs/Meshes/geometry";
  35974. import { Skeleton } from "babylonjs/Bones/skeleton";
  35975. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35976. import { AssetContainer } from "babylonjs/assetContainer";
  35977. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35978. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35979. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35980. import { Material } from "babylonjs/Materials/material";
  35981. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35982. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35983. import { Camera } from "babylonjs/Cameras/camera";
  35984. import { Light } from "babylonjs/Lights/light";
  35985. import { Node } from "babylonjs/node";
  35986. import { Animation } from "babylonjs/Animations/animation";
  35987. /**
  35988. * Defines how the parser contract is defined.
  35989. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35990. */
  35991. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35992. /**
  35993. * Defines how the individual parser contract is defined.
  35994. * These parser can parse an individual asset
  35995. */
  35996. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35997. /**
  35998. * Base class of the scene acting as a container for the different elements composing a scene.
  35999. * This class is dynamically extended by the different components of the scene increasing
  36000. * flexibility and reducing coupling
  36001. */
  36002. export abstract class AbstractScene {
  36003. /**
  36004. * Stores the list of available parsers in the application.
  36005. */
  36006. private static _BabylonFileParsers;
  36007. /**
  36008. * Stores the list of available individual parsers in the application.
  36009. */
  36010. private static _IndividualBabylonFileParsers;
  36011. /**
  36012. * Adds a parser in the list of available ones
  36013. * @param name Defines the name of the parser
  36014. * @param parser Defines the parser to add
  36015. */
  36016. static AddParser(name: string, parser: BabylonFileParser): void;
  36017. /**
  36018. * Gets a general parser from the list of avaialble ones
  36019. * @param name Defines the name of the parser
  36020. * @returns the requested parser or null
  36021. */
  36022. static GetParser(name: string): Nullable<BabylonFileParser>;
  36023. /**
  36024. * Adds n individual parser in the list of available ones
  36025. * @param name Defines the name of the parser
  36026. * @param parser Defines the parser to add
  36027. */
  36028. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36029. /**
  36030. * Gets an individual parser from the list of avaialble ones
  36031. * @param name Defines the name of the parser
  36032. * @returns the requested parser or null
  36033. */
  36034. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36035. /**
  36036. * Parser json data and populate both a scene and its associated container object
  36037. * @param jsonData Defines the data to parse
  36038. * @param scene Defines the scene to parse the data for
  36039. * @param container Defines the container attached to the parsing sequence
  36040. * @param rootUrl Defines the root url of the data
  36041. */
  36042. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36043. /**
  36044. * Gets the list of root nodes (ie. nodes with no parent)
  36045. */
  36046. rootNodes: Node[];
  36047. /** All of the cameras added to this scene
  36048. * @see http://doc.babylonjs.com/babylon101/cameras
  36049. */
  36050. cameras: Camera[];
  36051. /**
  36052. * All of the lights added to this scene
  36053. * @see http://doc.babylonjs.com/babylon101/lights
  36054. */
  36055. lights: Light[];
  36056. /**
  36057. * All of the (abstract) meshes added to this scene
  36058. */
  36059. meshes: AbstractMesh[];
  36060. /**
  36061. * The list of skeletons added to the scene
  36062. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36063. */
  36064. skeletons: Skeleton[];
  36065. /**
  36066. * All of the particle systems added to this scene
  36067. * @see http://doc.babylonjs.com/babylon101/particles
  36068. */
  36069. particleSystems: IParticleSystem[];
  36070. /**
  36071. * Gets a list of Animations associated with the scene
  36072. */
  36073. animations: Animation[];
  36074. /**
  36075. * All of the animation groups added to this scene
  36076. * @see http://doc.babylonjs.com/how_to/group
  36077. */
  36078. animationGroups: AnimationGroup[];
  36079. /**
  36080. * All of the multi-materials added to this scene
  36081. * @see http://doc.babylonjs.com/how_to/multi_materials
  36082. */
  36083. multiMaterials: MultiMaterial[];
  36084. /**
  36085. * All of the materials added to this scene
  36086. * In the context of a Scene, it is not supposed to be modified manually.
  36087. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36088. * Note also that the order of the Material within the array is not significant and might change.
  36089. * @see http://doc.babylonjs.com/babylon101/materials
  36090. */
  36091. materials: Material[];
  36092. /**
  36093. * The list of morph target managers added to the scene
  36094. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36095. */
  36096. morphTargetManagers: MorphTargetManager[];
  36097. /**
  36098. * The list of geometries used in the scene.
  36099. */
  36100. geometries: Geometry[];
  36101. /**
  36102. * All of the tranform nodes added to this scene
  36103. * In the context of a Scene, it is not supposed to be modified manually.
  36104. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36105. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36106. * @see http://doc.babylonjs.com/how_to/transformnode
  36107. */
  36108. transformNodes: TransformNode[];
  36109. /**
  36110. * ActionManagers available on the scene.
  36111. */
  36112. actionManagers: AbstractActionManager[];
  36113. /**
  36114. * Textures to keep.
  36115. */
  36116. textures: BaseTexture[];
  36117. /**
  36118. * Environment texture for the scene
  36119. */
  36120. environmentTexture: Nullable<BaseTexture>;
  36121. }
  36122. }
  36123. declare module "babylonjs/Audio/sound" {
  36124. import { Observable } from "babylonjs/Misc/observable";
  36125. import { Vector3 } from "babylonjs/Maths/math.vector";
  36126. import { Nullable } from "babylonjs/types";
  36127. import { Scene } from "babylonjs/scene";
  36128. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36129. /**
  36130. * Interface used to define options for Sound class
  36131. */
  36132. export interface ISoundOptions {
  36133. /**
  36134. * Does the sound autoplay once loaded.
  36135. */
  36136. autoplay?: boolean;
  36137. /**
  36138. * Does the sound loop after it finishes playing once.
  36139. */
  36140. loop?: boolean;
  36141. /**
  36142. * Sound's volume
  36143. */
  36144. volume?: number;
  36145. /**
  36146. * Is it a spatial sound?
  36147. */
  36148. spatialSound?: boolean;
  36149. /**
  36150. * Maximum distance to hear that sound
  36151. */
  36152. maxDistance?: number;
  36153. /**
  36154. * Uses user defined attenuation function
  36155. */
  36156. useCustomAttenuation?: boolean;
  36157. /**
  36158. * Define the roll off factor of spatial sounds.
  36159. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36160. */
  36161. rolloffFactor?: number;
  36162. /**
  36163. * Define the reference distance the sound should be heard perfectly.
  36164. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36165. */
  36166. refDistance?: number;
  36167. /**
  36168. * Define the distance attenuation model the sound will follow.
  36169. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36170. */
  36171. distanceModel?: string;
  36172. /**
  36173. * Defines the playback speed (1 by default)
  36174. */
  36175. playbackRate?: number;
  36176. /**
  36177. * Defines if the sound is from a streaming source
  36178. */
  36179. streaming?: boolean;
  36180. /**
  36181. * Defines an optional length (in seconds) inside the sound file
  36182. */
  36183. length?: number;
  36184. /**
  36185. * Defines an optional offset (in seconds) inside the sound file
  36186. */
  36187. offset?: number;
  36188. /**
  36189. * If true, URLs will not be required to state the audio file codec to use.
  36190. */
  36191. skipCodecCheck?: boolean;
  36192. }
  36193. /**
  36194. * Defines a sound that can be played in the application.
  36195. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36196. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36197. */
  36198. export class Sound {
  36199. /**
  36200. * The name of the sound in the scene.
  36201. */
  36202. name: string;
  36203. /**
  36204. * Does the sound autoplay once loaded.
  36205. */
  36206. autoplay: boolean;
  36207. /**
  36208. * Does the sound loop after it finishes playing once.
  36209. */
  36210. loop: boolean;
  36211. /**
  36212. * Does the sound use a custom attenuation curve to simulate the falloff
  36213. * happening when the source gets further away from the camera.
  36214. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36215. */
  36216. useCustomAttenuation: boolean;
  36217. /**
  36218. * The sound track id this sound belongs to.
  36219. */
  36220. soundTrackId: number;
  36221. /**
  36222. * Is this sound currently played.
  36223. */
  36224. isPlaying: boolean;
  36225. /**
  36226. * Is this sound currently paused.
  36227. */
  36228. isPaused: boolean;
  36229. /**
  36230. * Does this sound enables spatial sound.
  36231. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36232. */
  36233. spatialSound: boolean;
  36234. /**
  36235. * Define the reference distance the sound should be heard perfectly.
  36236. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36237. */
  36238. refDistance: number;
  36239. /**
  36240. * Define the roll off factor of spatial sounds.
  36241. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36242. */
  36243. rolloffFactor: number;
  36244. /**
  36245. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36246. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36247. */
  36248. maxDistance: number;
  36249. /**
  36250. * Define the distance attenuation model the sound will follow.
  36251. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36252. */
  36253. distanceModel: string;
  36254. /**
  36255. * @hidden
  36256. * Back Compat
  36257. **/
  36258. onended: () => any;
  36259. /**
  36260. * Observable event when the current playing sound finishes.
  36261. */
  36262. onEndedObservable: Observable<Sound>;
  36263. private _panningModel;
  36264. private _playbackRate;
  36265. private _streaming;
  36266. private _startTime;
  36267. private _startOffset;
  36268. private _position;
  36269. /** @hidden */
  36270. _positionInEmitterSpace: boolean;
  36271. private _localDirection;
  36272. private _volume;
  36273. private _isReadyToPlay;
  36274. private _isDirectional;
  36275. private _readyToPlayCallback;
  36276. private _audioBuffer;
  36277. private _soundSource;
  36278. private _streamingSource;
  36279. private _soundPanner;
  36280. private _soundGain;
  36281. private _inputAudioNode;
  36282. private _outputAudioNode;
  36283. private _coneInnerAngle;
  36284. private _coneOuterAngle;
  36285. private _coneOuterGain;
  36286. private _scene;
  36287. private _connectedTransformNode;
  36288. private _customAttenuationFunction;
  36289. private _registerFunc;
  36290. private _isOutputConnected;
  36291. private _htmlAudioElement;
  36292. private _urlType;
  36293. private _length?;
  36294. private _offset?;
  36295. /** @hidden */
  36296. static _SceneComponentInitialization: (scene: Scene) => void;
  36297. /**
  36298. * Create a sound and attach it to a scene
  36299. * @param name Name of your sound
  36300. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36301. * @param scene defines the scene the sound belongs to
  36302. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36303. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36304. */
  36305. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36306. /**
  36307. * Release the sound and its associated resources
  36308. */
  36309. dispose(): void;
  36310. /**
  36311. * Gets if the sounds is ready to be played or not.
  36312. * @returns true if ready, otherwise false
  36313. */
  36314. isReady(): boolean;
  36315. private _soundLoaded;
  36316. /**
  36317. * Sets the data of the sound from an audiobuffer
  36318. * @param audioBuffer The audioBuffer containing the data
  36319. */
  36320. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36321. /**
  36322. * Updates the current sounds options such as maxdistance, loop...
  36323. * @param options A JSON object containing values named as the object properties
  36324. */
  36325. updateOptions(options: ISoundOptions): void;
  36326. private _createSpatialParameters;
  36327. private _updateSpatialParameters;
  36328. /**
  36329. * Switch the panning model to HRTF:
  36330. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36331. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36332. */
  36333. switchPanningModelToHRTF(): void;
  36334. /**
  36335. * Switch the panning model to Equal Power:
  36336. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36337. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36338. */
  36339. switchPanningModelToEqualPower(): void;
  36340. private _switchPanningModel;
  36341. /**
  36342. * Connect this sound to a sound track audio node like gain...
  36343. * @param soundTrackAudioNode the sound track audio node to connect to
  36344. */
  36345. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36346. /**
  36347. * Transform this sound into a directional source
  36348. * @param coneInnerAngle Size of the inner cone in degree
  36349. * @param coneOuterAngle Size of the outer cone in degree
  36350. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36351. */
  36352. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36353. /**
  36354. * Gets or sets the inner angle for the directional cone.
  36355. */
  36356. /**
  36357. * Gets or sets the inner angle for the directional cone.
  36358. */
  36359. directionalConeInnerAngle: number;
  36360. /**
  36361. * Gets or sets the outer angle for the directional cone.
  36362. */
  36363. /**
  36364. * Gets or sets the outer angle for the directional cone.
  36365. */
  36366. directionalConeOuterAngle: number;
  36367. /**
  36368. * Sets the position of the emitter if spatial sound is enabled
  36369. * @param newPosition Defines the new posisiton
  36370. */
  36371. setPosition(newPosition: Vector3): void;
  36372. /**
  36373. * Sets the local direction of the emitter if spatial sound is enabled
  36374. * @param newLocalDirection Defines the new local direction
  36375. */
  36376. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36377. private _updateDirection;
  36378. /** @hidden */
  36379. updateDistanceFromListener(): void;
  36380. /**
  36381. * Sets a new custom attenuation function for the sound.
  36382. * @param callback Defines the function used for the attenuation
  36383. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36384. */
  36385. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36386. /**
  36387. * Play the sound
  36388. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36389. * @param offset (optional) Start the sound at a specific time in seconds
  36390. * @param length (optional) Sound duration (in seconds)
  36391. */
  36392. play(time?: number, offset?: number, length?: number): void;
  36393. private _onended;
  36394. /**
  36395. * Stop the sound
  36396. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36397. */
  36398. stop(time?: number): void;
  36399. /**
  36400. * Put the sound in pause
  36401. */
  36402. pause(): void;
  36403. /**
  36404. * Sets a dedicated volume for this sounds
  36405. * @param newVolume Define the new volume of the sound
  36406. * @param time Define time for gradual change to new volume
  36407. */
  36408. setVolume(newVolume: number, time?: number): void;
  36409. /**
  36410. * Set the sound play back rate
  36411. * @param newPlaybackRate Define the playback rate the sound should be played at
  36412. */
  36413. setPlaybackRate(newPlaybackRate: number): void;
  36414. /**
  36415. * Gets the volume of the sound.
  36416. * @returns the volume of the sound
  36417. */
  36418. getVolume(): number;
  36419. /**
  36420. * Attach the sound to a dedicated mesh
  36421. * @param transformNode The transform node to connect the sound with
  36422. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36423. */
  36424. attachToMesh(transformNode: TransformNode): void;
  36425. /**
  36426. * Detach the sound from the previously attached mesh
  36427. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36428. */
  36429. detachFromMesh(): void;
  36430. private _onRegisterAfterWorldMatrixUpdate;
  36431. /**
  36432. * Clone the current sound in the scene.
  36433. * @returns the new sound clone
  36434. */
  36435. clone(): Nullable<Sound>;
  36436. /**
  36437. * Gets the current underlying audio buffer containing the data
  36438. * @returns the audio buffer
  36439. */
  36440. getAudioBuffer(): Nullable<AudioBuffer>;
  36441. /**
  36442. * Serializes the Sound in a JSON representation
  36443. * @returns the JSON representation of the sound
  36444. */
  36445. serialize(): any;
  36446. /**
  36447. * Parse a JSON representation of a sound to innstantiate in a given scene
  36448. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36449. * @param scene Define the scene the new parsed sound should be created in
  36450. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36451. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36452. * @returns the newly parsed sound
  36453. */
  36454. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36455. }
  36456. }
  36457. declare module "babylonjs/Actions/directAudioActions" {
  36458. import { Action } from "babylonjs/Actions/action";
  36459. import { Condition } from "babylonjs/Actions/condition";
  36460. import { Sound } from "babylonjs/Audio/sound";
  36461. /**
  36462. * This defines an action helpful to play a defined sound on a triggered action.
  36463. */
  36464. export class PlaySoundAction extends Action {
  36465. private _sound;
  36466. /**
  36467. * Instantiate the action
  36468. * @param triggerOptions defines the trigger options
  36469. * @param sound defines the sound to play
  36470. * @param condition defines the trigger related conditions
  36471. */
  36472. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36473. /** @hidden */
  36474. _prepare(): void;
  36475. /**
  36476. * Execute the action and play the sound.
  36477. */
  36478. execute(): void;
  36479. /**
  36480. * Serializes the actions and its related information.
  36481. * @param parent defines the object to serialize in
  36482. * @returns the serialized object
  36483. */
  36484. serialize(parent: any): any;
  36485. }
  36486. /**
  36487. * This defines an action helpful to stop a defined sound on a triggered action.
  36488. */
  36489. export class StopSoundAction extends Action {
  36490. private _sound;
  36491. /**
  36492. * Instantiate the action
  36493. * @param triggerOptions defines the trigger options
  36494. * @param sound defines the sound to stop
  36495. * @param condition defines the trigger related conditions
  36496. */
  36497. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36498. /** @hidden */
  36499. _prepare(): void;
  36500. /**
  36501. * Execute the action and stop the sound.
  36502. */
  36503. execute(): void;
  36504. /**
  36505. * Serializes the actions and its related information.
  36506. * @param parent defines the object to serialize in
  36507. * @returns the serialized object
  36508. */
  36509. serialize(parent: any): any;
  36510. }
  36511. }
  36512. declare module "babylonjs/Actions/interpolateValueAction" {
  36513. import { Action } from "babylonjs/Actions/action";
  36514. import { Condition } from "babylonjs/Actions/condition";
  36515. import { Observable } from "babylonjs/Misc/observable";
  36516. /**
  36517. * This defines an action responsible to change the value of a property
  36518. * by interpolating between its current value and the newly set one once triggered.
  36519. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36520. */
  36521. export class InterpolateValueAction extends Action {
  36522. /**
  36523. * Defines the path of the property where the value should be interpolated
  36524. */
  36525. propertyPath: string;
  36526. /**
  36527. * Defines the target value at the end of the interpolation.
  36528. */
  36529. value: any;
  36530. /**
  36531. * Defines the time it will take for the property to interpolate to the value.
  36532. */
  36533. duration: number;
  36534. /**
  36535. * Defines if the other scene animations should be stopped when the action has been triggered
  36536. */
  36537. stopOtherAnimations?: boolean;
  36538. /**
  36539. * Defines a callback raised once the interpolation animation has been done.
  36540. */
  36541. onInterpolationDone?: () => void;
  36542. /**
  36543. * Observable triggered once the interpolation animation has been done.
  36544. */
  36545. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36546. private _target;
  36547. private _effectiveTarget;
  36548. private _property;
  36549. /**
  36550. * Instantiate the action
  36551. * @param triggerOptions defines the trigger options
  36552. * @param target defines the object containing the value to interpolate
  36553. * @param propertyPath defines the path to the property in the target object
  36554. * @param value defines the target value at the end of the interpolation
  36555. * @param duration deines the time it will take for the property to interpolate to the value.
  36556. * @param condition defines the trigger related conditions
  36557. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36558. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36559. */
  36560. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36561. /** @hidden */
  36562. _prepare(): void;
  36563. /**
  36564. * Execute the action starts the value interpolation.
  36565. */
  36566. execute(): void;
  36567. /**
  36568. * Serializes the actions and its related information.
  36569. * @param parent defines the object to serialize in
  36570. * @returns the serialized object
  36571. */
  36572. serialize(parent: any): any;
  36573. }
  36574. }
  36575. declare module "babylonjs/Actions/index" {
  36576. export * from "babylonjs/Actions/abstractActionManager";
  36577. export * from "babylonjs/Actions/action";
  36578. export * from "babylonjs/Actions/actionEvent";
  36579. export * from "babylonjs/Actions/actionManager";
  36580. export * from "babylonjs/Actions/condition";
  36581. export * from "babylonjs/Actions/directActions";
  36582. export * from "babylonjs/Actions/directAudioActions";
  36583. export * from "babylonjs/Actions/interpolateValueAction";
  36584. }
  36585. declare module "babylonjs/Animations/index" {
  36586. export * from "babylonjs/Animations/animatable";
  36587. export * from "babylonjs/Animations/animation";
  36588. export * from "babylonjs/Animations/animationGroup";
  36589. export * from "babylonjs/Animations/animationPropertiesOverride";
  36590. export * from "babylonjs/Animations/easing";
  36591. export * from "babylonjs/Animations/runtimeAnimation";
  36592. export * from "babylonjs/Animations/animationEvent";
  36593. export * from "babylonjs/Animations/animationGroup";
  36594. export * from "babylonjs/Animations/animationKey";
  36595. export * from "babylonjs/Animations/animationRange";
  36596. export * from "babylonjs/Animations/animatable.interface";
  36597. }
  36598. declare module "babylonjs/Audio/soundTrack" {
  36599. import { Sound } from "babylonjs/Audio/sound";
  36600. import { Analyser } from "babylonjs/Audio/analyser";
  36601. import { Scene } from "babylonjs/scene";
  36602. /**
  36603. * Options allowed during the creation of a sound track.
  36604. */
  36605. export interface ISoundTrackOptions {
  36606. /**
  36607. * The volume the sound track should take during creation
  36608. */
  36609. volume?: number;
  36610. /**
  36611. * Define if the sound track is the main sound track of the scene
  36612. */
  36613. mainTrack?: boolean;
  36614. }
  36615. /**
  36616. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36617. * It will be also used in a future release to apply effects on a specific track.
  36618. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36619. */
  36620. export class SoundTrack {
  36621. /**
  36622. * The unique identifier of the sound track in the scene.
  36623. */
  36624. id: number;
  36625. /**
  36626. * The list of sounds included in the sound track.
  36627. */
  36628. soundCollection: Array<Sound>;
  36629. private _outputAudioNode;
  36630. private _scene;
  36631. private _isMainTrack;
  36632. private _connectedAnalyser;
  36633. private _options;
  36634. private _isInitialized;
  36635. /**
  36636. * Creates a new sound track.
  36637. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36638. * @param scene Define the scene the sound track belongs to
  36639. * @param options
  36640. */
  36641. constructor(scene: Scene, options?: ISoundTrackOptions);
  36642. private _initializeSoundTrackAudioGraph;
  36643. /**
  36644. * Release the sound track and its associated resources
  36645. */
  36646. dispose(): void;
  36647. /**
  36648. * Adds a sound to this sound track
  36649. * @param sound define the cound to add
  36650. * @ignoreNaming
  36651. */
  36652. AddSound(sound: Sound): void;
  36653. /**
  36654. * Removes a sound to this sound track
  36655. * @param sound define the cound to remove
  36656. * @ignoreNaming
  36657. */
  36658. RemoveSound(sound: Sound): void;
  36659. /**
  36660. * Set a global volume for the full sound track.
  36661. * @param newVolume Define the new volume of the sound track
  36662. */
  36663. setVolume(newVolume: number): void;
  36664. /**
  36665. * Switch the panning model to HRTF:
  36666. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36667. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36668. */
  36669. switchPanningModelToHRTF(): void;
  36670. /**
  36671. * Switch the panning model to Equal Power:
  36672. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36673. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36674. */
  36675. switchPanningModelToEqualPower(): void;
  36676. /**
  36677. * Connect the sound track to an audio analyser allowing some amazing
  36678. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36679. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36680. * @param analyser The analyser to connect to the engine
  36681. */
  36682. connectToAnalyser(analyser: Analyser): void;
  36683. }
  36684. }
  36685. declare module "babylonjs/Audio/audioSceneComponent" {
  36686. import { Sound } from "babylonjs/Audio/sound";
  36687. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36688. import { Nullable } from "babylonjs/types";
  36689. import { Vector3 } from "babylonjs/Maths/math.vector";
  36690. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36691. import { Scene } from "babylonjs/scene";
  36692. import { AbstractScene } from "babylonjs/abstractScene";
  36693. import "babylonjs/Audio/audioEngine";
  36694. module "babylonjs/abstractScene" {
  36695. interface AbstractScene {
  36696. /**
  36697. * The list of sounds used in the scene.
  36698. */
  36699. sounds: Nullable<Array<Sound>>;
  36700. }
  36701. }
  36702. module "babylonjs/scene" {
  36703. interface Scene {
  36704. /**
  36705. * @hidden
  36706. * Backing field
  36707. */
  36708. _mainSoundTrack: SoundTrack;
  36709. /**
  36710. * The main sound track played by the scene.
  36711. * It cotains your primary collection of sounds.
  36712. */
  36713. mainSoundTrack: SoundTrack;
  36714. /**
  36715. * The list of sound tracks added to the scene
  36716. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36717. */
  36718. soundTracks: Nullable<Array<SoundTrack>>;
  36719. /**
  36720. * Gets a sound using a given name
  36721. * @param name defines the name to search for
  36722. * @return the found sound or null if not found at all.
  36723. */
  36724. getSoundByName(name: string): Nullable<Sound>;
  36725. /**
  36726. * Gets or sets if audio support is enabled
  36727. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36728. */
  36729. audioEnabled: boolean;
  36730. /**
  36731. * Gets or sets if audio will be output to headphones
  36732. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36733. */
  36734. headphone: boolean;
  36735. /**
  36736. * Gets or sets custom audio listener position provider
  36737. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36738. */
  36739. audioListenerPositionProvider: Nullable<() => Vector3>;
  36740. /**
  36741. * Gets or sets a refresh rate when using 3D audio positioning
  36742. */
  36743. audioPositioningRefreshRate: number;
  36744. }
  36745. }
  36746. /**
  36747. * Defines the sound scene component responsible to manage any sounds
  36748. * in a given scene.
  36749. */
  36750. export class AudioSceneComponent implements ISceneSerializableComponent {
  36751. /**
  36752. * The component name helpfull to identify the component in the list of scene components.
  36753. */
  36754. readonly name: string;
  36755. /**
  36756. * The scene the component belongs to.
  36757. */
  36758. scene: Scene;
  36759. private _audioEnabled;
  36760. /**
  36761. * Gets whether audio is enabled or not.
  36762. * Please use related enable/disable method to switch state.
  36763. */
  36764. readonly audioEnabled: boolean;
  36765. private _headphone;
  36766. /**
  36767. * Gets whether audio is outputing to headphone or not.
  36768. * Please use the according Switch methods to change output.
  36769. */
  36770. readonly headphone: boolean;
  36771. /**
  36772. * Gets or sets a refresh rate when using 3D audio positioning
  36773. */
  36774. audioPositioningRefreshRate: number;
  36775. private _audioListenerPositionProvider;
  36776. /**
  36777. * Gets the current audio listener position provider
  36778. */
  36779. /**
  36780. * Sets a custom listener position for all sounds in the scene
  36781. * By default, this is the position of the first active camera
  36782. */
  36783. audioListenerPositionProvider: Nullable<() => Vector3>;
  36784. /**
  36785. * Creates a new instance of the component for the given scene
  36786. * @param scene Defines the scene to register the component in
  36787. */
  36788. constructor(scene: Scene);
  36789. /**
  36790. * Registers the component in a given scene
  36791. */
  36792. register(): void;
  36793. /**
  36794. * Rebuilds the elements related to this component in case of
  36795. * context lost for instance.
  36796. */
  36797. rebuild(): void;
  36798. /**
  36799. * Serializes the component data to the specified json object
  36800. * @param serializationObject The object to serialize to
  36801. */
  36802. serialize(serializationObject: any): void;
  36803. /**
  36804. * Adds all the elements from the container to the scene
  36805. * @param container the container holding the elements
  36806. */
  36807. addFromContainer(container: AbstractScene): void;
  36808. /**
  36809. * Removes all the elements in the container from the scene
  36810. * @param container contains the elements to remove
  36811. * @param dispose if the removed element should be disposed (default: false)
  36812. */
  36813. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36814. /**
  36815. * Disposes the component and the associated ressources.
  36816. */
  36817. dispose(): void;
  36818. /**
  36819. * Disables audio in the associated scene.
  36820. */
  36821. disableAudio(): void;
  36822. /**
  36823. * Enables audio in the associated scene.
  36824. */
  36825. enableAudio(): void;
  36826. /**
  36827. * Switch audio to headphone output.
  36828. */
  36829. switchAudioModeForHeadphones(): void;
  36830. /**
  36831. * Switch audio to normal speakers.
  36832. */
  36833. switchAudioModeForNormalSpeakers(): void;
  36834. private _cachedCameraDirection;
  36835. private _cachedCameraPosition;
  36836. private _lastCheck;
  36837. private _afterRender;
  36838. }
  36839. }
  36840. declare module "babylonjs/Audio/weightedsound" {
  36841. import { Sound } from "babylonjs/Audio/sound";
  36842. /**
  36843. * Wraps one or more Sound objects and selects one with random weight for playback.
  36844. */
  36845. export class WeightedSound {
  36846. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36847. loop: boolean;
  36848. private _coneInnerAngle;
  36849. private _coneOuterAngle;
  36850. private _volume;
  36851. /** A Sound is currently playing. */
  36852. isPlaying: boolean;
  36853. /** A Sound is currently paused. */
  36854. isPaused: boolean;
  36855. private _sounds;
  36856. private _weights;
  36857. private _currentIndex?;
  36858. /**
  36859. * Creates a new WeightedSound from the list of sounds given.
  36860. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36861. * @param sounds Array of Sounds that will be selected from.
  36862. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36863. */
  36864. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36865. /**
  36866. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36867. */
  36868. /**
  36869. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36870. */
  36871. directionalConeInnerAngle: number;
  36872. /**
  36873. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36874. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36875. */
  36876. /**
  36877. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36878. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36879. */
  36880. directionalConeOuterAngle: number;
  36881. /**
  36882. * Playback volume.
  36883. */
  36884. /**
  36885. * Playback volume.
  36886. */
  36887. volume: number;
  36888. private _onended;
  36889. /**
  36890. * Suspend playback
  36891. */
  36892. pause(): void;
  36893. /**
  36894. * Stop playback
  36895. */
  36896. stop(): void;
  36897. /**
  36898. * Start playback.
  36899. * @param startOffset Position the clip head at a specific time in seconds.
  36900. */
  36901. play(startOffset?: number): void;
  36902. }
  36903. }
  36904. declare module "babylonjs/Audio/index" {
  36905. export * from "babylonjs/Audio/analyser";
  36906. export * from "babylonjs/Audio/audioEngine";
  36907. export * from "babylonjs/Audio/audioSceneComponent";
  36908. export * from "babylonjs/Audio/sound";
  36909. export * from "babylonjs/Audio/soundTrack";
  36910. export * from "babylonjs/Audio/weightedsound";
  36911. }
  36912. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36913. import { Behavior } from "babylonjs/Behaviors/behavior";
  36914. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36915. import { BackEase } from "babylonjs/Animations/easing";
  36916. /**
  36917. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36918. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36919. */
  36920. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36921. /**
  36922. * Gets the name of the behavior.
  36923. */
  36924. readonly name: string;
  36925. /**
  36926. * The easing function used by animations
  36927. */
  36928. static EasingFunction: BackEase;
  36929. /**
  36930. * The easing mode used by animations
  36931. */
  36932. static EasingMode: number;
  36933. /**
  36934. * The duration of the animation, in milliseconds
  36935. */
  36936. transitionDuration: number;
  36937. /**
  36938. * Length of the distance animated by the transition when lower radius is reached
  36939. */
  36940. lowerRadiusTransitionRange: number;
  36941. /**
  36942. * Length of the distance animated by the transition when upper radius is reached
  36943. */
  36944. upperRadiusTransitionRange: number;
  36945. private _autoTransitionRange;
  36946. /**
  36947. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36948. */
  36949. /**
  36950. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36951. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36952. */
  36953. autoTransitionRange: boolean;
  36954. private _attachedCamera;
  36955. private _onAfterCheckInputsObserver;
  36956. private _onMeshTargetChangedObserver;
  36957. /**
  36958. * Initializes the behavior.
  36959. */
  36960. init(): void;
  36961. /**
  36962. * Attaches the behavior to its arc rotate camera.
  36963. * @param camera Defines the camera to attach the behavior to
  36964. */
  36965. attach(camera: ArcRotateCamera): void;
  36966. /**
  36967. * Detaches the behavior from its current arc rotate camera.
  36968. */
  36969. detach(): void;
  36970. private _radiusIsAnimating;
  36971. private _radiusBounceTransition;
  36972. private _animatables;
  36973. private _cachedWheelPrecision;
  36974. /**
  36975. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36976. * @param radiusLimit The limit to check against.
  36977. * @return Bool to indicate if at limit.
  36978. */
  36979. private _isRadiusAtLimit;
  36980. /**
  36981. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36982. * @param radiusDelta The delta by which to animate to. Can be negative.
  36983. */
  36984. private _applyBoundRadiusAnimation;
  36985. /**
  36986. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36987. */
  36988. protected _clearAnimationLocks(): void;
  36989. /**
  36990. * Stops and removes all animations that have been applied to the camera
  36991. */
  36992. stopAllAnimations(): void;
  36993. }
  36994. }
  36995. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36996. import { Behavior } from "babylonjs/Behaviors/behavior";
  36997. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36998. import { ExponentialEase } from "babylonjs/Animations/easing";
  36999. import { Nullable } from "babylonjs/types";
  37000. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37001. import { Vector3 } from "babylonjs/Maths/math.vector";
  37002. /**
  37003. * 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.
  37004. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37005. */
  37006. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37007. /**
  37008. * Gets the name of the behavior.
  37009. */
  37010. readonly name: string;
  37011. private _mode;
  37012. private _radiusScale;
  37013. private _positionScale;
  37014. private _defaultElevation;
  37015. private _elevationReturnTime;
  37016. private _elevationReturnWaitTime;
  37017. private _zoomStopsAnimation;
  37018. private _framingTime;
  37019. /**
  37020. * The easing function used by animations
  37021. */
  37022. static EasingFunction: ExponentialEase;
  37023. /**
  37024. * The easing mode used by animations
  37025. */
  37026. static EasingMode: number;
  37027. /**
  37028. * Sets the current mode used by the behavior
  37029. */
  37030. /**
  37031. * Gets current mode used by the behavior.
  37032. */
  37033. mode: number;
  37034. /**
  37035. * Sets the scale applied to the radius (1 by default)
  37036. */
  37037. /**
  37038. * Gets the scale applied to the radius
  37039. */
  37040. radiusScale: number;
  37041. /**
  37042. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37043. */
  37044. /**
  37045. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37046. */
  37047. positionScale: number;
  37048. /**
  37049. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37050. * behaviour is triggered, in radians.
  37051. */
  37052. /**
  37053. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37054. * behaviour is triggered, in radians.
  37055. */
  37056. defaultElevation: number;
  37057. /**
  37058. * Sets the time (in milliseconds) taken to return to the default beta position.
  37059. * Negative value indicates camera should not return to default.
  37060. */
  37061. /**
  37062. * Gets the time (in milliseconds) taken to return to the default beta position.
  37063. * Negative value indicates camera should not return to default.
  37064. */
  37065. elevationReturnTime: number;
  37066. /**
  37067. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37068. */
  37069. /**
  37070. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37071. */
  37072. elevationReturnWaitTime: number;
  37073. /**
  37074. * Sets the flag that indicates if user zooming should stop animation.
  37075. */
  37076. /**
  37077. * Gets the flag that indicates if user zooming should stop animation.
  37078. */
  37079. zoomStopsAnimation: boolean;
  37080. /**
  37081. * Sets the transition time when framing the mesh, in milliseconds
  37082. */
  37083. /**
  37084. * Gets the transition time when framing the mesh, in milliseconds
  37085. */
  37086. framingTime: number;
  37087. /**
  37088. * Define if the behavior should automatically change the configured
  37089. * camera limits and sensibilities.
  37090. */
  37091. autoCorrectCameraLimitsAndSensibility: boolean;
  37092. private _onPrePointerObservableObserver;
  37093. private _onAfterCheckInputsObserver;
  37094. private _onMeshTargetChangedObserver;
  37095. private _attachedCamera;
  37096. private _isPointerDown;
  37097. private _lastInteractionTime;
  37098. /**
  37099. * Initializes the behavior.
  37100. */
  37101. init(): void;
  37102. /**
  37103. * Attaches the behavior to its arc rotate camera.
  37104. * @param camera Defines the camera to attach the behavior to
  37105. */
  37106. attach(camera: ArcRotateCamera): void;
  37107. /**
  37108. * Detaches the behavior from its current arc rotate camera.
  37109. */
  37110. detach(): void;
  37111. private _animatables;
  37112. private _betaIsAnimating;
  37113. private _betaTransition;
  37114. private _radiusTransition;
  37115. private _vectorTransition;
  37116. /**
  37117. * Targets the given mesh and updates zoom level accordingly.
  37118. * @param mesh The mesh to target.
  37119. * @param radius Optional. If a cached radius position already exists, overrides default.
  37120. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37121. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37122. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37123. */
  37124. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37125. /**
  37126. * Targets the given mesh with its children and updates zoom level accordingly.
  37127. * @param mesh The mesh to target.
  37128. * @param radius Optional. If a cached radius position already exists, overrides default.
  37129. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37130. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37131. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37132. */
  37133. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37134. /**
  37135. * Targets the given meshes with their children and updates zoom level accordingly.
  37136. * @param meshes The mesh to target.
  37137. * @param radius Optional. If a cached radius position already exists, overrides default.
  37138. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37139. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37140. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37141. */
  37142. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37143. /**
  37144. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37145. * @param minimumWorld Determines the smaller position of the bounding box extend
  37146. * @param maximumWorld Determines the bigger position of the bounding box extend
  37147. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37148. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37149. */
  37150. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37151. /**
  37152. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37153. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37154. * frustum width.
  37155. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37156. * to fully enclose the mesh in the viewing frustum.
  37157. */
  37158. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37159. /**
  37160. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37161. * is automatically returned to its default position (expected to be above ground plane).
  37162. */
  37163. private _maintainCameraAboveGround;
  37164. /**
  37165. * Returns the frustum slope based on the canvas ratio and camera FOV
  37166. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37167. */
  37168. private _getFrustumSlope;
  37169. /**
  37170. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37171. */
  37172. private _clearAnimationLocks;
  37173. /**
  37174. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37175. */
  37176. private _applyUserInteraction;
  37177. /**
  37178. * Stops and removes all animations that have been applied to the camera
  37179. */
  37180. stopAllAnimations(): void;
  37181. /**
  37182. * Gets a value indicating if the user is moving the camera
  37183. */
  37184. readonly isUserIsMoving: boolean;
  37185. /**
  37186. * The camera can move all the way towards the mesh.
  37187. */
  37188. static IgnoreBoundsSizeMode: number;
  37189. /**
  37190. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37191. */
  37192. static FitFrustumSidesMode: number;
  37193. }
  37194. }
  37195. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37196. import { Nullable } from "babylonjs/types";
  37197. import { Camera } from "babylonjs/Cameras/camera";
  37198. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37199. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37200. /**
  37201. * Base class for Camera Pointer Inputs.
  37202. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37203. * for example usage.
  37204. */
  37205. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37206. /**
  37207. * Defines the camera the input is attached to.
  37208. */
  37209. abstract camera: Camera;
  37210. /**
  37211. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37212. */
  37213. protected _altKey: boolean;
  37214. protected _ctrlKey: boolean;
  37215. protected _metaKey: boolean;
  37216. protected _shiftKey: boolean;
  37217. /**
  37218. * Which mouse buttons were pressed at time of last mouse event.
  37219. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37220. */
  37221. protected _buttonsPressed: number;
  37222. /**
  37223. * Defines the buttons associated with the input to handle camera move.
  37224. */
  37225. buttons: number[];
  37226. /**
  37227. * Attach the input controls to a specific dom element to get the input from.
  37228. * @param element Defines the element the controls should be listened from
  37229. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37230. */
  37231. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37232. /**
  37233. * Detach the current controls from the specified dom element.
  37234. * @param element Defines the element to stop listening the inputs from
  37235. */
  37236. detachControl(element: Nullable<HTMLElement>): void;
  37237. /**
  37238. * Gets the class name of the current input.
  37239. * @returns the class name
  37240. */
  37241. getClassName(): string;
  37242. /**
  37243. * Get the friendly name associated with the input class.
  37244. * @returns the input friendly name
  37245. */
  37246. getSimpleName(): string;
  37247. /**
  37248. * Called on pointer POINTERDOUBLETAP event.
  37249. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37250. */
  37251. protected onDoubleTap(type: string): void;
  37252. /**
  37253. * Called on pointer POINTERMOVE event if only a single touch is active.
  37254. * Override this method to provide functionality.
  37255. */
  37256. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37257. /**
  37258. * Called on pointer POINTERMOVE event if multiple touches are active.
  37259. * Override this method to provide functionality.
  37260. */
  37261. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37262. /**
  37263. * Called on JS contextmenu event.
  37264. * Override this method to provide functionality.
  37265. */
  37266. protected onContextMenu(evt: PointerEvent): void;
  37267. /**
  37268. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37269. * press.
  37270. * Override this method to provide functionality.
  37271. */
  37272. protected onButtonDown(evt: PointerEvent): void;
  37273. /**
  37274. * Called each time a new POINTERUP event occurs. Ie, for each button
  37275. * release.
  37276. * Override this method to provide functionality.
  37277. */
  37278. protected onButtonUp(evt: PointerEvent): void;
  37279. /**
  37280. * Called when window becomes inactive.
  37281. * Override this method to provide functionality.
  37282. */
  37283. protected onLostFocus(): void;
  37284. private _pointerInput;
  37285. private _observer;
  37286. private _onLostFocus;
  37287. private pointA;
  37288. private pointB;
  37289. }
  37290. }
  37291. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37292. import { Nullable } from "babylonjs/types";
  37293. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37294. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37295. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37296. /**
  37297. * Manage the pointers inputs to control an arc rotate camera.
  37298. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37299. */
  37300. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37301. /**
  37302. * Defines the camera the input is attached to.
  37303. */
  37304. camera: ArcRotateCamera;
  37305. /**
  37306. * Gets the class name of the current input.
  37307. * @returns the class name
  37308. */
  37309. getClassName(): string;
  37310. /**
  37311. * Defines the buttons associated with the input to handle camera move.
  37312. */
  37313. buttons: number[];
  37314. /**
  37315. * Defines the pointer angular sensibility along the X axis or how fast is
  37316. * the camera rotating.
  37317. */
  37318. angularSensibilityX: number;
  37319. /**
  37320. * Defines the pointer angular sensibility along the Y axis or how fast is
  37321. * the camera rotating.
  37322. */
  37323. angularSensibilityY: number;
  37324. /**
  37325. * Defines the pointer pinch precision or how fast is the camera zooming.
  37326. */
  37327. pinchPrecision: number;
  37328. /**
  37329. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37330. * from 0.
  37331. * It defines the percentage of current camera.radius to use as delta when
  37332. * pinch zoom is used.
  37333. */
  37334. pinchDeltaPercentage: number;
  37335. /**
  37336. * Defines the pointer panning sensibility or how fast is the camera moving.
  37337. */
  37338. panningSensibility: number;
  37339. /**
  37340. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37341. */
  37342. multiTouchPanning: boolean;
  37343. /**
  37344. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37345. * zoom (pinch) through multitouch.
  37346. */
  37347. multiTouchPanAndZoom: boolean;
  37348. /**
  37349. * Revers pinch action direction.
  37350. */
  37351. pinchInwards: boolean;
  37352. private _isPanClick;
  37353. private _twoFingerActivityCount;
  37354. private _isPinching;
  37355. /**
  37356. * Called on pointer POINTERMOVE event if only a single touch is active.
  37357. */
  37358. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37359. /**
  37360. * Called on pointer POINTERDOUBLETAP event.
  37361. */
  37362. protected onDoubleTap(type: string): void;
  37363. /**
  37364. * Called on pointer POINTERMOVE event if multiple touches are active.
  37365. */
  37366. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37367. /**
  37368. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37369. * press.
  37370. */
  37371. protected onButtonDown(evt: PointerEvent): void;
  37372. /**
  37373. * Called each time a new POINTERUP event occurs. Ie, for each button
  37374. * release.
  37375. */
  37376. protected onButtonUp(evt: PointerEvent): void;
  37377. /**
  37378. * Called when window becomes inactive.
  37379. */
  37380. protected onLostFocus(): void;
  37381. }
  37382. }
  37383. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37384. import { Nullable } from "babylonjs/types";
  37385. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37386. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37387. /**
  37388. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37389. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37390. */
  37391. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37392. /**
  37393. * Defines the camera the input is attached to.
  37394. */
  37395. camera: ArcRotateCamera;
  37396. /**
  37397. * Defines the list of key codes associated with the up action (increase alpha)
  37398. */
  37399. keysUp: number[];
  37400. /**
  37401. * Defines the list of key codes associated with the down action (decrease alpha)
  37402. */
  37403. keysDown: number[];
  37404. /**
  37405. * Defines the list of key codes associated with the left action (increase beta)
  37406. */
  37407. keysLeft: number[];
  37408. /**
  37409. * Defines the list of key codes associated with the right action (decrease beta)
  37410. */
  37411. keysRight: number[];
  37412. /**
  37413. * Defines the list of key codes associated with the reset action.
  37414. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37415. */
  37416. keysReset: number[];
  37417. /**
  37418. * Defines the panning sensibility of the inputs.
  37419. * (How fast is the camera paning)
  37420. */
  37421. panningSensibility: number;
  37422. /**
  37423. * Defines the zooming sensibility of the inputs.
  37424. * (How fast is the camera zooming)
  37425. */
  37426. zoomingSensibility: number;
  37427. /**
  37428. * Defines wether maintaining the alt key down switch the movement mode from
  37429. * orientation to zoom.
  37430. */
  37431. useAltToZoom: boolean;
  37432. /**
  37433. * Rotation speed of the camera
  37434. */
  37435. angularSpeed: number;
  37436. private _keys;
  37437. private _ctrlPressed;
  37438. private _altPressed;
  37439. private _onCanvasBlurObserver;
  37440. private _onKeyboardObserver;
  37441. private _engine;
  37442. private _scene;
  37443. /**
  37444. * Attach the input controls to a specific dom element to get the input from.
  37445. * @param element Defines the element the controls should be listened from
  37446. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37447. */
  37448. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37449. /**
  37450. * Detach the current controls from the specified dom element.
  37451. * @param element Defines the element to stop listening the inputs from
  37452. */
  37453. detachControl(element: Nullable<HTMLElement>): void;
  37454. /**
  37455. * Update the current camera state depending on the inputs that have been used this frame.
  37456. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37457. */
  37458. checkInputs(): void;
  37459. /**
  37460. * Gets the class name of the current intput.
  37461. * @returns the class name
  37462. */
  37463. getClassName(): string;
  37464. /**
  37465. * Get the friendly name associated with the input class.
  37466. * @returns the input friendly name
  37467. */
  37468. getSimpleName(): string;
  37469. }
  37470. }
  37471. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37472. import { Nullable } from "babylonjs/types";
  37473. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37474. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37475. /**
  37476. * Manage the mouse wheel inputs to control an arc rotate camera.
  37477. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37478. */
  37479. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37480. /**
  37481. * Defines the camera the input is attached to.
  37482. */
  37483. camera: ArcRotateCamera;
  37484. /**
  37485. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37486. */
  37487. wheelPrecision: number;
  37488. /**
  37489. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37490. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37491. */
  37492. wheelDeltaPercentage: number;
  37493. private _wheel;
  37494. private _observer;
  37495. private computeDeltaFromMouseWheelLegacyEvent;
  37496. /**
  37497. * Attach the input controls to a specific dom element to get the input from.
  37498. * @param element Defines the element the controls should be listened from
  37499. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37500. */
  37501. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37502. /**
  37503. * Detach the current controls from the specified dom element.
  37504. * @param element Defines the element to stop listening the inputs from
  37505. */
  37506. detachControl(element: Nullable<HTMLElement>): void;
  37507. /**
  37508. * Gets the class name of the current intput.
  37509. * @returns the class name
  37510. */
  37511. getClassName(): string;
  37512. /**
  37513. * Get the friendly name associated with the input class.
  37514. * @returns the input friendly name
  37515. */
  37516. getSimpleName(): string;
  37517. }
  37518. }
  37519. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37520. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37521. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37522. /**
  37523. * Default Inputs manager for the ArcRotateCamera.
  37524. * It groups all the default supported inputs for ease of use.
  37525. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37526. */
  37527. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37528. /**
  37529. * Instantiates a new ArcRotateCameraInputsManager.
  37530. * @param camera Defines the camera the inputs belong to
  37531. */
  37532. constructor(camera: ArcRotateCamera);
  37533. /**
  37534. * Add mouse wheel input support to the input manager.
  37535. * @returns the current input manager
  37536. */
  37537. addMouseWheel(): ArcRotateCameraInputsManager;
  37538. /**
  37539. * Add pointers input support to the input manager.
  37540. * @returns the current input manager
  37541. */
  37542. addPointers(): ArcRotateCameraInputsManager;
  37543. /**
  37544. * Add keyboard input support to the input manager.
  37545. * @returns the current input manager
  37546. */
  37547. addKeyboard(): ArcRotateCameraInputsManager;
  37548. }
  37549. }
  37550. declare module "babylonjs/Cameras/arcRotateCamera" {
  37551. import { Observable } from "babylonjs/Misc/observable";
  37552. import { Nullable } from "babylonjs/types";
  37553. import { Scene } from "babylonjs/scene";
  37554. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37555. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37556. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37557. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37558. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37559. import { Camera } from "babylonjs/Cameras/camera";
  37560. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37561. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37562. import { Collider } from "babylonjs/Collisions/collider";
  37563. /**
  37564. * This represents an orbital type of camera.
  37565. *
  37566. * 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.
  37567. * 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.
  37568. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37569. */
  37570. export class ArcRotateCamera extends TargetCamera {
  37571. /**
  37572. * Defines the rotation angle of the camera along the longitudinal axis.
  37573. */
  37574. alpha: number;
  37575. /**
  37576. * Defines the rotation angle of the camera along the latitudinal axis.
  37577. */
  37578. beta: number;
  37579. /**
  37580. * Defines the radius of the camera from it s target point.
  37581. */
  37582. radius: number;
  37583. protected _target: Vector3;
  37584. protected _targetHost: Nullable<AbstractMesh>;
  37585. /**
  37586. * Defines the target point of the camera.
  37587. * The camera looks towards it form the radius distance.
  37588. */
  37589. target: Vector3;
  37590. /**
  37591. * Define the current local position of the camera in the scene
  37592. */
  37593. position: Vector3;
  37594. protected _upVector: Vector3;
  37595. protected _upToYMatrix: Matrix;
  37596. protected _YToUpMatrix: Matrix;
  37597. /**
  37598. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37599. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37600. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37601. */
  37602. upVector: Vector3;
  37603. /**
  37604. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37605. */
  37606. setMatUp(): void;
  37607. /**
  37608. * Current inertia value on the longitudinal axis.
  37609. * The bigger this number the longer it will take for the camera to stop.
  37610. */
  37611. inertialAlphaOffset: number;
  37612. /**
  37613. * Current inertia value on the latitudinal axis.
  37614. * The bigger this number the longer it will take for the camera to stop.
  37615. */
  37616. inertialBetaOffset: number;
  37617. /**
  37618. * Current inertia value on the radius axis.
  37619. * The bigger this number the longer it will take for the camera to stop.
  37620. */
  37621. inertialRadiusOffset: number;
  37622. /**
  37623. * Minimum allowed angle on the longitudinal axis.
  37624. * This can help limiting how the Camera is able to move in the scene.
  37625. */
  37626. lowerAlphaLimit: Nullable<number>;
  37627. /**
  37628. * Maximum allowed angle on the longitudinal axis.
  37629. * This can help limiting how the Camera is able to move in the scene.
  37630. */
  37631. upperAlphaLimit: Nullable<number>;
  37632. /**
  37633. * Minimum allowed angle on the latitudinal axis.
  37634. * This can help limiting how the Camera is able to move in the scene.
  37635. */
  37636. lowerBetaLimit: number;
  37637. /**
  37638. * Maximum allowed angle on the latitudinal axis.
  37639. * This can help limiting how the Camera is able to move in the scene.
  37640. */
  37641. upperBetaLimit: number;
  37642. /**
  37643. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37644. * This can help limiting how the Camera is able to move in the scene.
  37645. */
  37646. lowerRadiusLimit: Nullable<number>;
  37647. /**
  37648. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37649. * This can help limiting how the Camera is able to move in the scene.
  37650. */
  37651. upperRadiusLimit: Nullable<number>;
  37652. /**
  37653. * Defines the current inertia value used during panning of the camera along the X axis.
  37654. */
  37655. inertialPanningX: number;
  37656. /**
  37657. * Defines the current inertia value used during panning of the camera along the Y axis.
  37658. */
  37659. inertialPanningY: number;
  37660. /**
  37661. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37662. * Basically if your fingers moves away from more than this distance you will be considered
  37663. * in pinch mode.
  37664. */
  37665. pinchToPanMaxDistance: number;
  37666. /**
  37667. * Defines the maximum distance the camera can pan.
  37668. * This could help keeping the cammera always in your scene.
  37669. */
  37670. panningDistanceLimit: Nullable<number>;
  37671. /**
  37672. * Defines the target of the camera before paning.
  37673. */
  37674. panningOriginTarget: Vector3;
  37675. /**
  37676. * Defines the value of the inertia used during panning.
  37677. * 0 would mean stop inertia and one would mean no decelleration at all.
  37678. */
  37679. panningInertia: number;
  37680. /**
  37681. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37682. */
  37683. angularSensibilityX: number;
  37684. /**
  37685. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37686. */
  37687. angularSensibilityY: number;
  37688. /**
  37689. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37690. */
  37691. pinchPrecision: number;
  37692. /**
  37693. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37694. * It will be used instead of pinchDeltaPrecision if different from 0.
  37695. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37696. */
  37697. pinchDeltaPercentage: number;
  37698. /**
  37699. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37700. */
  37701. panningSensibility: number;
  37702. /**
  37703. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37704. */
  37705. keysUp: number[];
  37706. /**
  37707. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37708. */
  37709. keysDown: number[];
  37710. /**
  37711. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37712. */
  37713. keysLeft: number[];
  37714. /**
  37715. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37716. */
  37717. keysRight: number[];
  37718. /**
  37719. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37720. */
  37721. wheelPrecision: number;
  37722. /**
  37723. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37724. * It will be used instead of pinchDeltaPrecision if different from 0.
  37725. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37726. */
  37727. wheelDeltaPercentage: number;
  37728. /**
  37729. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37730. */
  37731. zoomOnFactor: number;
  37732. /**
  37733. * Defines a screen offset for the camera position.
  37734. */
  37735. targetScreenOffset: Vector2;
  37736. /**
  37737. * Allows the camera to be completely reversed.
  37738. * If false the camera can not arrive upside down.
  37739. */
  37740. allowUpsideDown: boolean;
  37741. /**
  37742. * Define if double tap/click is used to restore the previously saved state of the camera.
  37743. */
  37744. useInputToRestoreState: boolean;
  37745. /** @hidden */
  37746. _viewMatrix: Matrix;
  37747. /** @hidden */
  37748. _useCtrlForPanning: boolean;
  37749. /** @hidden */
  37750. _panningMouseButton: number;
  37751. /**
  37752. * Defines the input associated to the camera.
  37753. */
  37754. inputs: ArcRotateCameraInputsManager;
  37755. /** @hidden */
  37756. _reset: () => void;
  37757. /**
  37758. * Defines the allowed panning axis.
  37759. */
  37760. panningAxis: Vector3;
  37761. protected _localDirection: Vector3;
  37762. protected _transformedDirection: Vector3;
  37763. private _bouncingBehavior;
  37764. /**
  37765. * Gets the bouncing behavior of the camera if it has been enabled.
  37766. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37767. */
  37768. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37769. /**
  37770. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37771. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37772. */
  37773. useBouncingBehavior: boolean;
  37774. private _framingBehavior;
  37775. /**
  37776. * Gets the framing behavior of the camera if it has been enabled.
  37777. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37778. */
  37779. readonly framingBehavior: Nullable<FramingBehavior>;
  37780. /**
  37781. * Defines if the framing behavior of the camera is enabled on the camera.
  37782. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37783. */
  37784. useFramingBehavior: boolean;
  37785. private _autoRotationBehavior;
  37786. /**
  37787. * Gets the auto rotation behavior of the camera if it has been enabled.
  37788. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37789. */
  37790. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37791. /**
  37792. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37793. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37794. */
  37795. useAutoRotationBehavior: boolean;
  37796. /**
  37797. * Observable triggered when the mesh target has been changed on the camera.
  37798. */
  37799. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37800. /**
  37801. * Event raised when the camera is colliding with a mesh.
  37802. */
  37803. onCollide: (collidedMesh: AbstractMesh) => void;
  37804. /**
  37805. * Defines whether the camera should check collision with the objects oh the scene.
  37806. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37807. */
  37808. checkCollisions: boolean;
  37809. /**
  37810. * Defines the collision radius of the camera.
  37811. * This simulates a sphere around the camera.
  37812. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37813. */
  37814. collisionRadius: Vector3;
  37815. protected _collider: Collider;
  37816. protected _previousPosition: Vector3;
  37817. protected _collisionVelocity: Vector3;
  37818. protected _newPosition: Vector3;
  37819. protected _previousAlpha: number;
  37820. protected _previousBeta: number;
  37821. protected _previousRadius: number;
  37822. protected _collisionTriggered: boolean;
  37823. protected _targetBoundingCenter: Nullable<Vector3>;
  37824. private _computationVector;
  37825. /**
  37826. * Instantiates a new ArcRotateCamera in a given scene
  37827. * @param name Defines the name of the camera
  37828. * @param alpha Defines the camera rotation along the logitudinal axis
  37829. * @param beta Defines the camera rotation along the latitudinal axis
  37830. * @param radius Defines the camera distance from its target
  37831. * @param target Defines the camera target
  37832. * @param scene Defines the scene the camera belongs to
  37833. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37834. */
  37835. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37836. /** @hidden */
  37837. _initCache(): void;
  37838. /** @hidden */
  37839. _updateCache(ignoreParentClass?: boolean): void;
  37840. protected _getTargetPosition(): Vector3;
  37841. private _storedAlpha;
  37842. private _storedBeta;
  37843. private _storedRadius;
  37844. private _storedTarget;
  37845. private _storedTargetScreenOffset;
  37846. /**
  37847. * Stores the current state of the camera (alpha, beta, radius and target)
  37848. * @returns the camera itself
  37849. */
  37850. storeState(): Camera;
  37851. /**
  37852. * @hidden
  37853. * Restored camera state. You must call storeState() first
  37854. */
  37855. _restoreStateValues(): boolean;
  37856. /** @hidden */
  37857. _isSynchronizedViewMatrix(): boolean;
  37858. /**
  37859. * Attached controls to the current camera.
  37860. * @param element Defines the element the controls should be listened from
  37861. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37862. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37863. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37864. */
  37865. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37866. /**
  37867. * Detach the current controls from the camera.
  37868. * The camera will stop reacting to inputs.
  37869. * @param element Defines the element to stop listening the inputs from
  37870. */
  37871. detachControl(element: HTMLElement): void;
  37872. /** @hidden */
  37873. _checkInputs(): void;
  37874. protected _checkLimits(): void;
  37875. /**
  37876. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37877. */
  37878. rebuildAnglesAndRadius(): void;
  37879. /**
  37880. * Use a position to define the current camera related information like alpha, beta and radius
  37881. * @param position Defines the position to set the camera at
  37882. */
  37883. setPosition(position: Vector3): void;
  37884. /**
  37885. * Defines the target the camera should look at.
  37886. * This will automatically adapt alpha beta and radius to fit within the new target.
  37887. * @param target Defines the new target as a Vector or a mesh
  37888. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37889. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37890. */
  37891. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37892. /** @hidden */
  37893. _getViewMatrix(): Matrix;
  37894. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37895. /**
  37896. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37897. * @param meshes Defines the mesh to zoom on
  37898. * @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)
  37899. */
  37900. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37901. /**
  37902. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37903. * The target will be changed but the radius
  37904. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37905. * @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)
  37906. */
  37907. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37908. min: Vector3;
  37909. max: Vector3;
  37910. distance: number;
  37911. }, doNotUpdateMaxZ?: boolean): void;
  37912. /**
  37913. * @override
  37914. * Override Camera.createRigCamera
  37915. */
  37916. createRigCamera(name: string, cameraIndex: number): Camera;
  37917. /**
  37918. * @hidden
  37919. * @override
  37920. * Override Camera._updateRigCameras
  37921. */
  37922. _updateRigCameras(): void;
  37923. /**
  37924. * Destroy the camera and release the current resources hold by it.
  37925. */
  37926. dispose(): void;
  37927. /**
  37928. * Gets the current object class name.
  37929. * @return the class name
  37930. */
  37931. getClassName(): string;
  37932. }
  37933. }
  37934. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37935. import { Behavior } from "babylonjs/Behaviors/behavior";
  37936. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37937. /**
  37938. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37939. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37940. */
  37941. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37942. /**
  37943. * Gets the name of the behavior.
  37944. */
  37945. readonly name: string;
  37946. private _zoomStopsAnimation;
  37947. private _idleRotationSpeed;
  37948. private _idleRotationWaitTime;
  37949. private _idleRotationSpinupTime;
  37950. /**
  37951. * Sets the flag that indicates if user zooming should stop animation.
  37952. */
  37953. /**
  37954. * Gets the flag that indicates if user zooming should stop animation.
  37955. */
  37956. zoomStopsAnimation: boolean;
  37957. /**
  37958. * Sets the default speed at which the camera rotates around the model.
  37959. */
  37960. /**
  37961. * Gets the default speed at which the camera rotates around the model.
  37962. */
  37963. idleRotationSpeed: number;
  37964. /**
  37965. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37966. */
  37967. /**
  37968. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37969. */
  37970. idleRotationWaitTime: number;
  37971. /**
  37972. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37973. */
  37974. /**
  37975. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37976. */
  37977. idleRotationSpinupTime: number;
  37978. /**
  37979. * Gets a value indicating if the camera is currently rotating because of this behavior
  37980. */
  37981. readonly rotationInProgress: boolean;
  37982. private _onPrePointerObservableObserver;
  37983. private _onAfterCheckInputsObserver;
  37984. private _attachedCamera;
  37985. private _isPointerDown;
  37986. private _lastFrameTime;
  37987. private _lastInteractionTime;
  37988. private _cameraRotationSpeed;
  37989. /**
  37990. * Initializes the behavior.
  37991. */
  37992. init(): void;
  37993. /**
  37994. * Attaches the behavior to its arc rotate camera.
  37995. * @param camera Defines the camera to attach the behavior to
  37996. */
  37997. attach(camera: ArcRotateCamera): void;
  37998. /**
  37999. * Detaches the behavior from its current arc rotate camera.
  38000. */
  38001. detach(): void;
  38002. /**
  38003. * Returns true if user is scrolling.
  38004. * @return true if user is scrolling.
  38005. */
  38006. private _userIsZooming;
  38007. private _lastFrameRadius;
  38008. private _shouldAnimationStopForInteraction;
  38009. /**
  38010. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38011. */
  38012. private _applyUserInteraction;
  38013. private _userIsMoving;
  38014. }
  38015. }
  38016. declare module "babylonjs/Behaviors/Cameras/index" {
  38017. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38018. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38019. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38020. }
  38021. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38022. import { Mesh } from "babylonjs/Meshes/mesh";
  38023. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38024. import { Behavior } from "babylonjs/Behaviors/behavior";
  38025. /**
  38026. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38027. */
  38028. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38029. private ui;
  38030. /**
  38031. * The name of the behavior
  38032. */
  38033. name: string;
  38034. /**
  38035. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38036. */
  38037. distanceAwayFromFace: number;
  38038. /**
  38039. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38040. */
  38041. distanceAwayFromBottomOfFace: number;
  38042. private _faceVectors;
  38043. private _target;
  38044. private _scene;
  38045. private _onRenderObserver;
  38046. private _tmpMatrix;
  38047. private _tmpVector;
  38048. /**
  38049. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38050. * @param ui The transform node that should be attched to the mesh
  38051. */
  38052. constructor(ui: TransformNode);
  38053. /**
  38054. * Initializes the behavior
  38055. */
  38056. init(): void;
  38057. private _closestFace;
  38058. private _zeroVector;
  38059. private _lookAtTmpMatrix;
  38060. private _lookAtToRef;
  38061. /**
  38062. * Attaches the AttachToBoxBehavior to the passed in mesh
  38063. * @param target The mesh that the specified node will be attached to
  38064. */
  38065. attach(target: Mesh): void;
  38066. /**
  38067. * Detaches the behavior from the mesh
  38068. */
  38069. detach(): void;
  38070. }
  38071. }
  38072. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38073. import { Behavior } from "babylonjs/Behaviors/behavior";
  38074. import { Mesh } from "babylonjs/Meshes/mesh";
  38075. /**
  38076. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38077. */
  38078. export class FadeInOutBehavior implements Behavior<Mesh> {
  38079. /**
  38080. * Time in milliseconds to delay before fading in (Default: 0)
  38081. */
  38082. delay: number;
  38083. /**
  38084. * Time in milliseconds for the mesh to fade in (Default: 300)
  38085. */
  38086. fadeInTime: number;
  38087. private _millisecondsPerFrame;
  38088. private _hovered;
  38089. private _hoverValue;
  38090. private _ownerNode;
  38091. /**
  38092. * Instatiates the FadeInOutBehavior
  38093. */
  38094. constructor();
  38095. /**
  38096. * The name of the behavior
  38097. */
  38098. readonly name: string;
  38099. /**
  38100. * Initializes the behavior
  38101. */
  38102. init(): void;
  38103. /**
  38104. * Attaches the fade behavior on the passed in mesh
  38105. * @param ownerNode The mesh that will be faded in/out once attached
  38106. */
  38107. attach(ownerNode: Mesh): void;
  38108. /**
  38109. * Detaches the behavior from the mesh
  38110. */
  38111. detach(): void;
  38112. /**
  38113. * Triggers the mesh to begin fading in or out
  38114. * @param value if the object should fade in or out (true to fade in)
  38115. */
  38116. fadeIn(value: boolean): void;
  38117. private _update;
  38118. private _setAllVisibility;
  38119. }
  38120. }
  38121. declare module "babylonjs/Misc/pivotTools" {
  38122. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38123. /**
  38124. * Class containing a set of static utilities functions for managing Pivots
  38125. * @hidden
  38126. */
  38127. export class PivotTools {
  38128. private static _PivotCached;
  38129. private static _OldPivotPoint;
  38130. private static _PivotTranslation;
  38131. private static _PivotTmpVector;
  38132. /** @hidden */
  38133. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38134. /** @hidden */
  38135. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38136. }
  38137. }
  38138. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38139. import { Scene } from "babylonjs/scene";
  38140. import { Vector4 } from "babylonjs/Maths/math.vector";
  38141. import { Mesh } from "babylonjs/Meshes/mesh";
  38142. import { Nullable } from "babylonjs/types";
  38143. import { Plane } from "babylonjs/Maths/math.plane";
  38144. /**
  38145. * Class containing static functions to help procedurally build meshes
  38146. */
  38147. export class PlaneBuilder {
  38148. /**
  38149. * Creates a plane mesh
  38150. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38151. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38152. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38153. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38154. * * If you create a double-sided mesh, you can choose what parts of 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
  38155. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38156. * @param name defines the name of the mesh
  38157. * @param options defines the options used to create the mesh
  38158. * @param scene defines the hosting scene
  38159. * @returns the plane mesh
  38160. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38161. */
  38162. static CreatePlane(name: string, options: {
  38163. size?: number;
  38164. width?: number;
  38165. height?: number;
  38166. sideOrientation?: number;
  38167. frontUVs?: Vector4;
  38168. backUVs?: Vector4;
  38169. updatable?: boolean;
  38170. sourcePlane?: Plane;
  38171. }, scene?: Nullable<Scene>): Mesh;
  38172. }
  38173. }
  38174. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38175. import { Behavior } from "babylonjs/Behaviors/behavior";
  38176. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38177. import { Observable } from "babylonjs/Misc/observable";
  38178. import { Vector3 } from "babylonjs/Maths/math.vector";
  38179. import { Ray } from "babylonjs/Culling/ray";
  38180. import "babylonjs/Meshes/Builders/planeBuilder";
  38181. /**
  38182. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38183. */
  38184. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38185. private static _AnyMouseID;
  38186. /**
  38187. * Abstract mesh the behavior is set on
  38188. */
  38189. attachedNode: AbstractMesh;
  38190. private _dragPlane;
  38191. private _scene;
  38192. private _pointerObserver;
  38193. private _beforeRenderObserver;
  38194. private static _planeScene;
  38195. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38196. /**
  38197. * 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)
  38198. */
  38199. maxDragAngle: number;
  38200. /**
  38201. * @hidden
  38202. */
  38203. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38204. /**
  38205. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38206. */
  38207. currentDraggingPointerID: number;
  38208. /**
  38209. * The last position where the pointer hit the drag plane in world space
  38210. */
  38211. lastDragPosition: Vector3;
  38212. /**
  38213. * If the behavior is currently in a dragging state
  38214. */
  38215. dragging: boolean;
  38216. /**
  38217. * 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)
  38218. */
  38219. dragDeltaRatio: number;
  38220. /**
  38221. * If the drag plane orientation should be updated during the dragging (Default: true)
  38222. */
  38223. updateDragPlane: boolean;
  38224. private _debugMode;
  38225. private _moving;
  38226. /**
  38227. * Fires each time the attached mesh is dragged with the pointer
  38228. * * delta between last drag position and current drag position in world space
  38229. * * dragDistance along the drag axis
  38230. * * dragPlaneNormal normal of the current drag plane used during the drag
  38231. * * dragPlanePoint in world space where the drag intersects the drag plane
  38232. */
  38233. onDragObservable: Observable<{
  38234. delta: Vector3;
  38235. dragPlanePoint: Vector3;
  38236. dragPlaneNormal: Vector3;
  38237. dragDistance: number;
  38238. pointerId: number;
  38239. }>;
  38240. /**
  38241. * Fires each time a drag begins (eg. mouse down on mesh)
  38242. */
  38243. onDragStartObservable: Observable<{
  38244. dragPlanePoint: Vector3;
  38245. pointerId: number;
  38246. }>;
  38247. /**
  38248. * Fires each time a drag ends (eg. mouse release after drag)
  38249. */
  38250. onDragEndObservable: Observable<{
  38251. dragPlanePoint: Vector3;
  38252. pointerId: number;
  38253. }>;
  38254. /**
  38255. * If the attached mesh should be moved when dragged
  38256. */
  38257. moveAttached: boolean;
  38258. /**
  38259. * If the drag behavior will react to drag events (Default: true)
  38260. */
  38261. enabled: boolean;
  38262. /**
  38263. * If pointer events should start and release the drag (Default: true)
  38264. */
  38265. startAndReleaseDragOnPointerEvents: boolean;
  38266. /**
  38267. * If camera controls should be detached during the drag
  38268. */
  38269. detachCameraControls: boolean;
  38270. /**
  38271. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38272. */
  38273. useObjectOrienationForDragging: boolean;
  38274. private _options;
  38275. /**
  38276. * Creates a pointer drag behavior that can be attached to a mesh
  38277. * @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)
  38278. */
  38279. constructor(options?: {
  38280. dragAxis?: Vector3;
  38281. dragPlaneNormal?: Vector3;
  38282. });
  38283. /**
  38284. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38285. */
  38286. validateDrag: (targetPosition: Vector3) => boolean;
  38287. /**
  38288. * The name of the behavior
  38289. */
  38290. readonly name: string;
  38291. /**
  38292. * Initializes the behavior
  38293. */
  38294. init(): void;
  38295. private _tmpVector;
  38296. private _alternatePickedPoint;
  38297. private _worldDragAxis;
  38298. private _targetPosition;
  38299. private _attachedElement;
  38300. /**
  38301. * Attaches the drag behavior the passed in mesh
  38302. * @param ownerNode The mesh that will be dragged around once attached
  38303. * @param predicate Predicate to use for pick filtering
  38304. */
  38305. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38306. /**
  38307. * Force relase the drag action by code.
  38308. */
  38309. releaseDrag(): void;
  38310. private _startDragRay;
  38311. private _lastPointerRay;
  38312. /**
  38313. * Simulates the start of a pointer drag event on the behavior
  38314. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38315. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38316. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38317. */
  38318. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38319. private _startDrag;
  38320. private _dragDelta;
  38321. private _moveDrag;
  38322. private _pickWithRayOnDragPlane;
  38323. private _pointA;
  38324. private _pointB;
  38325. private _pointC;
  38326. private _lineA;
  38327. private _lineB;
  38328. private _localAxis;
  38329. private _lookAt;
  38330. private _updateDragPlanePosition;
  38331. /**
  38332. * Detaches the behavior from the mesh
  38333. */
  38334. detach(): void;
  38335. }
  38336. }
  38337. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38338. import { Mesh } from "babylonjs/Meshes/mesh";
  38339. import { Behavior } from "babylonjs/Behaviors/behavior";
  38340. /**
  38341. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38342. */
  38343. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38344. private _dragBehaviorA;
  38345. private _dragBehaviorB;
  38346. private _startDistance;
  38347. private _initialScale;
  38348. private _targetScale;
  38349. private _ownerNode;
  38350. private _sceneRenderObserver;
  38351. /**
  38352. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38353. */
  38354. constructor();
  38355. /**
  38356. * The name of the behavior
  38357. */
  38358. readonly name: string;
  38359. /**
  38360. * Initializes the behavior
  38361. */
  38362. init(): void;
  38363. private _getCurrentDistance;
  38364. /**
  38365. * Attaches the scale behavior the passed in mesh
  38366. * @param ownerNode The mesh that will be scaled around once attached
  38367. */
  38368. attach(ownerNode: Mesh): void;
  38369. /**
  38370. * Detaches the behavior from the mesh
  38371. */
  38372. detach(): void;
  38373. }
  38374. }
  38375. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38376. import { Behavior } from "babylonjs/Behaviors/behavior";
  38377. import { Mesh } from "babylonjs/Meshes/mesh";
  38378. import { Observable } from "babylonjs/Misc/observable";
  38379. /**
  38380. * 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
  38381. */
  38382. export class SixDofDragBehavior implements Behavior<Mesh> {
  38383. private static _virtualScene;
  38384. private _ownerNode;
  38385. private _sceneRenderObserver;
  38386. private _scene;
  38387. private _targetPosition;
  38388. private _virtualOriginMesh;
  38389. private _virtualDragMesh;
  38390. private _pointerObserver;
  38391. private _moving;
  38392. private _startingOrientation;
  38393. /**
  38394. * 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)
  38395. */
  38396. private zDragFactor;
  38397. /**
  38398. * If the object should rotate to face the drag origin
  38399. */
  38400. rotateDraggedObject: boolean;
  38401. /**
  38402. * If the behavior is currently in a dragging state
  38403. */
  38404. dragging: boolean;
  38405. /**
  38406. * 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)
  38407. */
  38408. dragDeltaRatio: number;
  38409. /**
  38410. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38411. */
  38412. currentDraggingPointerID: number;
  38413. /**
  38414. * If camera controls should be detached during the drag
  38415. */
  38416. detachCameraControls: boolean;
  38417. /**
  38418. * Fires each time a drag starts
  38419. */
  38420. onDragStartObservable: Observable<{}>;
  38421. /**
  38422. * Fires each time a drag ends (eg. mouse release after drag)
  38423. */
  38424. onDragEndObservable: Observable<{}>;
  38425. /**
  38426. * 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
  38427. */
  38428. constructor();
  38429. /**
  38430. * The name of the behavior
  38431. */
  38432. readonly name: string;
  38433. /**
  38434. * Initializes the behavior
  38435. */
  38436. init(): void;
  38437. /**
  38438. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38439. */
  38440. private readonly _pointerCamera;
  38441. /**
  38442. * Attaches the scale behavior the passed in mesh
  38443. * @param ownerNode The mesh that will be scaled around once attached
  38444. */
  38445. attach(ownerNode: Mesh): void;
  38446. /**
  38447. * Detaches the behavior from the mesh
  38448. */
  38449. detach(): void;
  38450. }
  38451. }
  38452. declare module "babylonjs/Behaviors/Meshes/index" {
  38453. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38454. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38455. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38456. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38457. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38458. }
  38459. declare module "babylonjs/Behaviors/index" {
  38460. export * from "babylonjs/Behaviors/behavior";
  38461. export * from "babylonjs/Behaviors/Cameras/index";
  38462. export * from "babylonjs/Behaviors/Meshes/index";
  38463. }
  38464. declare module "babylonjs/Bones/boneIKController" {
  38465. import { Bone } from "babylonjs/Bones/bone";
  38466. import { Vector3 } from "babylonjs/Maths/math.vector";
  38467. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38468. import { Nullable } from "babylonjs/types";
  38469. /**
  38470. * Class used to apply inverse kinematics to bones
  38471. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38472. */
  38473. export class BoneIKController {
  38474. private static _tmpVecs;
  38475. private static _tmpQuat;
  38476. private static _tmpMats;
  38477. /**
  38478. * Gets or sets the target mesh
  38479. */
  38480. targetMesh: AbstractMesh;
  38481. /** Gets or sets the mesh used as pole */
  38482. poleTargetMesh: AbstractMesh;
  38483. /**
  38484. * Gets or sets the bone used as pole
  38485. */
  38486. poleTargetBone: Nullable<Bone>;
  38487. /**
  38488. * Gets or sets the target position
  38489. */
  38490. targetPosition: Vector3;
  38491. /**
  38492. * Gets or sets the pole target position
  38493. */
  38494. poleTargetPosition: Vector3;
  38495. /**
  38496. * Gets or sets the pole target local offset
  38497. */
  38498. poleTargetLocalOffset: Vector3;
  38499. /**
  38500. * Gets or sets the pole angle
  38501. */
  38502. poleAngle: number;
  38503. /**
  38504. * Gets or sets the mesh associated with the controller
  38505. */
  38506. mesh: AbstractMesh;
  38507. /**
  38508. * 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)
  38509. */
  38510. slerpAmount: number;
  38511. private _bone1Quat;
  38512. private _bone1Mat;
  38513. private _bone2Ang;
  38514. private _bone1;
  38515. private _bone2;
  38516. private _bone1Length;
  38517. private _bone2Length;
  38518. private _maxAngle;
  38519. private _maxReach;
  38520. private _rightHandedSystem;
  38521. private _bendAxis;
  38522. private _slerping;
  38523. private _adjustRoll;
  38524. /**
  38525. * Gets or sets maximum allowed angle
  38526. */
  38527. maxAngle: number;
  38528. /**
  38529. * Creates a new BoneIKController
  38530. * @param mesh defines the mesh to control
  38531. * @param bone defines the bone to control
  38532. * @param options defines options to set up the controller
  38533. */
  38534. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38535. targetMesh?: AbstractMesh;
  38536. poleTargetMesh?: AbstractMesh;
  38537. poleTargetBone?: Bone;
  38538. poleTargetLocalOffset?: Vector3;
  38539. poleAngle?: number;
  38540. bendAxis?: Vector3;
  38541. maxAngle?: number;
  38542. slerpAmount?: number;
  38543. });
  38544. private _setMaxAngle;
  38545. /**
  38546. * Force the controller to update the bones
  38547. */
  38548. update(): void;
  38549. }
  38550. }
  38551. declare module "babylonjs/Bones/boneLookController" {
  38552. import { Vector3 } from "babylonjs/Maths/math.vector";
  38553. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38554. import { Bone } from "babylonjs/Bones/bone";
  38555. import { Space } from "babylonjs/Maths/math.axis";
  38556. /**
  38557. * Class used to make a bone look toward a point in space
  38558. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38559. */
  38560. export class BoneLookController {
  38561. private static _tmpVecs;
  38562. private static _tmpQuat;
  38563. private static _tmpMats;
  38564. /**
  38565. * The target Vector3 that the bone will look at
  38566. */
  38567. target: Vector3;
  38568. /**
  38569. * The mesh that the bone is attached to
  38570. */
  38571. mesh: AbstractMesh;
  38572. /**
  38573. * The bone that will be looking to the target
  38574. */
  38575. bone: Bone;
  38576. /**
  38577. * The up axis of the coordinate system that is used when the bone is rotated
  38578. */
  38579. upAxis: Vector3;
  38580. /**
  38581. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38582. */
  38583. upAxisSpace: Space;
  38584. /**
  38585. * Used to make an adjustment to the yaw of the bone
  38586. */
  38587. adjustYaw: number;
  38588. /**
  38589. * Used to make an adjustment to the pitch of the bone
  38590. */
  38591. adjustPitch: number;
  38592. /**
  38593. * Used to make an adjustment to the roll of the bone
  38594. */
  38595. adjustRoll: number;
  38596. /**
  38597. * 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)
  38598. */
  38599. slerpAmount: number;
  38600. private _minYaw;
  38601. private _maxYaw;
  38602. private _minPitch;
  38603. private _maxPitch;
  38604. private _minYawSin;
  38605. private _minYawCos;
  38606. private _maxYawSin;
  38607. private _maxYawCos;
  38608. private _midYawConstraint;
  38609. private _minPitchTan;
  38610. private _maxPitchTan;
  38611. private _boneQuat;
  38612. private _slerping;
  38613. private _transformYawPitch;
  38614. private _transformYawPitchInv;
  38615. private _firstFrameSkipped;
  38616. private _yawRange;
  38617. private _fowardAxis;
  38618. /**
  38619. * Gets or sets the minimum yaw angle that the bone can look to
  38620. */
  38621. minYaw: number;
  38622. /**
  38623. * Gets or sets the maximum yaw angle that the bone can look to
  38624. */
  38625. maxYaw: number;
  38626. /**
  38627. * Gets or sets the minimum pitch angle that the bone can look to
  38628. */
  38629. minPitch: number;
  38630. /**
  38631. * Gets or sets the maximum pitch angle that the bone can look to
  38632. */
  38633. maxPitch: number;
  38634. /**
  38635. * Create a BoneLookController
  38636. * @param mesh the mesh that the bone belongs to
  38637. * @param bone the bone that will be looking to the target
  38638. * @param target the target Vector3 to look at
  38639. * @param options optional settings:
  38640. * * maxYaw: the maximum angle the bone will yaw to
  38641. * * minYaw: the minimum angle the bone will yaw to
  38642. * * maxPitch: the maximum angle the bone will pitch to
  38643. * * minPitch: the minimum angle the bone will yaw to
  38644. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38645. * * upAxis: the up axis of the coordinate system
  38646. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38647. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38648. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38649. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38650. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38651. * * adjustRoll: used to make an adjustment to the roll of the bone
  38652. **/
  38653. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38654. maxYaw?: number;
  38655. minYaw?: number;
  38656. maxPitch?: number;
  38657. minPitch?: number;
  38658. slerpAmount?: number;
  38659. upAxis?: Vector3;
  38660. upAxisSpace?: Space;
  38661. yawAxis?: Vector3;
  38662. pitchAxis?: Vector3;
  38663. adjustYaw?: number;
  38664. adjustPitch?: number;
  38665. adjustRoll?: number;
  38666. });
  38667. /**
  38668. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38669. */
  38670. update(): void;
  38671. private _getAngleDiff;
  38672. private _getAngleBetween;
  38673. private _isAngleBetween;
  38674. }
  38675. }
  38676. declare module "babylonjs/Bones/index" {
  38677. export * from "babylonjs/Bones/bone";
  38678. export * from "babylonjs/Bones/boneIKController";
  38679. export * from "babylonjs/Bones/boneLookController";
  38680. export * from "babylonjs/Bones/skeleton";
  38681. }
  38682. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38683. import { Nullable } from "babylonjs/types";
  38684. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38685. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38686. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38687. /**
  38688. * Manage the gamepad inputs to control an arc rotate camera.
  38689. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38690. */
  38691. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38692. /**
  38693. * Defines the camera the input is attached to.
  38694. */
  38695. camera: ArcRotateCamera;
  38696. /**
  38697. * Defines the gamepad the input is gathering event from.
  38698. */
  38699. gamepad: Nullable<Gamepad>;
  38700. /**
  38701. * Defines the gamepad rotation sensiblity.
  38702. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38703. */
  38704. gamepadRotationSensibility: number;
  38705. /**
  38706. * Defines the gamepad move sensiblity.
  38707. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38708. */
  38709. gamepadMoveSensibility: number;
  38710. private _yAxisScale;
  38711. /**
  38712. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  38713. */
  38714. invertYAxis: boolean;
  38715. private _onGamepadConnectedObserver;
  38716. private _onGamepadDisconnectedObserver;
  38717. /**
  38718. * Attach the input controls to a specific dom element to get the input from.
  38719. * @param element Defines the element the controls should be listened from
  38720. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38721. */
  38722. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38723. /**
  38724. * Detach the current controls from the specified dom element.
  38725. * @param element Defines the element to stop listening the inputs from
  38726. */
  38727. detachControl(element: Nullable<HTMLElement>): void;
  38728. /**
  38729. * Update the current camera state depending on the inputs that have been used this frame.
  38730. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38731. */
  38732. checkInputs(): void;
  38733. /**
  38734. * Gets the class name of the current intput.
  38735. * @returns the class name
  38736. */
  38737. getClassName(): string;
  38738. /**
  38739. * Get the friendly name associated with the input class.
  38740. * @returns the input friendly name
  38741. */
  38742. getSimpleName(): string;
  38743. }
  38744. }
  38745. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38746. import { Nullable } from "babylonjs/types";
  38747. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38748. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38749. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38750. interface ArcRotateCameraInputsManager {
  38751. /**
  38752. * Add orientation input support to the input manager.
  38753. * @returns the current input manager
  38754. */
  38755. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38756. }
  38757. }
  38758. /**
  38759. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38760. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38761. */
  38762. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38763. /**
  38764. * Defines the camera the input is attached to.
  38765. */
  38766. camera: ArcRotateCamera;
  38767. /**
  38768. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38769. */
  38770. alphaCorrection: number;
  38771. /**
  38772. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38773. */
  38774. gammaCorrection: number;
  38775. private _alpha;
  38776. private _gamma;
  38777. private _dirty;
  38778. private _deviceOrientationHandler;
  38779. /**
  38780. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38781. */
  38782. constructor();
  38783. /**
  38784. * Attach the input controls to a specific dom element to get the input from.
  38785. * @param element Defines the element the controls should be listened from
  38786. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38787. */
  38788. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38789. /** @hidden */
  38790. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38791. /**
  38792. * Update the current camera state depending on the inputs that have been used this frame.
  38793. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38794. */
  38795. checkInputs(): void;
  38796. /**
  38797. * Detach the current controls from the specified dom element.
  38798. * @param element Defines the element to stop listening the inputs from
  38799. */
  38800. detachControl(element: Nullable<HTMLElement>): void;
  38801. /**
  38802. * Gets the class name of the current intput.
  38803. * @returns the class name
  38804. */
  38805. getClassName(): string;
  38806. /**
  38807. * Get the friendly name associated with the input class.
  38808. * @returns the input friendly name
  38809. */
  38810. getSimpleName(): string;
  38811. }
  38812. }
  38813. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38814. import { Nullable } from "babylonjs/types";
  38815. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38816. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38817. /**
  38818. * Listen to mouse events to control the camera.
  38819. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38820. */
  38821. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38822. /**
  38823. * Defines the camera the input is attached to.
  38824. */
  38825. camera: FlyCamera;
  38826. /**
  38827. * Defines if touch is enabled. (Default is true.)
  38828. */
  38829. touchEnabled: boolean;
  38830. /**
  38831. * Defines the buttons associated with the input to handle camera rotation.
  38832. */
  38833. buttons: number[];
  38834. /**
  38835. * Assign buttons for Yaw control.
  38836. */
  38837. buttonsYaw: number[];
  38838. /**
  38839. * Assign buttons for Pitch control.
  38840. */
  38841. buttonsPitch: number[];
  38842. /**
  38843. * Assign buttons for Roll control.
  38844. */
  38845. buttonsRoll: number[];
  38846. /**
  38847. * Detect if any button is being pressed while mouse is moved.
  38848. * -1 = Mouse locked.
  38849. * 0 = Left button.
  38850. * 1 = Middle Button.
  38851. * 2 = Right Button.
  38852. */
  38853. activeButton: number;
  38854. /**
  38855. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38856. * Higher values reduce its sensitivity.
  38857. */
  38858. angularSensibility: number;
  38859. private _mousemoveCallback;
  38860. private _observer;
  38861. private _rollObserver;
  38862. private previousPosition;
  38863. private noPreventDefault;
  38864. private element;
  38865. /**
  38866. * Listen to mouse events to control the camera.
  38867. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38868. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38869. */
  38870. constructor(touchEnabled?: boolean);
  38871. /**
  38872. * Attach the mouse control to the HTML DOM element.
  38873. * @param element Defines the element that listens to the input events.
  38874. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38875. */
  38876. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38877. /**
  38878. * Detach the current controls from the specified dom element.
  38879. * @param element Defines the element to stop listening the inputs from
  38880. */
  38881. detachControl(element: Nullable<HTMLElement>): void;
  38882. /**
  38883. * Gets the class name of the current input.
  38884. * @returns the class name.
  38885. */
  38886. getClassName(): string;
  38887. /**
  38888. * Get the friendly name associated with the input class.
  38889. * @returns the input's friendly name.
  38890. */
  38891. getSimpleName(): string;
  38892. private _pointerInput;
  38893. private _onMouseMove;
  38894. /**
  38895. * Rotate camera by mouse offset.
  38896. */
  38897. private rotateCamera;
  38898. }
  38899. }
  38900. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38901. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38902. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38903. /**
  38904. * Default Inputs manager for the FlyCamera.
  38905. * It groups all the default supported inputs for ease of use.
  38906. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38907. */
  38908. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38909. /**
  38910. * Instantiates a new FlyCameraInputsManager.
  38911. * @param camera Defines the camera the inputs belong to.
  38912. */
  38913. constructor(camera: FlyCamera);
  38914. /**
  38915. * Add keyboard input support to the input manager.
  38916. * @returns the new FlyCameraKeyboardMoveInput().
  38917. */
  38918. addKeyboard(): FlyCameraInputsManager;
  38919. /**
  38920. * Add mouse input support to the input manager.
  38921. * @param touchEnabled Enable touch screen support.
  38922. * @returns the new FlyCameraMouseInput().
  38923. */
  38924. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38925. }
  38926. }
  38927. declare module "babylonjs/Cameras/flyCamera" {
  38928. import { Scene } from "babylonjs/scene";
  38929. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38930. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38931. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38932. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38933. /**
  38934. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38935. * such as in a 3D Space Shooter or a Flight Simulator.
  38936. */
  38937. export class FlyCamera extends TargetCamera {
  38938. /**
  38939. * Define the collision ellipsoid of the camera.
  38940. * This is helpful for simulating a camera body, like a player's body.
  38941. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38942. */
  38943. ellipsoid: Vector3;
  38944. /**
  38945. * Define an offset for the position of the ellipsoid around the camera.
  38946. * This can be helpful if the camera is attached away from the player's body center,
  38947. * such as at its head.
  38948. */
  38949. ellipsoidOffset: Vector3;
  38950. /**
  38951. * Enable or disable collisions of the camera with the rest of the scene objects.
  38952. */
  38953. checkCollisions: boolean;
  38954. /**
  38955. * Enable or disable gravity on the camera.
  38956. */
  38957. applyGravity: boolean;
  38958. /**
  38959. * Define the current direction the camera is moving to.
  38960. */
  38961. cameraDirection: Vector3;
  38962. /**
  38963. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38964. * This overrides and empties cameraRotation.
  38965. */
  38966. rotationQuaternion: Quaternion;
  38967. /**
  38968. * Track Roll to maintain the wanted Rolling when looking around.
  38969. */
  38970. _trackRoll: number;
  38971. /**
  38972. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38973. */
  38974. rollCorrect: number;
  38975. /**
  38976. * Mimic a banked turn, Rolling the camera when Yawing.
  38977. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38978. */
  38979. bankedTurn: boolean;
  38980. /**
  38981. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38982. */
  38983. bankedTurnLimit: number;
  38984. /**
  38985. * Value of 0 disables the banked Roll.
  38986. * Value of 1 is equal to the Yaw angle in radians.
  38987. */
  38988. bankedTurnMultiplier: number;
  38989. /**
  38990. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38991. */
  38992. inputs: FlyCameraInputsManager;
  38993. /**
  38994. * Gets the input sensibility for mouse input.
  38995. * Higher values reduce sensitivity.
  38996. */
  38997. /**
  38998. * Sets the input sensibility for a mouse input.
  38999. * Higher values reduce sensitivity.
  39000. */
  39001. angularSensibility: number;
  39002. /**
  39003. * Get the keys for camera movement forward.
  39004. */
  39005. /**
  39006. * Set the keys for camera movement forward.
  39007. */
  39008. keysForward: number[];
  39009. /**
  39010. * Get the keys for camera movement backward.
  39011. */
  39012. keysBackward: number[];
  39013. /**
  39014. * Get the keys for camera movement up.
  39015. */
  39016. /**
  39017. * Set the keys for camera movement up.
  39018. */
  39019. keysUp: number[];
  39020. /**
  39021. * Get the keys for camera movement down.
  39022. */
  39023. /**
  39024. * Set the keys for camera movement down.
  39025. */
  39026. keysDown: number[];
  39027. /**
  39028. * Get the keys for camera movement left.
  39029. */
  39030. /**
  39031. * Set the keys for camera movement left.
  39032. */
  39033. keysLeft: number[];
  39034. /**
  39035. * Set the keys for camera movement right.
  39036. */
  39037. /**
  39038. * Set the keys for camera movement right.
  39039. */
  39040. keysRight: number[];
  39041. /**
  39042. * Event raised when the camera collides with a mesh in the scene.
  39043. */
  39044. onCollide: (collidedMesh: AbstractMesh) => void;
  39045. private _collider;
  39046. private _needMoveForGravity;
  39047. private _oldPosition;
  39048. private _diffPosition;
  39049. private _newPosition;
  39050. /** @hidden */
  39051. _localDirection: Vector3;
  39052. /** @hidden */
  39053. _transformedDirection: Vector3;
  39054. /**
  39055. * Instantiates a FlyCamera.
  39056. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39057. * such as in a 3D Space Shooter or a Flight Simulator.
  39058. * @param name Define the name of the camera in the scene.
  39059. * @param position Define the starting position of the camera in the scene.
  39060. * @param scene Define the scene the camera belongs to.
  39061. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39062. */
  39063. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39064. /**
  39065. * Attach a control to the HTML DOM element.
  39066. * @param element Defines the element that listens to the input events.
  39067. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39068. */
  39069. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39070. /**
  39071. * Detach a control from the HTML DOM element.
  39072. * The camera will stop reacting to that input.
  39073. * @param element Defines the element that listens to the input events.
  39074. */
  39075. detachControl(element: HTMLElement): void;
  39076. private _collisionMask;
  39077. /**
  39078. * Get the mask that the camera ignores in collision events.
  39079. */
  39080. /**
  39081. * Set the mask that the camera ignores in collision events.
  39082. */
  39083. collisionMask: number;
  39084. /** @hidden */
  39085. _collideWithWorld(displacement: Vector3): void;
  39086. /** @hidden */
  39087. private _onCollisionPositionChange;
  39088. /** @hidden */
  39089. _checkInputs(): void;
  39090. /** @hidden */
  39091. _decideIfNeedsToMove(): boolean;
  39092. /** @hidden */
  39093. _updatePosition(): void;
  39094. /**
  39095. * Restore the Roll to its target value at the rate specified.
  39096. * @param rate - Higher means slower restoring.
  39097. * @hidden
  39098. */
  39099. restoreRoll(rate: number): void;
  39100. /**
  39101. * Destroy the camera and release the current resources held by it.
  39102. */
  39103. dispose(): void;
  39104. /**
  39105. * Get the current object class name.
  39106. * @returns the class name.
  39107. */
  39108. getClassName(): string;
  39109. }
  39110. }
  39111. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39112. import { Nullable } from "babylonjs/types";
  39113. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39114. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39115. /**
  39116. * Listen to keyboard events to control the camera.
  39117. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39118. */
  39119. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39120. /**
  39121. * Defines the camera the input is attached to.
  39122. */
  39123. camera: FlyCamera;
  39124. /**
  39125. * The list of keyboard keys used to control the forward move of the camera.
  39126. */
  39127. keysForward: number[];
  39128. /**
  39129. * The list of keyboard keys used to control the backward move of the camera.
  39130. */
  39131. keysBackward: number[];
  39132. /**
  39133. * The list of keyboard keys used to control the forward move of the camera.
  39134. */
  39135. keysUp: number[];
  39136. /**
  39137. * The list of keyboard keys used to control the backward move of the camera.
  39138. */
  39139. keysDown: number[];
  39140. /**
  39141. * The list of keyboard keys used to control the right strafe move of the camera.
  39142. */
  39143. keysRight: number[];
  39144. /**
  39145. * The list of keyboard keys used to control the left strafe move of the camera.
  39146. */
  39147. keysLeft: number[];
  39148. private _keys;
  39149. private _onCanvasBlurObserver;
  39150. private _onKeyboardObserver;
  39151. private _engine;
  39152. private _scene;
  39153. /**
  39154. * Attach the input controls to a specific dom element to get the input from.
  39155. * @param element Defines the element the controls should be listened from
  39156. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39157. */
  39158. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39159. /**
  39160. * Detach the current controls from the specified dom element.
  39161. * @param element Defines the element to stop listening the inputs from
  39162. */
  39163. detachControl(element: Nullable<HTMLElement>): void;
  39164. /**
  39165. * Gets the class name of the current intput.
  39166. * @returns the class name
  39167. */
  39168. getClassName(): string;
  39169. /** @hidden */
  39170. _onLostFocus(e: FocusEvent): void;
  39171. /**
  39172. * Get the friendly name associated with the input class.
  39173. * @returns the input friendly name
  39174. */
  39175. getSimpleName(): string;
  39176. /**
  39177. * Update the current camera state depending on the inputs that have been used this frame.
  39178. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39179. */
  39180. checkInputs(): void;
  39181. }
  39182. }
  39183. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39184. import { Nullable } from "babylonjs/types";
  39185. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39186. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39187. /**
  39188. * Manage the mouse wheel inputs to control a follow camera.
  39189. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39190. */
  39191. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39192. /**
  39193. * Defines the camera the input is attached to.
  39194. */
  39195. camera: FollowCamera;
  39196. /**
  39197. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39198. */
  39199. axisControlRadius: boolean;
  39200. /**
  39201. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39202. */
  39203. axisControlHeight: boolean;
  39204. /**
  39205. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39206. */
  39207. axisControlRotation: boolean;
  39208. /**
  39209. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39210. * relation to mouseWheel events.
  39211. */
  39212. wheelPrecision: number;
  39213. /**
  39214. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39215. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39216. */
  39217. wheelDeltaPercentage: number;
  39218. private _wheel;
  39219. private _observer;
  39220. /**
  39221. * Attach the input controls to a specific dom element to get the input from.
  39222. * @param element Defines the element the controls should be listened from
  39223. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39224. */
  39225. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39226. /**
  39227. * Detach the current controls from the specified dom element.
  39228. * @param element Defines the element to stop listening the inputs from
  39229. */
  39230. detachControl(element: Nullable<HTMLElement>): void;
  39231. /**
  39232. * Gets the class name of the current intput.
  39233. * @returns the class name
  39234. */
  39235. getClassName(): string;
  39236. /**
  39237. * Get the friendly name associated with the input class.
  39238. * @returns the input friendly name
  39239. */
  39240. getSimpleName(): string;
  39241. }
  39242. }
  39243. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39244. import { Nullable } from "babylonjs/types";
  39245. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39246. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39247. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39248. /**
  39249. * Manage the pointers inputs to control an follow camera.
  39250. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39251. */
  39252. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39253. /**
  39254. * Defines the camera the input is attached to.
  39255. */
  39256. camera: FollowCamera;
  39257. /**
  39258. * Gets the class name of the current input.
  39259. * @returns the class name
  39260. */
  39261. getClassName(): string;
  39262. /**
  39263. * Defines the pointer angular sensibility along the X axis or how fast is
  39264. * the camera rotating.
  39265. * A negative number will reverse the axis direction.
  39266. */
  39267. angularSensibilityX: number;
  39268. /**
  39269. * Defines the pointer angular sensibility along the Y axis or how fast is
  39270. * the camera rotating.
  39271. * A negative number will reverse the axis direction.
  39272. */
  39273. angularSensibilityY: number;
  39274. /**
  39275. * Defines the pointer pinch precision or how fast is the camera zooming.
  39276. * A negative number will reverse the axis direction.
  39277. */
  39278. pinchPrecision: number;
  39279. /**
  39280. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39281. * from 0.
  39282. * It defines the percentage of current camera.radius to use as delta when
  39283. * pinch zoom is used.
  39284. */
  39285. pinchDeltaPercentage: number;
  39286. /**
  39287. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39288. */
  39289. axisXControlRadius: boolean;
  39290. /**
  39291. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39292. */
  39293. axisXControlHeight: boolean;
  39294. /**
  39295. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39296. */
  39297. axisXControlRotation: boolean;
  39298. /**
  39299. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39300. */
  39301. axisYControlRadius: boolean;
  39302. /**
  39303. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39304. */
  39305. axisYControlHeight: boolean;
  39306. /**
  39307. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39308. */
  39309. axisYControlRotation: boolean;
  39310. /**
  39311. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39312. */
  39313. axisPinchControlRadius: boolean;
  39314. /**
  39315. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39316. */
  39317. axisPinchControlHeight: boolean;
  39318. /**
  39319. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39320. */
  39321. axisPinchControlRotation: boolean;
  39322. /**
  39323. * Log error messages if basic misconfiguration has occurred.
  39324. */
  39325. warningEnable: boolean;
  39326. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39327. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39328. private _warningCounter;
  39329. private _warning;
  39330. }
  39331. }
  39332. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39333. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39334. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39335. /**
  39336. * Default Inputs manager for the FollowCamera.
  39337. * It groups all the default supported inputs for ease of use.
  39338. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39339. */
  39340. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39341. /**
  39342. * Instantiates a new FollowCameraInputsManager.
  39343. * @param camera Defines the camera the inputs belong to
  39344. */
  39345. constructor(camera: FollowCamera);
  39346. /**
  39347. * Add keyboard input support to the input manager.
  39348. * @returns the current input manager
  39349. */
  39350. addKeyboard(): FollowCameraInputsManager;
  39351. /**
  39352. * Add mouse wheel input support to the input manager.
  39353. * @returns the current input manager
  39354. */
  39355. addMouseWheel(): FollowCameraInputsManager;
  39356. /**
  39357. * Add pointers input support to the input manager.
  39358. * @returns the current input manager
  39359. */
  39360. addPointers(): FollowCameraInputsManager;
  39361. /**
  39362. * Add orientation input support to the input manager.
  39363. * @returns the current input manager
  39364. */
  39365. addVRDeviceOrientation(): FollowCameraInputsManager;
  39366. }
  39367. }
  39368. declare module "babylonjs/Cameras/followCamera" {
  39369. import { Nullable } from "babylonjs/types";
  39370. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39371. import { Scene } from "babylonjs/scene";
  39372. import { Vector3 } from "babylonjs/Maths/math.vector";
  39373. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39374. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39375. /**
  39376. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39377. * an arc rotate version arcFollowCamera are available.
  39378. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39379. */
  39380. export class FollowCamera extends TargetCamera {
  39381. /**
  39382. * Distance the follow camera should follow an object at
  39383. */
  39384. radius: number;
  39385. /**
  39386. * Minimum allowed distance of the camera to the axis of rotation
  39387. * (The camera can not get closer).
  39388. * This can help limiting how the Camera is able to move in the scene.
  39389. */
  39390. lowerRadiusLimit: Nullable<number>;
  39391. /**
  39392. * Maximum allowed distance of the camera to the axis of rotation
  39393. * (The camera can not get further).
  39394. * This can help limiting how the Camera is able to move in the scene.
  39395. */
  39396. upperRadiusLimit: Nullable<number>;
  39397. /**
  39398. * Define a rotation offset between the camera and the object it follows
  39399. */
  39400. rotationOffset: number;
  39401. /**
  39402. * Minimum allowed angle to camera position relative to target object.
  39403. * This can help limiting how the Camera is able to move in the scene.
  39404. */
  39405. lowerRotationOffsetLimit: Nullable<number>;
  39406. /**
  39407. * Maximum allowed angle to camera position relative to target object.
  39408. * This can help limiting how the Camera is able to move in the scene.
  39409. */
  39410. upperRotationOffsetLimit: Nullable<number>;
  39411. /**
  39412. * Define a height offset between the camera and the object it follows.
  39413. * It can help following an object from the top (like a car chaing a plane)
  39414. */
  39415. heightOffset: number;
  39416. /**
  39417. * Minimum allowed height of camera position relative to target object.
  39418. * This can help limiting how the Camera is able to move in the scene.
  39419. */
  39420. lowerHeightOffsetLimit: Nullable<number>;
  39421. /**
  39422. * Maximum allowed height of camera position relative to target object.
  39423. * This can help limiting how the Camera is able to move in the scene.
  39424. */
  39425. upperHeightOffsetLimit: Nullable<number>;
  39426. /**
  39427. * Define how fast the camera can accelerate to follow it s target.
  39428. */
  39429. cameraAcceleration: number;
  39430. /**
  39431. * Define the speed limit of the camera following an object.
  39432. */
  39433. maxCameraSpeed: number;
  39434. /**
  39435. * Define the target of the camera.
  39436. */
  39437. lockedTarget: Nullable<AbstractMesh>;
  39438. /**
  39439. * Defines the input associated with the camera.
  39440. */
  39441. inputs: FollowCameraInputsManager;
  39442. /**
  39443. * Instantiates the follow camera.
  39444. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39445. * @param name Define the name of the camera in the scene
  39446. * @param position Define the position of the camera
  39447. * @param scene Define the scene the camera belong to
  39448. * @param lockedTarget Define the target of the camera
  39449. */
  39450. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39451. private _follow;
  39452. /**
  39453. * Attached controls to the current camera.
  39454. * @param element Defines the element the controls should be listened from
  39455. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39456. */
  39457. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39458. /**
  39459. * Detach the current controls from the camera.
  39460. * The camera will stop reacting to inputs.
  39461. * @param element Defines the element to stop listening the inputs from
  39462. */
  39463. detachControl(element: HTMLElement): void;
  39464. /** @hidden */
  39465. _checkInputs(): void;
  39466. private _checkLimits;
  39467. /**
  39468. * Gets the camera class name.
  39469. * @returns the class name
  39470. */
  39471. getClassName(): string;
  39472. }
  39473. /**
  39474. * Arc Rotate version of the follow camera.
  39475. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39476. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39477. */
  39478. export class ArcFollowCamera extends TargetCamera {
  39479. /** The longitudinal angle of the camera */
  39480. alpha: number;
  39481. /** The latitudinal angle of the camera */
  39482. beta: number;
  39483. /** The radius of the camera from its target */
  39484. radius: number;
  39485. /** Define the camera target (the messh it should follow) */
  39486. target: Nullable<AbstractMesh>;
  39487. private _cartesianCoordinates;
  39488. /**
  39489. * Instantiates a new ArcFollowCamera
  39490. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39491. * @param name Define the name of the camera
  39492. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39493. * @param beta Define the rotation angle of the camera around the elevation axis
  39494. * @param radius Define the radius of the camera from its target point
  39495. * @param target Define the target of the camera
  39496. * @param scene Define the scene the camera belongs to
  39497. */
  39498. constructor(name: string,
  39499. /** The longitudinal angle of the camera */
  39500. alpha: number,
  39501. /** The latitudinal angle of the camera */
  39502. beta: number,
  39503. /** The radius of the camera from its target */
  39504. radius: number,
  39505. /** Define the camera target (the messh it should follow) */
  39506. target: Nullable<AbstractMesh>, scene: Scene);
  39507. private _follow;
  39508. /** @hidden */
  39509. _checkInputs(): void;
  39510. /**
  39511. * Returns the class name of the object.
  39512. * It is mostly used internally for serialization purposes.
  39513. */
  39514. getClassName(): string;
  39515. }
  39516. }
  39517. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39518. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39519. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39520. import { Nullable } from "babylonjs/types";
  39521. /**
  39522. * Manage the keyboard inputs to control the movement of a follow camera.
  39523. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39524. */
  39525. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39526. /**
  39527. * Defines the camera the input is attached to.
  39528. */
  39529. camera: FollowCamera;
  39530. /**
  39531. * Defines the list of key codes associated with the up action (increase heightOffset)
  39532. */
  39533. keysHeightOffsetIncr: number[];
  39534. /**
  39535. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39536. */
  39537. keysHeightOffsetDecr: number[];
  39538. /**
  39539. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39540. */
  39541. keysHeightOffsetModifierAlt: boolean;
  39542. /**
  39543. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39544. */
  39545. keysHeightOffsetModifierCtrl: boolean;
  39546. /**
  39547. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39548. */
  39549. keysHeightOffsetModifierShift: boolean;
  39550. /**
  39551. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39552. */
  39553. keysRotationOffsetIncr: number[];
  39554. /**
  39555. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39556. */
  39557. keysRotationOffsetDecr: number[];
  39558. /**
  39559. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39560. */
  39561. keysRotationOffsetModifierAlt: boolean;
  39562. /**
  39563. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39564. */
  39565. keysRotationOffsetModifierCtrl: boolean;
  39566. /**
  39567. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39568. */
  39569. keysRotationOffsetModifierShift: boolean;
  39570. /**
  39571. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39572. */
  39573. keysRadiusIncr: number[];
  39574. /**
  39575. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39576. */
  39577. keysRadiusDecr: number[];
  39578. /**
  39579. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39580. */
  39581. keysRadiusModifierAlt: boolean;
  39582. /**
  39583. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39584. */
  39585. keysRadiusModifierCtrl: boolean;
  39586. /**
  39587. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39588. */
  39589. keysRadiusModifierShift: boolean;
  39590. /**
  39591. * Defines the rate of change of heightOffset.
  39592. */
  39593. heightSensibility: number;
  39594. /**
  39595. * Defines the rate of change of rotationOffset.
  39596. */
  39597. rotationSensibility: number;
  39598. /**
  39599. * Defines the rate of change of radius.
  39600. */
  39601. radiusSensibility: number;
  39602. private _keys;
  39603. private _ctrlPressed;
  39604. private _altPressed;
  39605. private _shiftPressed;
  39606. private _onCanvasBlurObserver;
  39607. private _onKeyboardObserver;
  39608. private _engine;
  39609. private _scene;
  39610. /**
  39611. * Attach the input controls to a specific dom element to get the input from.
  39612. * @param element Defines the element the controls should be listened from
  39613. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39614. */
  39615. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39616. /**
  39617. * Detach the current controls from the specified dom element.
  39618. * @param element Defines the element to stop listening the inputs from
  39619. */
  39620. detachControl(element: Nullable<HTMLElement>): void;
  39621. /**
  39622. * Update the current camera state depending on the inputs that have been used this frame.
  39623. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39624. */
  39625. checkInputs(): void;
  39626. /**
  39627. * Gets the class name of the current input.
  39628. * @returns the class name
  39629. */
  39630. getClassName(): string;
  39631. /**
  39632. * Get the friendly name associated with the input class.
  39633. * @returns the input friendly name
  39634. */
  39635. getSimpleName(): string;
  39636. /**
  39637. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39638. * allow modification of the heightOffset value.
  39639. */
  39640. private _modifierHeightOffset;
  39641. /**
  39642. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39643. * allow modification of the rotationOffset value.
  39644. */
  39645. private _modifierRotationOffset;
  39646. /**
  39647. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39648. * allow modification of the radius value.
  39649. */
  39650. private _modifierRadius;
  39651. }
  39652. }
  39653. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39654. import { Nullable } from "babylonjs/types";
  39655. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39656. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39657. import { Observable } from "babylonjs/Misc/observable";
  39658. module "babylonjs/Cameras/freeCameraInputsManager" {
  39659. interface FreeCameraInputsManager {
  39660. /**
  39661. * @hidden
  39662. */
  39663. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39664. /**
  39665. * Add orientation input support to the input manager.
  39666. * @returns the current input manager
  39667. */
  39668. addDeviceOrientation(): FreeCameraInputsManager;
  39669. }
  39670. }
  39671. /**
  39672. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39673. * Screen rotation is taken into account.
  39674. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39675. */
  39676. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39677. private _camera;
  39678. private _screenOrientationAngle;
  39679. private _constantTranform;
  39680. private _screenQuaternion;
  39681. private _alpha;
  39682. private _beta;
  39683. private _gamma;
  39684. /**
  39685. * Can be used to detect if a device orientation sensor is availible on a device
  39686. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39687. * @returns a promise that will resolve on orientation change
  39688. */
  39689. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39690. /**
  39691. * @hidden
  39692. */
  39693. _onDeviceOrientationChangedObservable: Observable<void>;
  39694. /**
  39695. * Instantiates a new input
  39696. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39697. */
  39698. constructor();
  39699. /**
  39700. * Define the camera controlled by the input.
  39701. */
  39702. camera: FreeCamera;
  39703. /**
  39704. * Attach the input controls to a specific dom element to get the input from.
  39705. * @param element Defines the element the controls should be listened from
  39706. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39707. */
  39708. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39709. private _orientationChanged;
  39710. private _deviceOrientation;
  39711. /**
  39712. * Detach the current controls from the specified dom element.
  39713. * @param element Defines the element to stop listening the inputs from
  39714. */
  39715. detachControl(element: Nullable<HTMLElement>): void;
  39716. /**
  39717. * Update the current camera state depending on the inputs that have been used this frame.
  39718. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39719. */
  39720. checkInputs(): void;
  39721. /**
  39722. * Gets the class name of the current intput.
  39723. * @returns the class name
  39724. */
  39725. getClassName(): string;
  39726. /**
  39727. * Get the friendly name associated with the input class.
  39728. * @returns the input friendly name
  39729. */
  39730. getSimpleName(): string;
  39731. }
  39732. }
  39733. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39734. import { Nullable } from "babylonjs/types";
  39735. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39736. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39737. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39738. /**
  39739. * Manage the gamepad inputs to control a free camera.
  39740. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39741. */
  39742. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39743. /**
  39744. * Define the camera the input is attached to.
  39745. */
  39746. camera: FreeCamera;
  39747. /**
  39748. * Define the Gamepad controlling the input
  39749. */
  39750. gamepad: Nullable<Gamepad>;
  39751. /**
  39752. * Defines the gamepad rotation sensiblity.
  39753. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39754. */
  39755. gamepadAngularSensibility: number;
  39756. /**
  39757. * Defines the gamepad move sensiblity.
  39758. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39759. */
  39760. gamepadMoveSensibility: number;
  39761. private _yAxisScale;
  39762. /**
  39763. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39764. */
  39765. invertYAxis: boolean;
  39766. private _onGamepadConnectedObserver;
  39767. private _onGamepadDisconnectedObserver;
  39768. private _cameraTransform;
  39769. private _deltaTransform;
  39770. private _vector3;
  39771. private _vector2;
  39772. /**
  39773. * Attach the input controls to a specific dom element to get the input from.
  39774. * @param element Defines the element the controls should be listened from
  39775. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39776. */
  39777. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39778. /**
  39779. * Detach the current controls from the specified dom element.
  39780. * @param element Defines the element to stop listening the inputs from
  39781. */
  39782. detachControl(element: Nullable<HTMLElement>): void;
  39783. /**
  39784. * Update the current camera state depending on the inputs that have been used this frame.
  39785. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39786. */
  39787. checkInputs(): void;
  39788. /**
  39789. * Gets the class name of the current intput.
  39790. * @returns the class name
  39791. */
  39792. getClassName(): string;
  39793. /**
  39794. * Get the friendly name associated with the input class.
  39795. * @returns the input friendly name
  39796. */
  39797. getSimpleName(): string;
  39798. }
  39799. }
  39800. declare module "babylonjs/Misc/virtualJoystick" {
  39801. import { Nullable } from "babylonjs/types";
  39802. import { Vector3 } from "babylonjs/Maths/math.vector";
  39803. /**
  39804. * Defines the potential axis of a Joystick
  39805. */
  39806. export enum JoystickAxis {
  39807. /** X axis */
  39808. X = 0,
  39809. /** Y axis */
  39810. Y = 1,
  39811. /** Z axis */
  39812. Z = 2
  39813. }
  39814. /**
  39815. * Class used to define virtual joystick (used in touch mode)
  39816. */
  39817. export class VirtualJoystick {
  39818. /**
  39819. * Gets or sets a boolean indicating that left and right values must be inverted
  39820. */
  39821. reverseLeftRight: boolean;
  39822. /**
  39823. * Gets or sets a boolean indicating that up and down values must be inverted
  39824. */
  39825. reverseUpDown: boolean;
  39826. /**
  39827. * Gets the offset value for the position (ie. the change of the position value)
  39828. */
  39829. deltaPosition: Vector3;
  39830. /**
  39831. * Gets a boolean indicating if the virtual joystick was pressed
  39832. */
  39833. pressed: boolean;
  39834. /**
  39835. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39836. */
  39837. static Canvas: Nullable<HTMLCanvasElement>;
  39838. private static _globalJoystickIndex;
  39839. private static vjCanvasContext;
  39840. private static vjCanvasWidth;
  39841. private static vjCanvasHeight;
  39842. private static halfWidth;
  39843. private _action;
  39844. private _axisTargetedByLeftAndRight;
  39845. private _axisTargetedByUpAndDown;
  39846. private _joystickSensibility;
  39847. private _inversedSensibility;
  39848. private _joystickPointerID;
  39849. private _joystickColor;
  39850. private _joystickPointerPos;
  39851. private _joystickPreviousPointerPos;
  39852. private _joystickPointerStartPos;
  39853. private _deltaJoystickVector;
  39854. private _leftJoystick;
  39855. private _touches;
  39856. private _onPointerDownHandlerRef;
  39857. private _onPointerMoveHandlerRef;
  39858. private _onPointerUpHandlerRef;
  39859. private _onResize;
  39860. /**
  39861. * Creates a new virtual joystick
  39862. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39863. */
  39864. constructor(leftJoystick?: boolean);
  39865. /**
  39866. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39867. * @param newJoystickSensibility defines the new sensibility
  39868. */
  39869. setJoystickSensibility(newJoystickSensibility: number): void;
  39870. private _onPointerDown;
  39871. private _onPointerMove;
  39872. private _onPointerUp;
  39873. /**
  39874. * Change the color of the virtual joystick
  39875. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39876. */
  39877. setJoystickColor(newColor: string): void;
  39878. /**
  39879. * Defines a callback to call when the joystick is touched
  39880. * @param action defines the callback
  39881. */
  39882. setActionOnTouch(action: () => any): void;
  39883. /**
  39884. * Defines which axis you'd like to control for left & right
  39885. * @param axis defines the axis to use
  39886. */
  39887. setAxisForLeftRight(axis: JoystickAxis): void;
  39888. /**
  39889. * Defines which axis you'd like to control for up & down
  39890. * @param axis defines the axis to use
  39891. */
  39892. setAxisForUpDown(axis: JoystickAxis): void;
  39893. private _drawVirtualJoystick;
  39894. /**
  39895. * Release internal HTML canvas
  39896. */
  39897. releaseCanvas(): void;
  39898. }
  39899. }
  39900. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39901. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39902. import { Nullable } from "babylonjs/types";
  39903. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39904. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39905. module "babylonjs/Cameras/freeCameraInputsManager" {
  39906. interface FreeCameraInputsManager {
  39907. /**
  39908. * Add virtual joystick input support to the input manager.
  39909. * @returns the current input manager
  39910. */
  39911. addVirtualJoystick(): FreeCameraInputsManager;
  39912. }
  39913. }
  39914. /**
  39915. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39916. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39917. */
  39918. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39919. /**
  39920. * Defines the camera the input is attached to.
  39921. */
  39922. camera: FreeCamera;
  39923. private _leftjoystick;
  39924. private _rightjoystick;
  39925. /**
  39926. * Gets the left stick of the virtual joystick.
  39927. * @returns The virtual Joystick
  39928. */
  39929. getLeftJoystick(): VirtualJoystick;
  39930. /**
  39931. * Gets the right stick of the virtual joystick.
  39932. * @returns The virtual Joystick
  39933. */
  39934. getRightJoystick(): VirtualJoystick;
  39935. /**
  39936. * Update the current camera state depending on the inputs that have been used this frame.
  39937. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39938. */
  39939. checkInputs(): void;
  39940. /**
  39941. * Attach the input controls to a specific dom element to get the input from.
  39942. * @param element Defines the element the controls should be listened from
  39943. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39944. */
  39945. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39946. /**
  39947. * Detach the current controls from the specified dom element.
  39948. * @param element Defines the element to stop listening the inputs from
  39949. */
  39950. detachControl(element: Nullable<HTMLElement>): void;
  39951. /**
  39952. * Gets the class name of the current intput.
  39953. * @returns the class name
  39954. */
  39955. getClassName(): string;
  39956. /**
  39957. * Get the friendly name associated with the input class.
  39958. * @returns the input friendly name
  39959. */
  39960. getSimpleName(): string;
  39961. }
  39962. }
  39963. declare module "babylonjs/Cameras/Inputs/index" {
  39964. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39965. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39966. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39967. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39968. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39969. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39970. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39971. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39972. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39973. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39974. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39975. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39976. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39977. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39978. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39979. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39980. }
  39981. declare module "babylonjs/Cameras/touchCamera" {
  39982. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39983. import { Scene } from "babylonjs/scene";
  39984. import { Vector3 } from "babylonjs/Maths/math.vector";
  39985. /**
  39986. * This represents a FPS type of camera controlled by touch.
  39987. * This is like a universal camera minus the Gamepad controls.
  39988. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39989. */
  39990. export class TouchCamera extends FreeCamera {
  39991. /**
  39992. * Defines the touch sensibility for rotation.
  39993. * The higher the faster.
  39994. */
  39995. touchAngularSensibility: number;
  39996. /**
  39997. * Defines the touch sensibility for move.
  39998. * The higher the faster.
  39999. */
  40000. touchMoveSensibility: number;
  40001. /**
  40002. * Instantiates a new touch camera.
  40003. * This represents a FPS type of camera controlled by touch.
  40004. * This is like a universal camera minus the Gamepad controls.
  40005. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40006. * @param name Define the name of the camera in the scene
  40007. * @param position Define the start position of the camera in the scene
  40008. * @param scene Define the scene the camera belongs to
  40009. */
  40010. constructor(name: string, position: Vector3, scene: Scene);
  40011. /**
  40012. * Gets the current object class name.
  40013. * @return the class name
  40014. */
  40015. getClassName(): string;
  40016. /** @hidden */
  40017. _setupInputs(): void;
  40018. }
  40019. }
  40020. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40021. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40022. import { Scene } from "babylonjs/scene";
  40023. import { Vector3 } from "babylonjs/Maths/math.vector";
  40024. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40025. import { Axis } from "babylonjs/Maths/math.axis";
  40026. /**
  40027. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40028. * being tilted forward or back and left or right.
  40029. */
  40030. export class DeviceOrientationCamera extends FreeCamera {
  40031. private _initialQuaternion;
  40032. private _quaternionCache;
  40033. private _tmpDragQuaternion;
  40034. private _disablePointerInputWhenUsingDeviceOrientation;
  40035. /**
  40036. * Creates a new device orientation camera
  40037. * @param name The name of the camera
  40038. * @param position The start position camera
  40039. * @param scene The scene the camera belongs to
  40040. */
  40041. constructor(name: string, position: Vector3, scene: Scene);
  40042. /**
  40043. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40044. */
  40045. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40046. private _dragFactor;
  40047. /**
  40048. * Enabled turning on the y axis when the orientation sensor is active
  40049. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40050. */
  40051. enableHorizontalDragging(dragFactor?: number): void;
  40052. /**
  40053. * Gets the current instance class name ("DeviceOrientationCamera").
  40054. * This helps avoiding instanceof at run time.
  40055. * @returns the class name
  40056. */
  40057. getClassName(): string;
  40058. /**
  40059. * @hidden
  40060. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40061. */
  40062. _checkInputs(): void;
  40063. /**
  40064. * Reset the camera to its default orientation on the specified axis only.
  40065. * @param axis The axis to reset
  40066. */
  40067. resetToCurrentRotation(axis?: Axis): void;
  40068. }
  40069. }
  40070. declare module "babylonjs/Gamepads/xboxGamepad" {
  40071. import { Observable } from "babylonjs/Misc/observable";
  40072. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40073. /**
  40074. * Defines supported buttons for XBox360 compatible gamepads
  40075. */
  40076. export enum Xbox360Button {
  40077. /** A */
  40078. A = 0,
  40079. /** B */
  40080. B = 1,
  40081. /** X */
  40082. X = 2,
  40083. /** Y */
  40084. Y = 3,
  40085. /** Start */
  40086. Start = 4,
  40087. /** Back */
  40088. Back = 5,
  40089. /** Left button */
  40090. LB = 6,
  40091. /** Right button */
  40092. RB = 7,
  40093. /** Left stick */
  40094. LeftStick = 8,
  40095. /** Right stick */
  40096. RightStick = 9
  40097. }
  40098. /** Defines values for XBox360 DPad */
  40099. export enum Xbox360Dpad {
  40100. /** Up */
  40101. Up = 0,
  40102. /** Down */
  40103. Down = 1,
  40104. /** Left */
  40105. Left = 2,
  40106. /** Right */
  40107. Right = 3
  40108. }
  40109. /**
  40110. * Defines a XBox360 gamepad
  40111. */
  40112. export class Xbox360Pad extends Gamepad {
  40113. private _leftTrigger;
  40114. private _rightTrigger;
  40115. private _onlefttriggerchanged;
  40116. private _onrighttriggerchanged;
  40117. private _onbuttondown;
  40118. private _onbuttonup;
  40119. private _ondpaddown;
  40120. private _ondpadup;
  40121. /** Observable raised when a button is pressed */
  40122. onButtonDownObservable: Observable<Xbox360Button>;
  40123. /** Observable raised when a button is released */
  40124. onButtonUpObservable: Observable<Xbox360Button>;
  40125. /** Observable raised when a pad is pressed */
  40126. onPadDownObservable: Observable<Xbox360Dpad>;
  40127. /** Observable raised when a pad is released */
  40128. onPadUpObservable: Observable<Xbox360Dpad>;
  40129. private _buttonA;
  40130. private _buttonB;
  40131. private _buttonX;
  40132. private _buttonY;
  40133. private _buttonBack;
  40134. private _buttonStart;
  40135. private _buttonLB;
  40136. private _buttonRB;
  40137. private _buttonLeftStick;
  40138. private _buttonRightStick;
  40139. private _dPadUp;
  40140. private _dPadDown;
  40141. private _dPadLeft;
  40142. private _dPadRight;
  40143. private _isXboxOnePad;
  40144. /**
  40145. * Creates a new XBox360 gamepad object
  40146. * @param id defines the id of this gamepad
  40147. * @param index defines its index
  40148. * @param gamepad defines the internal HTML gamepad object
  40149. * @param xboxOne defines if it is a XBox One gamepad
  40150. */
  40151. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40152. /**
  40153. * Defines the callback to call when left trigger is pressed
  40154. * @param callback defines the callback to use
  40155. */
  40156. onlefttriggerchanged(callback: (value: number) => void): void;
  40157. /**
  40158. * Defines the callback to call when right trigger is pressed
  40159. * @param callback defines the callback to use
  40160. */
  40161. onrighttriggerchanged(callback: (value: number) => void): void;
  40162. /**
  40163. * Gets the left trigger value
  40164. */
  40165. /**
  40166. * Sets the left trigger value
  40167. */
  40168. leftTrigger: number;
  40169. /**
  40170. * Gets the right trigger value
  40171. */
  40172. /**
  40173. * Sets the right trigger value
  40174. */
  40175. rightTrigger: number;
  40176. /**
  40177. * Defines the callback to call when a button is pressed
  40178. * @param callback defines the callback to use
  40179. */
  40180. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40181. /**
  40182. * Defines the callback to call when a button is released
  40183. * @param callback defines the callback to use
  40184. */
  40185. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40186. /**
  40187. * Defines the callback to call when a pad is pressed
  40188. * @param callback defines the callback to use
  40189. */
  40190. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40191. /**
  40192. * Defines the callback to call when a pad is released
  40193. * @param callback defines the callback to use
  40194. */
  40195. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40196. private _setButtonValue;
  40197. private _setDPadValue;
  40198. /**
  40199. * Gets the value of the `A` button
  40200. */
  40201. /**
  40202. * Sets the value of the `A` button
  40203. */
  40204. buttonA: number;
  40205. /**
  40206. * Gets the value of the `B` button
  40207. */
  40208. /**
  40209. * Sets the value of the `B` button
  40210. */
  40211. buttonB: number;
  40212. /**
  40213. * Gets the value of the `X` button
  40214. */
  40215. /**
  40216. * Sets the value of the `X` button
  40217. */
  40218. buttonX: number;
  40219. /**
  40220. * Gets the value of the `Y` button
  40221. */
  40222. /**
  40223. * Sets the value of the `Y` button
  40224. */
  40225. buttonY: number;
  40226. /**
  40227. * Gets the value of the `Start` button
  40228. */
  40229. /**
  40230. * Sets the value of the `Start` button
  40231. */
  40232. buttonStart: number;
  40233. /**
  40234. * Gets the value of the `Back` button
  40235. */
  40236. /**
  40237. * Sets the value of the `Back` button
  40238. */
  40239. buttonBack: number;
  40240. /**
  40241. * Gets the value of the `Left` button
  40242. */
  40243. /**
  40244. * Sets the value of the `Left` button
  40245. */
  40246. buttonLB: number;
  40247. /**
  40248. * Gets the value of the `Right` button
  40249. */
  40250. /**
  40251. * Sets the value of the `Right` button
  40252. */
  40253. buttonRB: number;
  40254. /**
  40255. * Gets the value of the Left joystick
  40256. */
  40257. /**
  40258. * Sets the value of the Left joystick
  40259. */
  40260. buttonLeftStick: number;
  40261. /**
  40262. * Gets the value of the Right joystick
  40263. */
  40264. /**
  40265. * Sets the value of the Right joystick
  40266. */
  40267. buttonRightStick: number;
  40268. /**
  40269. * Gets the value of D-pad up
  40270. */
  40271. /**
  40272. * Sets the value of D-pad up
  40273. */
  40274. dPadUp: number;
  40275. /**
  40276. * Gets the value of D-pad down
  40277. */
  40278. /**
  40279. * Sets the value of D-pad down
  40280. */
  40281. dPadDown: number;
  40282. /**
  40283. * Gets the value of D-pad left
  40284. */
  40285. /**
  40286. * Sets the value of D-pad left
  40287. */
  40288. dPadLeft: number;
  40289. /**
  40290. * Gets the value of D-pad right
  40291. */
  40292. /**
  40293. * Sets the value of D-pad right
  40294. */
  40295. dPadRight: number;
  40296. /**
  40297. * Force the gamepad to synchronize with device values
  40298. */
  40299. update(): void;
  40300. /**
  40301. * Disposes the gamepad
  40302. */
  40303. dispose(): void;
  40304. }
  40305. }
  40306. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40307. import { Observable } from "babylonjs/Misc/observable";
  40308. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40309. /**
  40310. * Defines supported buttons for DualShock compatible gamepads
  40311. */
  40312. export enum DualShockButton {
  40313. /** Cross */
  40314. Cross = 0,
  40315. /** Circle */
  40316. Circle = 1,
  40317. /** Square */
  40318. Square = 2,
  40319. /** Triangle */
  40320. Triangle = 3,
  40321. /** Options */
  40322. Options = 4,
  40323. /** Share */
  40324. Share = 5,
  40325. /** L1 */
  40326. L1 = 6,
  40327. /** R1 */
  40328. R1 = 7,
  40329. /** Left stick */
  40330. LeftStick = 8,
  40331. /** Right stick */
  40332. RightStick = 9
  40333. }
  40334. /** Defines values for DualShock DPad */
  40335. export enum DualShockDpad {
  40336. /** Up */
  40337. Up = 0,
  40338. /** Down */
  40339. Down = 1,
  40340. /** Left */
  40341. Left = 2,
  40342. /** Right */
  40343. Right = 3
  40344. }
  40345. /**
  40346. * Defines a DualShock gamepad
  40347. */
  40348. export class DualShockPad extends Gamepad {
  40349. private _leftTrigger;
  40350. private _rightTrigger;
  40351. private _onlefttriggerchanged;
  40352. private _onrighttriggerchanged;
  40353. private _onbuttondown;
  40354. private _onbuttonup;
  40355. private _ondpaddown;
  40356. private _ondpadup;
  40357. /** Observable raised when a button is pressed */
  40358. onButtonDownObservable: Observable<DualShockButton>;
  40359. /** Observable raised when a button is released */
  40360. onButtonUpObservable: Observable<DualShockButton>;
  40361. /** Observable raised when a pad is pressed */
  40362. onPadDownObservable: Observable<DualShockDpad>;
  40363. /** Observable raised when a pad is released */
  40364. onPadUpObservable: Observable<DualShockDpad>;
  40365. private _buttonCross;
  40366. private _buttonCircle;
  40367. private _buttonSquare;
  40368. private _buttonTriangle;
  40369. private _buttonShare;
  40370. private _buttonOptions;
  40371. private _buttonL1;
  40372. private _buttonR1;
  40373. private _buttonLeftStick;
  40374. private _buttonRightStick;
  40375. private _dPadUp;
  40376. private _dPadDown;
  40377. private _dPadLeft;
  40378. private _dPadRight;
  40379. /**
  40380. * Creates a new DualShock gamepad object
  40381. * @param id defines the id of this gamepad
  40382. * @param index defines its index
  40383. * @param gamepad defines the internal HTML gamepad object
  40384. */
  40385. constructor(id: string, index: number, gamepad: any);
  40386. /**
  40387. * Defines the callback to call when left trigger is pressed
  40388. * @param callback defines the callback to use
  40389. */
  40390. onlefttriggerchanged(callback: (value: number) => void): void;
  40391. /**
  40392. * Defines the callback to call when right trigger is pressed
  40393. * @param callback defines the callback to use
  40394. */
  40395. onrighttriggerchanged(callback: (value: number) => void): void;
  40396. /**
  40397. * Gets the left trigger value
  40398. */
  40399. /**
  40400. * Sets the left trigger value
  40401. */
  40402. leftTrigger: number;
  40403. /**
  40404. * Gets the right trigger value
  40405. */
  40406. /**
  40407. * Sets the right trigger value
  40408. */
  40409. rightTrigger: number;
  40410. /**
  40411. * Defines the callback to call when a button is pressed
  40412. * @param callback defines the callback to use
  40413. */
  40414. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40415. /**
  40416. * Defines the callback to call when a button is released
  40417. * @param callback defines the callback to use
  40418. */
  40419. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40420. /**
  40421. * Defines the callback to call when a pad is pressed
  40422. * @param callback defines the callback to use
  40423. */
  40424. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40425. /**
  40426. * Defines the callback to call when a pad is released
  40427. * @param callback defines the callback to use
  40428. */
  40429. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40430. private _setButtonValue;
  40431. private _setDPadValue;
  40432. /**
  40433. * Gets the value of the `Cross` button
  40434. */
  40435. /**
  40436. * Sets the value of the `Cross` button
  40437. */
  40438. buttonCross: number;
  40439. /**
  40440. * Gets the value of the `Circle` button
  40441. */
  40442. /**
  40443. * Sets the value of the `Circle` button
  40444. */
  40445. buttonCircle: number;
  40446. /**
  40447. * Gets the value of the `Square` button
  40448. */
  40449. /**
  40450. * Sets the value of the `Square` button
  40451. */
  40452. buttonSquare: number;
  40453. /**
  40454. * Gets the value of the `Triangle` button
  40455. */
  40456. /**
  40457. * Sets the value of the `Triangle` button
  40458. */
  40459. buttonTriangle: number;
  40460. /**
  40461. * Gets the value of the `Options` button
  40462. */
  40463. /**
  40464. * Sets the value of the `Options` button
  40465. */
  40466. buttonOptions: number;
  40467. /**
  40468. * Gets the value of the `Share` button
  40469. */
  40470. /**
  40471. * Sets the value of the `Share` button
  40472. */
  40473. buttonShare: number;
  40474. /**
  40475. * Gets the value of the `L1` button
  40476. */
  40477. /**
  40478. * Sets the value of the `L1` button
  40479. */
  40480. buttonL1: number;
  40481. /**
  40482. * Gets the value of the `R1` button
  40483. */
  40484. /**
  40485. * Sets the value of the `R1` button
  40486. */
  40487. buttonR1: number;
  40488. /**
  40489. * Gets the value of the Left joystick
  40490. */
  40491. /**
  40492. * Sets the value of the Left joystick
  40493. */
  40494. buttonLeftStick: number;
  40495. /**
  40496. * Gets the value of the Right joystick
  40497. */
  40498. /**
  40499. * Sets the value of the Right joystick
  40500. */
  40501. buttonRightStick: number;
  40502. /**
  40503. * Gets the value of D-pad up
  40504. */
  40505. /**
  40506. * Sets the value of D-pad up
  40507. */
  40508. dPadUp: number;
  40509. /**
  40510. * Gets the value of D-pad down
  40511. */
  40512. /**
  40513. * Sets the value of D-pad down
  40514. */
  40515. dPadDown: number;
  40516. /**
  40517. * Gets the value of D-pad left
  40518. */
  40519. /**
  40520. * Sets the value of D-pad left
  40521. */
  40522. dPadLeft: number;
  40523. /**
  40524. * Gets the value of D-pad right
  40525. */
  40526. /**
  40527. * Sets the value of D-pad right
  40528. */
  40529. dPadRight: number;
  40530. /**
  40531. * Force the gamepad to synchronize with device values
  40532. */
  40533. update(): void;
  40534. /**
  40535. * Disposes the gamepad
  40536. */
  40537. dispose(): void;
  40538. }
  40539. }
  40540. declare module "babylonjs/Gamepads/gamepadManager" {
  40541. import { Observable } from "babylonjs/Misc/observable";
  40542. import { Nullable } from "babylonjs/types";
  40543. import { Scene } from "babylonjs/scene";
  40544. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40545. /**
  40546. * Manager for handling gamepads
  40547. */
  40548. export class GamepadManager {
  40549. private _scene?;
  40550. private _babylonGamepads;
  40551. private _oneGamepadConnected;
  40552. /** @hidden */
  40553. _isMonitoring: boolean;
  40554. private _gamepadEventSupported;
  40555. private _gamepadSupport;
  40556. /**
  40557. * observable to be triggered when the gamepad controller has been connected
  40558. */
  40559. onGamepadConnectedObservable: Observable<Gamepad>;
  40560. /**
  40561. * observable to be triggered when the gamepad controller has been disconnected
  40562. */
  40563. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40564. private _onGamepadConnectedEvent;
  40565. private _onGamepadDisconnectedEvent;
  40566. /**
  40567. * Initializes the gamepad manager
  40568. * @param _scene BabylonJS scene
  40569. */
  40570. constructor(_scene?: Scene | undefined);
  40571. /**
  40572. * The gamepads in the game pad manager
  40573. */
  40574. readonly gamepads: Gamepad[];
  40575. /**
  40576. * Get the gamepad controllers based on type
  40577. * @param type The type of gamepad controller
  40578. * @returns Nullable gamepad
  40579. */
  40580. getGamepadByType(type?: number): Nullable<Gamepad>;
  40581. /**
  40582. * Disposes the gamepad manager
  40583. */
  40584. dispose(): void;
  40585. private _addNewGamepad;
  40586. private _startMonitoringGamepads;
  40587. private _stopMonitoringGamepads;
  40588. /** @hidden */
  40589. _checkGamepadsStatus(): void;
  40590. private _updateGamepadObjects;
  40591. }
  40592. }
  40593. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40594. import { Nullable } from "babylonjs/types";
  40595. import { Scene } from "babylonjs/scene";
  40596. import { ISceneComponent } from "babylonjs/sceneComponent";
  40597. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40598. module "babylonjs/scene" {
  40599. interface Scene {
  40600. /** @hidden */
  40601. _gamepadManager: Nullable<GamepadManager>;
  40602. /**
  40603. * Gets the gamepad manager associated with the scene
  40604. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40605. */
  40606. gamepadManager: GamepadManager;
  40607. }
  40608. }
  40609. module "babylonjs/Cameras/freeCameraInputsManager" {
  40610. /**
  40611. * Interface representing a free camera inputs manager
  40612. */
  40613. interface FreeCameraInputsManager {
  40614. /**
  40615. * Adds gamepad input support to the FreeCameraInputsManager.
  40616. * @returns the FreeCameraInputsManager
  40617. */
  40618. addGamepad(): FreeCameraInputsManager;
  40619. }
  40620. }
  40621. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40622. /**
  40623. * Interface representing an arc rotate camera inputs manager
  40624. */
  40625. interface ArcRotateCameraInputsManager {
  40626. /**
  40627. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40628. * @returns the camera inputs manager
  40629. */
  40630. addGamepad(): ArcRotateCameraInputsManager;
  40631. }
  40632. }
  40633. /**
  40634. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40635. */
  40636. export class GamepadSystemSceneComponent implements ISceneComponent {
  40637. /**
  40638. * The component name helpfull to identify the component in the list of scene components.
  40639. */
  40640. readonly name: string;
  40641. /**
  40642. * The scene the component belongs to.
  40643. */
  40644. scene: Scene;
  40645. /**
  40646. * Creates a new instance of the component for the given scene
  40647. * @param scene Defines the scene to register the component in
  40648. */
  40649. constructor(scene: Scene);
  40650. /**
  40651. * Registers the component in a given scene
  40652. */
  40653. register(): void;
  40654. /**
  40655. * Rebuilds the elements related to this component in case of
  40656. * context lost for instance.
  40657. */
  40658. rebuild(): void;
  40659. /**
  40660. * Disposes the component and the associated ressources
  40661. */
  40662. dispose(): void;
  40663. private _beforeCameraUpdate;
  40664. }
  40665. }
  40666. declare module "babylonjs/Cameras/universalCamera" {
  40667. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40668. import { Scene } from "babylonjs/scene";
  40669. import { Vector3 } from "babylonjs/Maths/math.vector";
  40670. import "babylonjs/Gamepads/gamepadSceneComponent";
  40671. /**
  40672. * 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,
  40673. * which still works and will still be found in many Playgrounds.
  40674. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40675. */
  40676. export class UniversalCamera extends TouchCamera {
  40677. /**
  40678. * Defines the gamepad rotation sensiblity.
  40679. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40680. */
  40681. gamepadAngularSensibility: number;
  40682. /**
  40683. * Defines the gamepad move sensiblity.
  40684. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40685. */
  40686. gamepadMoveSensibility: number;
  40687. /**
  40688. * 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,
  40689. * which still works and will still be found in many Playgrounds.
  40690. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40691. * @param name Define the name of the camera in the scene
  40692. * @param position Define the start position of the camera in the scene
  40693. * @param scene Define the scene the camera belongs to
  40694. */
  40695. constructor(name: string, position: Vector3, scene: Scene);
  40696. /**
  40697. * Gets the current object class name.
  40698. * @return the class name
  40699. */
  40700. getClassName(): string;
  40701. }
  40702. }
  40703. declare module "babylonjs/Cameras/gamepadCamera" {
  40704. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40705. import { Scene } from "babylonjs/scene";
  40706. import { Vector3 } from "babylonjs/Maths/math.vector";
  40707. /**
  40708. * This represents a FPS type of camera. This is only here for back compat purpose.
  40709. * Please use the UniversalCamera instead as both are identical.
  40710. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40711. */
  40712. export class GamepadCamera extends UniversalCamera {
  40713. /**
  40714. * Instantiates a new Gamepad Camera
  40715. * This represents a FPS type of camera. This is only here for back compat purpose.
  40716. * Please use the UniversalCamera instead as both are identical.
  40717. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40718. * @param name Define the name of the camera in the scene
  40719. * @param position Define the start position of the camera in the scene
  40720. * @param scene Define the scene the camera belongs to
  40721. */
  40722. constructor(name: string, position: Vector3, scene: Scene);
  40723. /**
  40724. * Gets the current object class name.
  40725. * @return the class name
  40726. */
  40727. getClassName(): string;
  40728. }
  40729. }
  40730. declare module "babylonjs/Shaders/pass.fragment" {
  40731. /** @hidden */
  40732. export var passPixelShader: {
  40733. name: string;
  40734. shader: string;
  40735. };
  40736. }
  40737. declare module "babylonjs/Shaders/passCube.fragment" {
  40738. /** @hidden */
  40739. export var passCubePixelShader: {
  40740. name: string;
  40741. shader: string;
  40742. };
  40743. }
  40744. declare module "babylonjs/PostProcesses/passPostProcess" {
  40745. import { Nullable } from "babylonjs/types";
  40746. import { Camera } from "babylonjs/Cameras/camera";
  40747. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40748. import { Engine } from "babylonjs/Engines/engine";
  40749. import "babylonjs/Shaders/pass.fragment";
  40750. import "babylonjs/Shaders/passCube.fragment";
  40751. /**
  40752. * PassPostProcess which produces an output the same as it's input
  40753. */
  40754. export class PassPostProcess extends PostProcess {
  40755. /**
  40756. * Creates the PassPostProcess
  40757. * @param name The name of the effect.
  40758. * @param options The required width/height ratio to downsize to before computing the render pass.
  40759. * @param camera The camera to apply the render pass to.
  40760. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40761. * @param engine The engine which the post process will be applied. (default: current engine)
  40762. * @param reusable If the post process can be reused on the same frame. (default: false)
  40763. * @param textureType The type of texture to be used when performing the post processing.
  40764. * @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)
  40765. */
  40766. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40767. }
  40768. /**
  40769. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40770. */
  40771. export class PassCubePostProcess extends PostProcess {
  40772. private _face;
  40773. /**
  40774. * Gets or sets the cube face to display.
  40775. * * 0 is +X
  40776. * * 1 is -X
  40777. * * 2 is +Y
  40778. * * 3 is -Y
  40779. * * 4 is +Z
  40780. * * 5 is -Z
  40781. */
  40782. face: number;
  40783. /**
  40784. * Creates the PassCubePostProcess
  40785. * @param name The name of the effect.
  40786. * @param options The required width/height ratio to downsize to before computing the render pass.
  40787. * @param camera The camera to apply the render pass to.
  40788. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40789. * @param engine The engine which the post process will be applied. (default: current engine)
  40790. * @param reusable If the post process can be reused on the same frame. (default: false)
  40791. * @param textureType The type of texture to be used when performing the post processing.
  40792. * @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)
  40793. */
  40794. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40795. }
  40796. }
  40797. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40798. /** @hidden */
  40799. export var anaglyphPixelShader: {
  40800. name: string;
  40801. shader: string;
  40802. };
  40803. }
  40804. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40805. import { Engine } from "babylonjs/Engines/engine";
  40806. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40807. import { Camera } from "babylonjs/Cameras/camera";
  40808. import "babylonjs/Shaders/anaglyph.fragment";
  40809. /**
  40810. * Postprocess used to generate anaglyphic rendering
  40811. */
  40812. export class AnaglyphPostProcess extends PostProcess {
  40813. private _passedProcess;
  40814. /**
  40815. * Creates a new AnaglyphPostProcess
  40816. * @param name defines postprocess name
  40817. * @param options defines creation options or target ratio scale
  40818. * @param rigCameras defines cameras using this postprocess
  40819. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40820. * @param engine defines hosting engine
  40821. * @param reusable defines if the postprocess will be reused multiple times per frame
  40822. */
  40823. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40824. }
  40825. }
  40826. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40827. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40828. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40829. import { Scene } from "babylonjs/scene";
  40830. import { Vector3 } from "babylonjs/Maths/math.vector";
  40831. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40832. /**
  40833. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40834. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40835. */
  40836. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40837. /**
  40838. * Creates a new AnaglyphArcRotateCamera
  40839. * @param name defines camera name
  40840. * @param alpha defines alpha angle (in radians)
  40841. * @param beta defines beta angle (in radians)
  40842. * @param radius defines radius
  40843. * @param target defines camera target
  40844. * @param interaxialDistance defines distance between each color axis
  40845. * @param scene defines the hosting scene
  40846. */
  40847. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40848. /**
  40849. * Gets camera class name
  40850. * @returns AnaglyphArcRotateCamera
  40851. */
  40852. getClassName(): string;
  40853. }
  40854. }
  40855. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40856. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40857. import { Scene } from "babylonjs/scene";
  40858. import { Vector3 } from "babylonjs/Maths/math.vector";
  40859. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40860. /**
  40861. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40862. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40863. */
  40864. export class AnaglyphFreeCamera extends FreeCamera {
  40865. /**
  40866. * Creates a new AnaglyphFreeCamera
  40867. * @param name defines camera name
  40868. * @param position defines initial position
  40869. * @param interaxialDistance defines distance between each color axis
  40870. * @param scene defines the hosting scene
  40871. */
  40872. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40873. /**
  40874. * Gets camera class name
  40875. * @returns AnaglyphFreeCamera
  40876. */
  40877. getClassName(): string;
  40878. }
  40879. }
  40880. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40881. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40882. import { Scene } from "babylonjs/scene";
  40883. import { Vector3 } from "babylonjs/Maths/math.vector";
  40884. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40885. /**
  40886. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40887. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40888. */
  40889. export class AnaglyphGamepadCamera extends GamepadCamera {
  40890. /**
  40891. * Creates a new AnaglyphGamepadCamera
  40892. * @param name defines camera name
  40893. * @param position defines initial position
  40894. * @param interaxialDistance defines distance between each color axis
  40895. * @param scene defines the hosting scene
  40896. */
  40897. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40898. /**
  40899. * Gets camera class name
  40900. * @returns AnaglyphGamepadCamera
  40901. */
  40902. getClassName(): string;
  40903. }
  40904. }
  40905. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40906. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40907. import { Scene } from "babylonjs/scene";
  40908. import { Vector3 } from "babylonjs/Maths/math.vector";
  40909. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40910. /**
  40911. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40912. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40913. */
  40914. export class AnaglyphUniversalCamera extends UniversalCamera {
  40915. /**
  40916. * Creates a new AnaglyphUniversalCamera
  40917. * @param name defines camera name
  40918. * @param position defines initial position
  40919. * @param interaxialDistance defines distance between each color axis
  40920. * @param scene defines the hosting scene
  40921. */
  40922. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40923. /**
  40924. * Gets camera class name
  40925. * @returns AnaglyphUniversalCamera
  40926. */
  40927. getClassName(): string;
  40928. }
  40929. }
  40930. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40931. /** @hidden */
  40932. export var stereoscopicInterlacePixelShader: {
  40933. name: string;
  40934. shader: string;
  40935. };
  40936. }
  40937. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40938. import { Camera } from "babylonjs/Cameras/camera";
  40939. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40940. import { Engine } from "babylonjs/Engines/engine";
  40941. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40942. /**
  40943. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40944. */
  40945. export class StereoscopicInterlacePostProcess extends PostProcess {
  40946. private _stepSize;
  40947. private _passedProcess;
  40948. /**
  40949. * Initializes a StereoscopicInterlacePostProcess
  40950. * @param name The name of the effect.
  40951. * @param rigCameras The rig cameras to be appled to the post process
  40952. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40953. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40954. * @param engine The engine which the post process will be applied. (default: current engine)
  40955. * @param reusable If the post process can be reused on the same frame. (default: false)
  40956. */
  40957. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40958. }
  40959. }
  40960. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40961. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40962. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40963. import { Scene } from "babylonjs/scene";
  40964. import { Vector3 } from "babylonjs/Maths/math.vector";
  40965. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40966. /**
  40967. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40968. * @see http://doc.babylonjs.com/features/cameras
  40969. */
  40970. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40971. /**
  40972. * Creates a new StereoscopicArcRotateCamera
  40973. * @param name defines camera name
  40974. * @param alpha defines alpha angle (in radians)
  40975. * @param beta defines beta angle (in radians)
  40976. * @param radius defines radius
  40977. * @param target defines camera target
  40978. * @param interaxialDistance defines distance between each color axis
  40979. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40980. * @param scene defines the hosting scene
  40981. */
  40982. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40983. /**
  40984. * Gets camera class name
  40985. * @returns StereoscopicArcRotateCamera
  40986. */
  40987. getClassName(): string;
  40988. }
  40989. }
  40990. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40991. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40992. import { Scene } from "babylonjs/scene";
  40993. import { Vector3 } from "babylonjs/Maths/math.vector";
  40994. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40995. /**
  40996. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40997. * @see http://doc.babylonjs.com/features/cameras
  40998. */
  40999. export class StereoscopicFreeCamera extends FreeCamera {
  41000. /**
  41001. * Creates a new StereoscopicFreeCamera
  41002. * @param name defines camera name
  41003. * @param position defines initial position
  41004. * @param interaxialDistance defines distance between each color axis
  41005. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41006. * @param scene defines the hosting scene
  41007. */
  41008. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41009. /**
  41010. * Gets camera class name
  41011. * @returns StereoscopicFreeCamera
  41012. */
  41013. getClassName(): string;
  41014. }
  41015. }
  41016. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41017. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41018. import { Scene } from "babylonjs/scene";
  41019. import { Vector3 } from "babylonjs/Maths/math.vector";
  41020. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41021. /**
  41022. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41023. * @see http://doc.babylonjs.com/features/cameras
  41024. */
  41025. export class StereoscopicGamepadCamera extends GamepadCamera {
  41026. /**
  41027. * Creates a new StereoscopicGamepadCamera
  41028. * @param name defines camera name
  41029. * @param position defines initial position
  41030. * @param interaxialDistance defines distance between each color axis
  41031. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41032. * @param scene defines the hosting scene
  41033. */
  41034. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41035. /**
  41036. * Gets camera class name
  41037. * @returns StereoscopicGamepadCamera
  41038. */
  41039. getClassName(): string;
  41040. }
  41041. }
  41042. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41043. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41044. import { Scene } from "babylonjs/scene";
  41045. import { Vector3 } from "babylonjs/Maths/math.vector";
  41046. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41047. /**
  41048. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41049. * @see http://doc.babylonjs.com/features/cameras
  41050. */
  41051. export class StereoscopicUniversalCamera extends UniversalCamera {
  41052. /**
  41053. * Creates a new StereoscopicUniversalCamera
  41054. * @param name defines camera name
  41055. * @param position defines initial position
  41056. * @param interaxialDistance defines distance between each color axis
  41057. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41058. * @param scene defines the hosting scene
  41059. */
  41060. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41061. /**
  41062. * Gets camera class name
  41063. * @returns StereoscopicUniversalCamera
  41064. */
  41065. getClassName(): string;
  41066. }
  41067. }
  41068. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41069. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41070. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41071. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41072. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41073. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41074. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41075. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41076. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41077. }
  41078. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41079. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41080. import { Scene } from "babylonjs/scene";
  41081. import { Vector3 } from "babylonjs/Maths/math.vector";
  41082. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41083. /**
  41084. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41085. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41086. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41087. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41088. */
  41089. export class VirtualJoysticksCamera extends FreeCamera {
  41090. /**
  41091. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41092. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41093. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41094. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41095. * @param name Define the name of the camera in the scene
  41096. * @param position Define the start position of the camera in the scene
  41097. * @param scene Define the scene the camera belongs to
  41098. */
  41099. constructor(name: string, position: Vector3, scene: Scene);
  41100. /**
  41101. * Gets the current object class name.
  41102. * @return the class name
  41103. */
  41104. getClassName(): string;
  41105. }
  41106. }
  41107. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41108. import { Matrix } from "babylonjs/Maths/math.vector";
  41109. /**
  41110. * This represents all the required metrics to create a VR camera.
  41111. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41112. */
  41113. export class VRCameraMetrics {
  41114. /**
  41115. * Define the horizontal resolution off the screen.
  41116. */
  41117. hResolution: number;
  41118. /**
  41119. * Define the vertical resolution off the screen.
  41120. */
  41121. vResolution: number;
  41122. /**
  41123. * Define the horizontal screen size.
  41124. */
  41125. hScreenSize: number;
  41126. /**
  41127. * Define the vertical screen size.
  41128. */
  41129. vScreenSize: number;
  41130. /**
  41131. * Define the vertical screen center position.
  41132. */
  41133. vScreenCenter: number;
  41134. /**
  41135. * Define the distance of the eyes to the screen.
  41136. */
  41137. eyeToScreenDistance: number;
  41138. /**
  41139. * Define the distance between both lenses
  41140. */
  41141. lensSeparationDistance: number;
  41142. /**
  41143. * Define the distance between both viewer's eyes.
  41144. */
  41145. interpupillaryDistance: number;
  41146. /**
  41147. * Define the distortion factor of the VR postprocess.
  41148. * Please, touch with care.
  41149. */
  41150. distortionK: number[];
  41151. /**
  41152. * Define the chromatic aberration correction factors for the VR post process.
  41153. */
  41154. chromaAbCorrection: number[];
  41155. /**
  41156. * Define the scale factor of the post process.
  41157. * The smaller the better but the slower.
  41158. */
  41159. postProcessScaleFactor: number;
  41160. /**
  41161. * Define an offset for the lens center.
  41162. */
  41163. lensCenterOffset: number;
  41164. /**
  41165. * Define if the current vr camera should compensate the distortion of the lense or not.
  41166. */
  41167. compensateDistortion: boolean;
  41168. /**
  41169. * Defines if multiview should be enabled when rendering (Default: false)
  41170. */
  41171. multiviewEnabled: boolean;
  41172. /**
  41173. * Gets the rendering aspect ratio based on the provided resolutions.
  41174. */
  41175. readonly aspectRatio: number;
  41176. /**
  41177. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41178. */
  41179. readonly aspectRatioFov: number;
  41180. /**
  41181. * @hidden
  41182. */
  41183. readonly leftHMatrix: Matrix;
  41184. /**
  41185. * @hidden
  41186. */
  41187. readonly rightHMatrix: Matrix;
  41188. /**
  41189. * @hidden
  41190. */
  41191. readonly leftPreViewMatrix: Matrix;
  41192. /**
  41193. * @hidden
  41194. */
  41195. readonly rightPreViewMatrix: Matrix;
  41196. /**
  41197. * Get the default VRMetrics based on the most generic setup.
  41198. * @returns the default vr metrics
  41199. */
  41200. static GetDefault(): VRCameraMetrics;
  41201. }
  41202. }
  41203. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41204. /** @hidden */
  41205. export var vrDistortionCorrectionPixelShader: {
  41206. name: string;
  41207. shader: string;
  41208. };
  41209. }
  41210. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41211. import { Camera } from "babylonjs/Cameras/camera";
  41212. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41213. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41214. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41215. /**
  41216. * VRDistortionCorrectionPostProcess used for mobile VR
  41217. */
  41218. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41219. private _isRightEye;
  41220. private _distortionFactors;
  41221. private _postProcessScaleFactor;
  41222. private _lensCenterOffset;
  41223. private _scaleIn;
  41224. private _scaleFactor;
  41225. private _lensCenter;
  41226. /**
  41227. * Initializes the VRDistortionCorrectionPostProcess
  41228. * @param name The name of the effect.
  41229. * @param camera The camera to apply the render pass to.
  41230. * @param isRightEye If this is for the right eye distortion
  41231. * @param vrMetrics All the required metrics for the VR camera
  41232. */
  41233. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41234. }
  41235. }
  41236. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41237. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41238. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41239. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41240. import { Scene } from "babylonjs/scene";
  41241. import { Vector3 } from "babylonjs/Maths/math.vector";
  41242. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41243. import "babylonjs/Cameras/RigModes/vrRigMode";
  41244. /**
  41245. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41246. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41247. */
  41248. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41249. /**
  41250. * Creates a new VRDeviceOrientationArcRotateCamera
  41251. * @param name defines camera name
  41252. * @param alpha defines the camera rotation along the logitudinal axis
  41253. * @param beta defines the camera rotation along the latitudinal axis
  41254. * @param radius defines the camera distance from its target
  41255. * @param target defines the camera target
  41256. * @param scene defines the scene the camera belongs to
  41257. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41258. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41259. */
  41260. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41261. /**
  41262. * Gets camera class name
  41263. * @returns VRDeviceOrientationArcRotateCamera
  41264. */
  41265. getClassName(): string;
  41266. }
  41267. }
  41268. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41269. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41270. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41271. import { Scene } from "babylonjs/scene";
  41272. import { Vector3 } from "babylonjs/Maths/math.vector";
  41273. import "babylonjs/Cameras/RigModes/vrRigMode";
  41274. /**
  41275. * Camera used to simulate VR rendering (based on FreeCamera)
  41276. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41277. */
  41278. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41279. /**
  41280. * Creates a new VRDeviceOrientationFreeCamera
  41281. * @param name defines camera name
  41282. * @param position defines the start position of the camera
  41283. * @param scene defines the scene the camera belongs to
  41284. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41285. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41286. */
  41287. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41288. /**
  41289. * Gets camera class name
  41290. * @returns VRDeviceOrientationFreeCamera
  41291. */
  41292. getClassName(): string;
  41293. }
  41294. }
  41295. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41296. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41297. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41298. import { Scene } from "babylonjs/scene";
  41299. import { Vector3 } from "babylonjs/Maths/math.vector";
  41300. import "babylonjs/Gamepads/gamepadSceneComponent";
  41301. /**
  41302. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41303. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41304. */
  41305. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41306. /**
  41307. * Creates a new VRDeviceOrientationGamepadCamera
  41308. * @param name defines camera name
  41309. * @param position defines the start position of the camera
  41310. * @param scene defines the scene the camera belongs to
  41311. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41312. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41313. */
  41314. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41315. /**
  41316. * Gets camera class name
  41317. * @returns VRDeviceOrientationGamepadCamera
  41318. */
  41319. getClassName(): string;
  41320. }
  41321. }
  41322. declare module "babylonjs/Materials/pushMaterial" {
  41323. import { Nullable } from "babylonjs/types";
  41324. import { Scene } from "babylonjs/scene";
  41325. import { Matrix } from "babylonjs/Maths/math.vector";
  41326. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41327. import { Mesh } from "babylonjs/Meshes/mesh";
  41328. import { Material } from "babylonjs/Materials/material";
  41329. import { Effect } from "babylonjs/Materials/effect";
  41330. /**
  41331. * Base class of materials working in push mode in babylon JS
  41332. * @hidden
  41333. */
  41334. export class PushMaterial extends Material {
  41335. protected _activeEffect: Effect;
  41336. protected _normalMatrix: Matrix;
  41337. /**
  41338. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41339. * This means that the material can keep using a previous shader while a new one is being compiled.
  41340. * This is mostly used when shader parallel compilation is supported (true by default)
  41341. */
  41342. allowShaderHotSwapping: boolean;
  41343. constructor(name: string, scene: Scene);
  41344. getEffect(): Effect;
  41345. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41346. /**
  41347. * Binds the given world matrix to the active effect
  41348. *
  41349. * @param world the matrix to bind
  41350. */
  41351. bindOnlyWorldMatrix(world: Matrix): void;
  41352. /**
  41353. * Binds the given normal matrix to the active effect
  41354. *
  41355. * @param normalMatrix the matrix to bind
  41356. */
  41357. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41358. bind(world: Matrix, mesh?: Mesh): void;
  41359. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41360. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41361. }
  41362. }
  41363. declare module "babylonjs/Materials/materialFlags" {
  41364. /**
  41365. * This groups all the flags used to control the materials channel.
  41366. */
  41367. export class MaterialFlags {
  41368. private static _DiffuseTextureEnabled;
  41369. /**
  41370. * Are diffuse textures enabled in the application.
  41371. */
  41372. static DiffuseTextureEnabled: boolean;
  41373. private static _AmbientTextureEnabled;
  41374. /**
  41375. * Are ambient textures enabled in the application.
  41376. */
  41377. static AmbientTextureEnabled: boolean;
  41378. private static _OpacityTextureEnabled;
  41379. /**
  41380. * Are opacity textures enabled in the application.
  41381. */
  41382. static OpacityTextureEnabled: boolean;
  41383. private static _ReflectionTextureEnabled;
  41384. /**
  41385. * Are reflection textures enabled in the application.
  41386. */
  41387. static ReflectionTextureEnabled: boolean;
  41388. private static _EmissiveTextureEnabled;
  41389. /**
  41390. * Are emissive textures enabled in the application.
  41391. */
  41392. static EmissiveTextureEnabled: boolean;
  41393. private static _SpecularTextureEnabled;
  41394. /**
  41395. * Are specular textures enabled in the application.
  41396. */
  41397. static SpecularTextureEnabled: boolean;
  41398. private static _BumpTextureEnabled;
  41399. /**
  41400. * Are bump textures enabled in the application.
  41401. */
  41402. static BumpTextureEnabled: boolean;
  41403. private static _LightmapTextureEnabled;
  41404. /**
  41405. * Are lightmap textures enabled in the application.
  41406. */
  41407. static LightmapTextureEnabled: boolean;
  41408. private static _RefractionTextureEnabled;
  41409. /**
  41410. * Are refraction textures enabled in the application.
  41411. */
  41412. static RefractionTextureEnabled: boolean;
  41413. private static _ColorGradingTextureEnabled;
  41414. /**
  41415. * Are color grading textures enabled in the application.
  41416. */
  41417. static ColorGradingTextureEnabled: boolean;
  41418. private static _FresnelEnabled;
  41419. /**
  41420. * Are fresnels enabled in the application.
  41421. */
  41422. static FresnelEnabled: boolean;
  41423. private static _ClearCoatTextureEnabled;
  41424. /**
  41425. * Are clear coat textures enabled in the application.
  41426. */
  41427. static ClearCoatTextureEnabled: boolean;
  41428. private static _ClearCoatBumpTextureEnabled;
  41429. /**
  41430. * Are clear coat bump textures enabled in the application.
  41431. */
  41432. static ClearCoatBumpTextureEnabled: boolean;
  41433. private static _ClearCoatTintTextureEnabled;
  41434. /**
  41435. * Are clear coat tint textures enabled in the application.
  41436. */
  41437. static ClearCoatTintTextureEnabled: boolean;
  41438. private static _SheenTextureEnabled;
  41439. /**
  41440. * Are sheen textures enabled in the application.
  41441. */
  41442. static SheenTextureEnabled: boolean;
  41443. private static _AnisotropicTextureEnabled;
  41444. /**
  41445. * Are anisotropic textures enabled in the application.
  41446. */
  41447. static AnisotropicTextureEnabled: boolean;
  41448. private static _ThicknessTextureEnabled;
  41449. /**
  41450. * Are thickness textures enabled in the application.
  41451. */
  41452. static ThicknessTextureEnabled: boolean;
  41453. }
  41454. }
  41455. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41456. /** @hidden */
  41457. export var defaultFragmentDeclaration: {
  41458. name: string;
  41459. shader: string;
  41460. };
  41461. }
  41462. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41463. /** @hidden */
  41464. export var defaultUboDeclaration: {
  41465. name: string;
  41466. shader: string;
  41467. };
  41468. }
  41469. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41470. /** @hidden */
  41471. export var lightFragmentDeclaration: {
  41472. name: string;
  41473. shader: string;
  41474. };
  41475. }
  41476. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41477. /** @hidden */
  41478. export var lightUboDeclaration: {
  41479. name: string;
  41480. shader: string;
  41481. };
  41482. }
  41483. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41484. /** @hidden */
  41485. export var lightsFragmentFunctions: {
  41486. name: string;
  41487. shader: string;
  41488. };
  41489. }
  41490. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41491. /** @hidden */
  41492. export var shadowsFragmentFunctions: {
  41493. name: string;
  41494. shader: string;
  41495. };
  41496. }
  41497. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41498. /** @hidden */
  41499. export var fresnelFunction: {
  41500. name: string;
  41501. shader: string;
  41502. };
  41503. }
  41504. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41505. /** @hidden */
  41506. export var reflectionFunction: {
  41507. name: string;
  41508. shader: string;
  41509. };
  41510. }
  41511. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41512. /** @hidden */
  41513. export var bumpFragmentFunctions: {
  41514. name: string;
  41515. shader: string;
  41516. };
  41517. }
  41518. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41519. /** @hidden */
  41520. export var logDepthDeclaration: {
  41521. name: string;
  41522. shader: string;
  41523. };
  41524. }
  41525. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41526. /** @hidden */
  41527. export var bumpFragment: {
  41528. name: string;
  41529. shader: string;
  41530. };
  41531. }
  41532. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41533. /** @hidden */
  41534. export var depthPrePass: {
  41535. name: string;
  41536. shader: string;
  41537. };
  41538. }
  41539. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41540. /** @hidden */
  41541. export var lightFragment: {
  41542. name: string;
  41543. shader: string;
  41544. };
  41545. }
  41546. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41547. /** @hidden */
  41548. export var logDepthFragment: {
  41549. name: string;
  41550. shader: string;
  41551. };
  41552. }
  41553. declare module "babylonjs/Shaders/default.fragment" {
  41554. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41555. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41556. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41557. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41558. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41559. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41560. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41561. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41562. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41563. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41564. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41565. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41566. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41567. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41568. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41569. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41570. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41571. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41572. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41573. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41574. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41575. /** @hidden */
  41576. export var defaultPixelShader: {
  41577. name: string;
  41578. shader: string;
  41579. };
  41580. }
  41581. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41582. /** @hidden */
  41583. export var defaultVertexDeclaration: {
  41584. name: string;
  41585. shader: string;
  41586. };
  41587. }
  41588. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41589. /** @hidden */
  41590. export var bumpVertexDeclaration: {
  41591. name: string;
  41592. shader: string;
  41593. };
  41594. }
  41595. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41596. /** @hidden */
  41597. export var bumpVertex: {
  41598. name: string;
  41599. shader: string;
  41600. };
  41601. }
  41602. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41603. /** @hidden */
  41604. export var fogVertex: {
  41605. name: string;
  41606. shader: string;
  41607. };
  41608. }
  41609. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41610. /** @hidden */
  41611. export var shadowsVertex: {
  41612. name: string;
  41613. shader: string;
  41614. };
  41615. }
  41616. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41617. /** @hidden */
  41618. export var pointCloudVertex: {
  41619. name: string;
  41620. shader: string;
  41621. };
  41622. }
  41623. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41624. /** @hidden */
  41625. export var logDepthVertex: {
  41626. name: string;
  41627. shader: string;
  41628. };
  41629. }
  41630. declare module "babylonjs/Shaders/default.vertex" {
  41631. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41632. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41633. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41634. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41635. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41636. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41637. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41638. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41639. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41640. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41641. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41642. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41643. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41644. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41645. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41646. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41647. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41648. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41649. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41650. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41651. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41652. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41653. /** @hidden */
  41654. export var defaultVertexShader: {
  41655. name: string;
  41656. shader: string;
  41657. };
  41658. }
  41659. declare module "babylonjs/Materials/standardMaterial" {
  41660. import { SmartArray } from "babylonjs/Misc/smartArray";
  41661. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41662. import { Nullable } from "babylonjs/types";
  41663. import { Scene } from "babylonjs/scene";
  41664. import { Matrix } from "babylonjs/Maths/math.vector";
  41665. import { Color3 } from "babylonjs/Maths/math.color";
  41666. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41667. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41668. import { Mesh } from "babylonjs/Meshes/mesh";
  41669. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41670. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41671. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41672. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41673. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41674. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41675. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41676. import "babylonjs/Shaders/default.fragment";
  41677. import "babylonjs/Shaders/default.vertex";
  41678. /** @hidden */
  41679. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41680. MAINUV1: boolean;
  41681. MAINUV2: boolean;
  41682. DIFFUSE: boolean;
  41683. DIFFUSEDIRECTUV: number;
  41684. AMBIENT: boolean;
  41685. AMBIENTDIRECTUV: number;
  41686. OPACITY: boolean;
  41687. OPACITYDIRECTUV: number;
  41688. OPACITYRGB: boolean;
  41689. REFLECTION: boolean;
  41690. EMISSIVE: boolean;
  41691. EMISSIVEDIRECTUV: number;
  41692. SPECULAR: boolean;
  41693. SPECULARDIRECTUV: number;
  41694. BUMP: boolean;
  41695. BUMPDIRECTUV: number;
  41696. PARALLAX: boolean;
  41697. PARALLAXOCCLUSION: boolean;
  41698. SPECULAROVERALPHA: boolean;
  41699. CLIPPLANE: boolean;
  41700. CLIPPLANE2: boolean;
  41701. CLIPPLANE3: boolean;
  41702. CLIPPLANE4: boolean;
  41703. ALPHATEST: boolean;
  41704. DEPTHPREPASS: boolean;
  41705. ALPHAFROMDIFFUSE: boolean;
  41706. POINTSIZE: boolean;
  41707. FOG: boolean;
  41708. SPECULARTERM: boolean;
  41709. DIFFUSEFRESNEL: boolean;
  41710. OPACITYFRESNEL: boolean;
  41711. REFLECTIONFRESNEL: boolean;
  41712. REFRACTIONFRESNEL: boolean;
  41713. EMISSIVEFRESNEL: boolean;
  41714. FRESNEL: boolean;
  41715. NORMAL: boolean;
  41716. UV1: boolean;
  41717. UV2: boolean;
  41718. VERTEXCOLOR: boolean;
  41719. VERTEXALPHA: boolean;
  41720. NUM_BONE_INFLUENCERS: number;
  41721. BonesPerMesh: number;
  41722. BONETEXTURE: boolean;
  41723. INSTANCES: boolean;
  41724. GLOSSINESS: boolean;
  41725. ROUGHNESS: boolean;
  41726. EMISSIVEASILLUMINATION: boolean;
  41727. LINKEMISSIVEWITHDIFFUSE: boolean;
  41728. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41729. LIGHTMAP: boolean;
  41730. LIGHTMAPDIRECTUV: number;
  41731. OBJECTSPACE_NORMALMAP: boolean;
  41732. USELIGHTMAPASSHADOWMAP: boolean;
  41733. REFLECTIONMAP_3D: boolean;
  41734. REFLECTIONMAP_SPHERICAL: boolean;
  41735. REFLECTIONMAP_PLANAR: boolean;
  41736. REFLECTIONMAP_CUBIC: boolean;
  41737. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41738. REFLECTIONMAP_PROJECTION: boolean;
  41739. REFLECTIONMAP_SKYBOX: boolean;
  41740. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41741. REFLECTIONMAP_EXPLICIT: boolean;
  41742. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41743. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41744. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41745. INVERTCUBICMAP: boolean;
  41746. LOGARITHMICDEPTH: boolean;
  41747. REFRACTION: boolean;
  41748. REFRACTIONMAP_3D: boolean;
  41749. REFLECTIONOVERALPHA: boolean;
  41750. TWOSIDEDLIGHTING: boolean;
  41751. SHADOWFLOAT: boolean;
  41752. MORPHTARGETS: boolean;
  41753. MORPHTARGETS_NORMAL: boolean;
  41754. MORPHTARGETS_TANGENT: boolean;
  41755. MORPHTARGETS_UV: boolean;
  41756. NUM_MORPH_INFLUENCERS: number;
  41757. NONUNIFORMSCALING: boolean;
  41758. PREMULTIPLYALPHA: boolean;
  41759. IMAGEPROCESSING: boolean;
  41760. VIGNETTE: boolean;
  41761. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41762. VIGNETTEBLENDMODEOPAQUE: boolean;
  41763. TONEMAPPING: boolean;
  41764. TONEMAPPING_ACES: boolean;
  41765. CONTRAST: boolean;
  41766. COLORCURVES: boolean;
  41767. COLORGRADING: boolean;
  41768. COLORGRADING3D: boolean;
  41769. SAMPLER3DGREENDEPTH: boolean;
  41770. SAMPLER3DBGRMAP: boolean;
  41771. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41772. MULTIVIEW: boolean;
  41773. /**
  41774. * If the reflection texture on this material is in linear color space
  41775. * @hidden
  41776. */
  41777. IS_REFLECTION_LINEAR: boolean;
  41778. /**
  41779. * If the refraction texture on this material is in linear color space
  41780. * @hidden
  41781. */
  41782. IS_REFRACTION_LINEAR: boolean;
  41783. EXPOSURE: boolean;
  41784. constructor();
  41785. setReflectionMode(modeToEnable: string): void;
  41786. }
  41787. /**
  41788. * This is the default material used in Babylon. It is the best trade off between quality
  41789. * and performances.
  41790. * @see http://doc.babylonjs.com/babylon101/materials
  41791. */
  41792. export class StandardMaterial extends PushMaterial {
  41793. private _diffuseTexture;
  41794. /**
  41795. * The basic texture of the material as viewed under a light.
  41796. */
  41797. diffuseTexture: Nullable<BaseTexture>;
  41798. private _ambientTexture;
  41799. /**
  41800. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41801. */
  41802. ambientTexture: Nullable<BaseTexture>;
  41803. private _opacityTexture;
  41804. /**
  41805. * Define the transparency of the material from a texture.
  41806. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41807. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41808. */
  41809. opacityTexture: Nullable<BaseTexture>;
  41810. private _reflectionTexture;
  41811. /**
  41812. * Define the texture used to display the reflection.
  41813. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41814. */
  41815. reflectionTexture: Nullable<BaseTexture>;
  41816. private _emissiveTexture;
  41817. /**
  41818. * Define texture of the material as if self lit.
  41819. * This will be mixed in the final result even in the absence of light.
  41820. */
  41821. emissiveTexture: Nullable<BaseTexture>;
  41822. private _specularTexture;
  41823. /**
  41824. * Define how the color and intensity of the highlight given by the light in the material.
  41825. */
  41826. specularTexture: Nullable<BaseTexture>;
  41827. private _bumpTexture;
  41828. /**
  41829. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41830. * 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.
  41831. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41832. */
  41833. bumpTexture: Nullable<BaseTexture>;
  41834. private _lightmapTexture;
  41835. /**
  41836. * Complex lighting can be computationally expensive to compute at runtime.
  41837. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41838. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41839. */
  41840. lightmapTexture: Nullable<BaseTexture>;
  41841. private _refractionTexture;
  41842. /**
  41843. * Define the texture used to display the refraction.
  41844. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41845. */
  41846. refractionTexture: Nullable<BaseTexture>;
  41847. /**
  41848. * The color of the material lit by the environmental background lighting.
  41849. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41850. */
  41851. ambientColor: Color3;
  41852. /**
  41853. * The basic color of the material as viewed under a light.
  41854. */
  41855. diffuseColor: Color3;
  41856. /**
  41857. * Define how the color and intensity of the highlight given by the light in the material.
  41858. */
  41859. specularColor: Color3;
  41860. /**
  41861. * Define the color of the material as if self lit.
  41862. * This will be mixed in the final result even in the absence of light.
  41863. */
  41864. emissiveColor: Color3;
  41865. /**
  41866. * Defines how sharp are the highlights in the material.
  41867. * The bigger the value the sharper giving a more glossy feeling to the result.
  41868. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41869. */
  41870. specularPower: number;
  41871. private _useAlphaFromDiffuseTexture;
  41872. /**
  41873. * Does the transparency come from the diffuse texture alpha channel.
  41874. */
  41875. useAlphaFromDiffuseTexture: boolean;
  41876. private _useEmissiveAsIllumination;
  41877. /**
  41878. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41879. */
  41880. useEmissiveAsIllumination: boolean;
  41881. private _linkEmissiveWithDiffuse;
  41882. /**
  41883. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41884. * the emissive level when the final color is close to one.
  41885. */
  41886. linkEmissiveWithDiffuse: boolean;
  41887. private _useSpecularOverAlpha;
  41888. /**
  41889. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41890. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41891. */
  41892. useSpecularOverAlpha: boolean;
  41893. private _useReflectionOverAlpha;
  41894. /**
  41895. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41896. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41897. */
  41898. useReflectionOverAlpha: boolean;
  41899. private _disableLighting;
  41900. /**
  41901. * Does lights from the scene impacts this material.
  41902. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41903. */
  41904. disableLighting: boolean;
  41905. private _useObjectSpaceNormalMap;
  41906. /**
  41907. * Allows using an object space normal map (instead of tangent space).
  41908. */
  41909. useObjectSpaceNormalMap: boolean;
  41910. private _useParallax;
  41911. /**
  41912. * Is parallax enabled or not.
  41913. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41914. */
  41915. useParallax: boolean;
  41916. private _useParallaxOcclusion;
  41917. /**
  41918. * Is parallax occlusion enabled or not.
  41919. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41920. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41921. */
  41922. useParallaxOcclusion: boolean;
  41923. /**
  41924. * 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.
  41925. */
  41926. parallaxScaleBias: number;
  41927. private _roughness;
  41928. /**
  41929. * Helps to define how blurry the reflections should appears in the material.
  41930. */
  41931. roughness: number;
  41932. /**
  41933. * In case of refraction, define the value of the index of refraction.
  41934. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41935. */
  41936. indexOfRefraction: number;
  41937. /**
  41938. * Invert the refraction texture alongside the y axis.
  41939. * It can be useful with procedural textures or probe for instance.
  41940. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41941. */
  41942. invertRefractionY: boolean;
  41943. /**
  41944. * Defines the alpha limits in alpha test mode.
  41945. */
  41946. alphaCutOff: number;
  41947. private _useLightmapAsShadowmap;
  41948. /**
  41949. * In case of light mapping, define whether the map contains light or shadow informations.
  41950. */
  41951. useLightmapAsShadowmap: boolean;
  41952. private _diffuseFresnelParameters;
  41953. /**
  41954. * Define the diffuse fresnel parameters of the material.
  41955. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41956. */
  41957. diffuseFresnelParameters: FresnelParameters;
  41958. private _opacityFresnelParameters;
  41959. /**
  41960. * Define the opacity fresnel parameters of the material.
  41961. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41962. */
  41963. opacityFresnelParameters: FresnelParameters;
  41964. private _reflectionFresnelParameters;
  41965. /**
  41966. * Define the reflection fresnel parameters of the material.
  41967. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41968. */
  41969. reflectionFresnelParameters: FresnelParameters;
  41970. private _refractionFresnelParameters;
  41971. /**
  41972. * Define the refraction fresnel parameters of the material.
  41973. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41974. */
  41975. refractionFresnelParameters: FresnelParameters;
  41976. private _emissiveFresnelParameters;
  41977. /**
  41978. * Define the emissive fresnel parameters of the material.
  41979. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41980. */
  41981. emissiveFresnelParameters: FresnelParameters;
  41982. private _useReflectionFresnelFromSpecular;
  41983. /**
  41984. * If true automatically deducts the fresnels values from the material specularity.
  41985. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41986. */
  41987. useReflectionFresnelFromSpecular: boolean;
  41988. private _useGlossinessFromSpecularMapAlpha;
  41989. /**
  41990. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41991. */
  41992. useGlossinessFromSpecularMapAlpha: boolean;
  41993. private _maxSimultaneousLights;
  41994. /**
  41995. * Defines the maximum number of lights that can be used in the material
  41996. */
  41997. maxSimultaneousLights: number;
  41998. private _invertNormalMapX;
  41999. /**
  42000. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42001. */
  42002. invertNormalMapX: boolean;
  42003. private _invertNormalMapY;
  42004. /**
  42005. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42006. */
  42007. invertNormalMapY: boolean;
  42008. private _twoSidedLighting;
  42009. /**
  42010. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42011. */
  42012. twoSidedLighting: boolean;
  42013. /**
  42014. * Default configuration related to image processing available in the standard Material.
  42015. */
  42016. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42017. /**
  42018. * Gets the image processing configuration used either in this material.
  42019. */
  42020. /**
  42021. * Sets the Default image processing configuration used either in the this material.
  42022. *
  42023. * If sets to null, the scene one is in use.
  42024. */
  42025. imageProcessingConfiguration: ImageProcessingConfiguration;
  42026. /**
  42027. * Keep track of the image processing observer to allow dispose and replace.
  42028. */
  42029. private _imageProcessingObserver;
  42030. /**
  42031. * Attaches a new image processing configuration to the Standard Material.
  42032. * @param configuration
  42033. */
  42034. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42035. /**
  42036. * Gets wether the color curves effect is enabled.
  42037. */
  42038. /**
  42039. * Sets wether the color curves effect is enabled.
  42040. */
  42041. cameraColorCurvesEnabled: boolean;
  42042. /**
  42043. * Gets wether the color grading effect is enabled.
  42044. */
  42045. /**
  42046. * Gets wether the color grading effect is enabled.
  42047. */
  42048. cameraColorGradingEnabled: boolean;
  42049. /**
  42050. * Gets wether tonemapping is enabled or not.
  42051. */
  42052. /**
  42053. * Sets wether tonemapping is enabled or not
  42054. */
  42055. cameraToneMappingEnabled: boolean;
  42056. /**
  42057. * The camera exposure used on this material.
  42058. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42059. * This corresponds to a photographic exposure.
  42060. */
  42061. /**
  42062. * The camera exposure used on this material.
  42063. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42064. * This corresponds to a photographic exposure.
  42065. */
  42066. cameraExposure: number;
  42067. /**
  42068. * Gets The camera contrast used on this material.
  42069. */
  42070. /**
  42071. * Sets The camera contrast used on this material.
  42072. */
  42073. cameraContrast: number;
  42074. /**
  42075. * Gets the Color Grading 2D Lookup Texture.
  42076. */
  42077. /**
  42078. * Sets the Color Grading 2D Lookup Texture.
  42079. */
  42080. cameraColorGradingTexture: Nullable<BaseTexture>;
  42081. /**
  42082. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42083. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42084. * 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;
  42085. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42086. */
  42087. /**
  42088. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42089. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42090. * 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;
  42091. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42092. */
  42093. cameraColorCurves: Nullable<ColorCurves>;
  42094. /**
  42095. * Custom callback helping to override the default shader used in the material.
  42096. */
  42097. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42098. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42099. protected _worldViewProjectionMatrix: Matrix;
  42100. protected _globalAmbientColor: Color3;
  42101. protected _useLogarithmicDepth: boolean;
  42102. protected _rebuildInParallel: boolean;
  42103. /**
  42104. * Instantiates a new standard material.
  42105. * This is the default material used in Babylon. It is the best trade off between quality
  42106. * and performances.
  42107. * @see http://doc.babylonjs.com/babylon101/materials
  42108. * @param name Define the name of the material in the scene
  42109. * @param scene Define the scene the material belong to
  42110. */
  42111. constructor(name: string, scene: Scene);
  42112. /**
  42113. * Gets a boolean indicating that current material needs to register RTT
  42114. */
  42115. readonly hasRenderTargetTextures: boolean;
  42116. /**
  42117. * Gets the current class name of the material e.g. "StandardMaterial"
  42118. * Mainly use in serialization.
  42119. * @returns the class name
  42120. */
  42121. getClassName(): string;
  42122. /**
  42123. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42124. * You can try switching to logarithmic depth.
  42125. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42126. */
  42127. useLogarithmicDepth: boolean;
  42128. /**
  42129. * Specifies if the material will require alpha blending
  42130. * @returns a boolean specifying if alpha blending is needed
  42131. */
  42132. needAlphaBlending(): boolean;
  42133. /**
  42134. * Specifies if this material should be rendered in alpha test mode
  42135. * @returns a boolean specifying if an alpha test is needed.
  42136. */
  42137. needAlphaTesting(): boolean;
  42138. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42139. /**
  42140. * Get the texture used for alpha test purpose.
  42141. * @returns the diffuse texture in case of the standard material.
  42142. */
  42143. getAlphaTestTexture(): Nullable<BaseTexture>;
  42144. /**
  42145. * Get if the submesh is ready to be used and all its information available.
  42146. * Child classes can use it to update shaders
  42147. * @param mesh defines the mesh to check
  42148. * @param subMesh defines which submesh to check
  42149. * @param useInstances specifies that instances should be used
  42150. * @returns a boolean indicating that the submesh is ready or not
  42151. */
  42152. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42153. /**
  42154. * Builds the material UBO layouts.
  42155. * Used internally during the effect preparation.
  42156. */
  42157. buildUniformLayout(): void;
  42158. /**
  42159. * Unbinds the material from the mesh
  42160. */
  42161. unbind(): void;
  42162. /**
  42163. * Binds the submesh to this material by preparing the effect and shader to draw
  42164. * @param world defines the world transformation matrix
  42165. * @param mesh defines the mesh containing the submesh
  42166. * @param subMesh defines the submesh to bind the material to
  42167. */
  42168. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42169. /**
  42170. * Get the list of animatables in the material.
  42171. * @returns the list of animatables object used in the material
  42172. */
  42173. getAnimatables(): IAnimatable[];
  42174. /**
  42175. * Gets the active textures from the material
  42176. * @returns an array of textures
  42177. */
  42178. getActiveTextures(): BaseTexture[];
  42179. /**
  42180. * Specifies if the material uses a texture
  42181. * @param texture defines the texture to check against the material
  42182. * @returns a boolean specifying if the material uses the texture
  42183. */
  42184. hasTexture(texture: BaseTexture): boolean;
  42185. /**
  42186. * Disposes the material
  42187. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42188. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42189. */
  42190. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42191. /**
  42192. * Makes a duplicate of the material, and gives it a new name
  42193. * @param name defines the new name for the duplicated material
  42194. * @returns the cloned material
  42195. */
  42196. clone(name: string): StandardMaterial;
  42197. /**
  42198. * Serializes this material in a JSON representation
  42199. * @returns the serialized material object
  42200. */
  42201. serialize(): any;
  42202. /**
  42203. * Creates a standard material from parsed material data
  42204. * @param source defines the JSON representation of the material
  42205. * @param scene defines the hosting scene
  42206. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42207. * @returns a new standard material
  42208. */
  42209. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42210. /**
  42211. * Are diffuse textures enabled in the application.
  42212. */
  42213. static DiffuseTextureEnabled: boolean;
  42214. /**
  42215. * Are ambient textures enabled in the application.
  42216. */
  42217. static AmbientTextureEnabled: boolean;
  42218. /**
  42219. * Are opacity textures enabled in the application.
  42220. */
  42221. static OpacityTextureEnabled: boolean;
  42222. /**
  42223. * Are reflection textures enabled in the application.
  42224. */
  42225. static ReflectionTextureEnabled: boolean;
  42226. /**
  42227. * Are emissive textures enabled in the application.
  42228. */
  42229. static EmissiveTextureEnabled: boolean;
  42230. /**
  42231. * Are specular textures enabled in the application.
  42232. */
  42233. static SpecularTextureEnabled: boolean;
  42234. /**
  42235. * Are bump textures enabled in the application.
  42236. */
  42237. static BumpTextureEnabled: boolean;
  42238. /**
  42239. * Are lightmap textures enabled in the application.
  42240. */
  42241. static LightmapTextureEnabled: boolean;
  42242. /**
  42243. * Are refraction textures enabled in the application.
  42244. */
  42245. static RefractionTextureEnabled: boolean;
  42246. /**
  42247. * Are color grading textures enabled in the application.
  42248. */
  42249. static ColorGradingTextureEnabled: boolean;
  42250. /**
  42251. * Are fresnels enabled in the application.
  42252. */
  42253. static FresnelEnabled: boolean;
  42254. }
  42255. }
  42256. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42257. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42258. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42259. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42260. /** @hidden */
  42261. export var imageProcessingPixelShader: {
  42262. name: string;
  42263. shader: string;
  42264. };
  42265. }
  42266. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42267. import { Nullable } from "babylonjs/types";
  42268. import { Color4 } from "babylonjs/Maths/math.color";
  42269. import { Camera } from "babylonjs/Cameras/camera";
  42270. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42271. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42272. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42273. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42274. import { Engine } from "babylonjs/Engines/engine";
  42275. import "babylonjs/Shaders/imageProcessing.fragment";
  42276. import "babylonjs/Shaders/postprocess.vertex";
  42277. /**
  42278. * ImageProcessingPostProcess
  42279. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42280. */
  42281. export class ImageProcessingPostProcess extends PostProcess {
  42282. /**
  42283. * Default configuration related to image processing available in the PBR Material.
  42284. */
  42285. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42286. /**
  42287. * Gets the image processing configuration used either in this material.
  42288. */
  42289. /**
  42290. * Sets the Default image processing configuration used either in the this material.
  42291. *
  42292. * If sets to null, the scene one is in use.
  42293. */
  42294. imageProcessingConfiguration: ImageProcessingConfiguration;
  42295. /**
  42296. * Keep track of the image processing observer to allow dispose and replace.
  42297. */
  42298. private _imageProcessingObserver;
  42299. /**
  42300. * Attaches a new image processing configuration to the PBR Material.
  42301. * @param configuration
  42302. */
  42303. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42304. /**
  42305. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42306. */
  42307. /**
  42308. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42309. */
  42310. colorCurves: Nullable<ColorCurves>;
  42311. /**
  42312. * Gets wether the color curves effect is enabled.
  42313. */
  42314. /**
  42315. * Sets wether the color curves effect is enabled.
  42316. */
  42317. colorCurvesEnabled: boolean;
  42318. /**
  42319. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42320. */
  42321. /**
  42322. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42323. */
  42324. colorGradingTexture: Nullable<BaseTexture>;
  42325. /**
  42326. * Gets wether the color grading effect is enabled.
  42327. */
  42328. /**
  42329. * Gets wether the color grading effect is enabled.
  42330. */
  42331. colorGradingEnabled: boolean;
  42332. /**
  42333. * Gets exposure used in the effect.
  42334. */
  42335. /**
  42336. * Sets exposure used in the effect.
  42337. */
  42338. exposure: number;
  42339. /**
  42340. * Gets wether tonemapping is enabled or not.
  42341. */
  42342. /**
  42343. * Sets wether tonemapping is enabled or not
  42344. */
  42345. toneMappingEnabled: boolean;
  42346. /**
  42347. * Gets the type of tone mapping effect.
  42348. */
  42349. /**
  42350. * Sets the type of tone mapping effect.
  42351. */
  42352. toneMappingType: number;
  42353. /**
  42354. * Gets contrast used in the effect.
  42355. */
  42356. /**
  42357. * Sets contrast used in the effect.
  42358. */
  42359. contrast: number;
  42360. /**
  42361. * Gets Vignette stretch size.
  42362. */
  42363. /**
  42364. * Sets Vignette stretch size.
  42365. */
  42366. vignetteStretch: number;
  42367. /**
  42368. * Gets Vignette centre X Offset.
  42369. */
  42370. /**
  42371. * Sets Vignette centre X Offset.
  42372. */
  42373. vignetteCentreX: number;
  42374. /**
  42375. * Gets Vignette centre Y Offset.
  42376. */
  42377. /**
  42378. * Sets Vignette centre Y Offset.
  42379. */
  42380. vignetteCentreY: number;
  42381. /**
  42382. * Gets Vignette weight or intensity of the vignette effect.
  42383. */
  42384. /**
  42385. * Sets Vignette weight or intensity of the vignette effect.
  42386. */
  42387. vignetteWeight: number;
  42388. /**
  42389. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42390. * if vignetteEnabled is set to true.
  42391. */
  42392. /**
  42393. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42394. * if vignetteEnabled is set to true.
  42395. */
  42396. vignetteColor: Color4;
  42397. /**
  42398. * Gets Camera field of view used by the Vignette effect.
  42399. */
  42400. /**
  42401. * Sets Camera field of view used by the Vignette effect.
  42402. */
  42403. vignetteCameraFov: number;
  42404. /**
  42405. * Gets the vignette blend mode allowing different kind of effect.
  42406. */
  42407. /**
  42408. * Sets the vignette blend mode allowing different kind of effect.
  42409. */
  42410. vignetteBlendMode: number;
  42411. /**
  42412. * Gets wether the vignette effect is enabled.
  42413. */
  42414. /**
  42415. * Sets wether the vignette effect is enabled.
  42416. */
  42417. vignetteEnabled: boolean;
  42418. private _fromLinearSpace;
  42419. /**
  42420. * Gets wether the input of the processing is in Gamma or Linear Space.
  42421. */
  42422. /**
  42423. * Sets wether the input of the processing is in Gamma or Linear Space.
  42424. */
  42425. fromLinearSpace: boolean;
  42426. /**
  42427. * Defines cache preventing GC.
  42428. */
  42429. private _defines;
  42430. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42431. /**
  42432. * "ImageProcessingPostProcess"
  42433. * @returns "ImageProcessingPostProcess"
  42434. */
  42435. getClassName(): string;
  42436. protected _updateParameters(): void;
  42437. dispose(camera?: Camera): void;
  42438. }
  42439. }
  42440. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42441. import { Scene } from "babylonjs/scene";
  42442. import { Color3 } from "babylonjs/Maths/math.color";
  42443. import { Mesh } from "babylonjs/Meshes/mesh";
  42444. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42445. import { Nullable } from "babylonjs/types";
  42446. /**
  42447. * Class containing static functions to help procedurally build meshes
  42448. */
  42449. export class GroundBuilder {
  42450. /**
  42451. * Creates a ground mesh
  42452. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42453. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42454. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42455. * @param name defines the name of the mesh
  42456. * @param options defines the options used to create the mesh
  42457. * @param scene defines the hosting scene
  42458. * @returns the ground mesh
  42459. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42460. */
  42461. static CreateGround(name: string, options: {
  42462. width?: number;
  42463. height?: number;
  42464. subdivisions?: number;
  42465. subdivisionsX?: number;
  42466. subdivisionsY?: number;
  42467. updatable?: boolean;
  42468. }, scene: any): Mesh;
  42469. /**
  42470. * Creates a tiled ground mesh
  42471. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42472. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42473. * * 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
  42474. * * 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
  42475. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42476. * @param name defines the name of the mesh
  42477. * @param options defines the options used to create the mesh
  42478. * @param scene defines the hosting scene
  42479. * @returns the tiled ground mesh
  42480. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42481. */
  42482. static CreateTiledGround(name: string, options: {
  42483. xmin: number;
  42484. zmin: number;
  42485. xmax: number;
  42486. zmax: number;
  42487. subdivisions?: {
  42488. w: number;
  42489. h: number;
  42490. };
  42491. precision?: {
  42492. w: number;
  42493. h: number;
  42494. };
  42495. updatable?: boolean;
  42496. }, scene?: Nullable<Scene>): Mesh;
  42497. /**
  42498. * Creates a ground mesh from a height map
  42499. * * The parameter `url` sets the URL of the height map image resource.
  42500. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42501. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42502. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42503. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42504. * * 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.
  42505. * * 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).
  42506. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42507. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42508. * @param name defines the name of the mesh
  42509. * @param url defines the url to the height map
  42510. * @param options defines the options used to create the mesh
  42511. * @param scene defines the hosting scene
  42512. * @returns the ground mesh
  42513. * @see https://doc.babylonjs.com/babylon101/height_map
  42514. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42515. */
  42516. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42517. width?: number;
  42518. height?: number;
  42519. subdivisions?: number;
  42520. minHeight?: number;
  42521. maxHeight?: number;
  42522. colorFilter?: Color3;
  42523. alphaFilter?: number;
  42524. updatable?: boolean;
  42525. onReady?: (mesh: GroundMesh) => void;
  42526. }, scene?: Nullable<Scene>): GroundMesh;
  42527. }
  42528. }
  42529. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42530. import { Vector4 } from "babylonjs/Maths/math.vector";
  42531. import { Mesh } from "babylonjs/Meshes/mesh";
  42532. /**
  42533. * Class containing static functions to help procedurally build meshes
  42534. */
  42535. export class TorusBuilder {
  42536. /**
  42537. * Creates a torus mesh
  42538. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42539. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42540. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42541. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42542. * * If you create a double-sided mesh, you can choose what parts of 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
  42543. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42544. * @param name defines the name of the mesh
  42545. * @param options defines the options used to create the mesh
  42546. * @param scene defines the hosting scene
  42547. * @returns the torus mesh
  42548. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42549. */
  42550. static CreateTorus(name: string, options: {
  42551. diameter?: number;
  42552. thickness?: number;
  42553. tessellation?: number;
  42554. updatable?: boolean;
  42555. sideOrientation?: number;
  42556. frontUVs?: Vector4;
  42557. backUVs?: Vector4;
  42558. }, scene: any): Mesh;
  42559. }
  42560. }
  42561. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42562. import { Vector4 } from "babylonjs/Maths/math.vector";
  42563. import { Color4 } from "babylonjs/Maths/math.color";
  42564. import { Mesh } from "babylonjs/Meshes/mesh";
  42565. /**
  42566. * Class containing static functions to help procedurally build meshes
  42567. */
  42568. export class CylinderBuilder {
  42569. /**
  42570. * Creates a cylinder or a cone mesh
  42571. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42572. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42573. * * 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.
  42574. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42575. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42576. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42577. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42578. * * 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).
  42579. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42580. * * 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).
  42581. * * 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
  42582. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42583. * * 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
  42584. * * 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.
  42585. * * If `enclose` is false, a ring surface is one element.
  42586. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42587. * * 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
  42588. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42589. * * If you create a double-sided mesh, you can choose what parts of 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
  42590. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42591. * @param name defines the name of the mesh
  42592. * @param options defines the options used to create the mesh
  42593. * @param scene defines the hosting scene
  42594. * @returns the cylinder mesh
  42595. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42596. */
  42597. static CreateCylinder(name: string, options: {
  42598. height?: number;
  42599. diameterTop?: number;
  42600. diameterBottom?: number;
  42601. diameter?: number;
  42602. tessellation?: number;
  42603. subdivisions?: number;
  42604. arc?: number;
  42605. faceColors?: Color4[];
  42606. faceUV?: Vector4[];
  42607. updatable?: boolean;
  42608. hasRings?: boolean;
  42609. enclose?: boolean;
  42610. cap?: number;
  42611. sideOrientation?: number;
  42612. frontUVs?: Vector4;
  42613. backUVs?: Vector4;
  42614. }, scene: any): Mesh;
  42615. }
  42616. }
  42617. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42618. import { Observable } from "babylonjs/Misc/observable";
  42619. import { Nullable } from "babylonjs/types";
  42620. import { Camera } from "babylonjs/Cameras/camera";
  42621. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42622. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42623. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42624. import { Scene } from "babylonjs/scene";
  42625. import { Vector3 } from "babylonjs/Maths/math.vector";
  42626. import { Color3 } from "babylonjs/Maths/math.color";
  42627. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42629. import { Mesh } from "babylonjs/Meshes/mesh";
  42630. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42631. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42632. import "babylonjs/Meshes/Builders/groundBuilder";
  42633. import "babylonjs/Meshes/Builders/torusBuilder";
  42634. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42635. import "babylonjs/Gamepads/gamepadSceneComponent";
  42636. import "babylonjs/Animations/animatable";
  42637. /**
  42638. * Options to modify the vr teleportation behavior.
  42639. */
  42640. export interface VRTeleportationOptions {
  42641. /**
  42642. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42643. */
  42644. floorMeshName?: string;
  42645. /**
  42646. * A list of meshes to be used as the teleportation floor. (default: empty)
  42647. */
  42648. floorMeshes?: Mesh[];
  42649. }
  42650. /**
  42651. * Options to modify the vr experience helper's behavior.
  42652. */
  42653. export interface VRExperienceHelperOptions extends WebVROptions {
  42654. /**
  42655. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42656. */
  42657. createDeviceOrientationCamera?: boolean;
  42658. /**
  42659. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42660. */
  42661. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42662. /**
  42663. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42664. */
  42665. laserToggle?: boolean;
  42666. /**
  42667. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42668. */
  42669. floorMeshes?: Mesh[];
  42670. /**
  42671. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42672. */
  42673. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42674. }
  42675. /**
  42676. * Event containing information after VR has been entered
  42677. */
  42678. export class OnAfterEnteringVRObservableEvent {
  42679. /**
  42680. * If entering vr was successful
  42681. */
  42682. success: boolean;
  42683. }
  42684. /**
  42685. * Helps to quickly add VR support to an existing scene.
  42686. * See http://doc.babylonjs.com/how_to/webvr_helper
  42687. */
  42688. export class VRExperienceHelper {
  42689. /** Options to modify the vr experience helper's behavior. */
  42690. webVROptions: VRExperienceHelperOptions;
  42691. private _scene;
  42692. private _position;
  42693. private _btnVR;
  42694. private _btnVRDisplayed;
  42695. private _webVRsupported;
  42696. private _webVRready;
  42697. private _webVRrequesting;
  42698. private _webVRpresenting;
  42699. private _hasEnteredVR;
  42700. private _fullscreenVRpresenting;
  42701. private _canvas;
  42702. private _webVRCamera;
  42703. private _vrDeviceOrientationCamera;
  42704. private _deviceOrientationCamera;
  42705. private _existingCamera;
  42706. private _onKeyDown;
  42707. private _onVrDisplayPresentChange;
  42708. private _onVRDisplayChanged;
  42709. private _onVRRequestPresentStart;
  42710. private _onVRRequestPresentComplete;
  42711. /**
  42712. * 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)
  42713. */
  42714. enableGazeEvenWhenNoPointerLock: boolean;
  42715. /**
  42716. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42717. */
  42718. exitVROnDoubleTap: boolean;
  42719. /**
  42720. * Observable raised right before entering VR.
  42721. */
  42722. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42723. /**
  42724. * Observable raised when entering VR has completed.
  42725. */
  42726. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42727. /**
  42728. * Observable raised when exiting VR.
  42729. */
  42730. onExitingVRObservable: Observable<VRExperienceHelper>;
  42731. /**
  42732. * Observable raised when controller mesh is loaded.
  42733. */
  42734. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42735. /** Return this.onEnteringVRObservable
  42736. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42737. */
  42738. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42739. /** Return this.onExitingVRObservable
  42740. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42741. */
  42742. readonly onExitingVR: Observable<VRExperienceHelper>;
  42743. /** Return this.onControllerMeshLoadedObservable
  42744. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42745. */
  42746. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42747. private _rayLength;
  42748. private _useCustomVRButton;
  42749. private _teleportationRequested;
  42750. private _teleportActive;
  42751. private _floorMeshName;
  42752. private _floorMeshesCollection;
  42753. private _rotationAllowed;
  42754. private _teleportBackwardsVector;
  42755. private _teleportationTarget;
  42756. private _isDefaultTeleportationTarget;
  42757. private _postProcessMove;
  42758. private _teleportationFillColor;
  42759. private _teleportationBorderColor;
  42760. private _rotationAngle;
  42761. private _haloCenter;
  42762. private _cameraGazer;
  42763. private _padSensibilityUp;
  42764. private _padSensibilityDown;
  42765. private _leftController;
  42766. private _rightController;
  42767. /**
  42768. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42769. */
  42770. onNewMeshSelected: Observable<AbstractMesh>;
  42771. /**
  42772. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42773. * This observable will provide the mesh and the controller used to select the mesh
  42774. */
  42775. onMeshSelectedWithController: Observable<{
  42776. mesh: AbstractMesh;
  42777. controller: WebVRController;
  42778. }>;
  42779. /**
  42780. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42781. */
  42782. onNewMeshPicked: Observable<PickingInfo>;
  42783. private _circleEase;
  42784. /**
  42785. * Observable raised before camera teleportation
  42786. */
  42787. onBeforeCameraTeleport: Observable<Vector3>;
  42788. /**
  42789. * Observable raised after camera teleportation
  42790. */
  42791. onAfterCameraTeleport: Observable<Vector3>;
  42792. /**
  42793. * Observable raised when current selected mesh gets unselected
  42794. */
  42795. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42796. private _raySelectionPredicate;
  42797. /**
  42798. * To be optionaly changed by user to define custom ray selection
  42799. */
  42800. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42801. /**
  42802. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42803. */
  42804. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42805. /**
  42806. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42807. */
  42808. teleportationEnabled: boolean;
  42809. private _defaultHeight;
  42810. private _teleportationInitialized;
  42811. private _interactionsEnabled;
  42812. private _interactionsRequested;
  42813. private _displayGaze;
  42814. private _displayLaserPointer;
  42815. /**
  42816. * The mesh used to display where the user is going to teleport.
  42817. */
  42818. /**
  42819. * Sets the mesh to be used to display where the user is going to teleport.
  42820. */
  42821. teleportationTarget: Mesh;
  42822. /**
  42823. * 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
  42824. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42825. * See http://doc.babylonjs.com/resources/baking_transformations
  42826. */
  42827. gazeTrackerMesh: Mesh;
  42828. /**
  42829. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42830. */
  42831. updateGazeTrackerScale: boolean;
  42832. /**
  42833. * If the gaze trackers color should be updated when selecting meshes
  42834. */
  42835. updateGazeTrackerColor: boolean;
  42836. /**
  42837. * If the controller laser color should be updated when selecting meshes
  42838. */
  42839. updateControllerLaserColor: boolean;
  42840. /**
  42841. * The gaze tracking mesh corresponding to the left controller
  42842. */
  42843. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42844. /**
  42845. * The gaze tracking mesh corresponding to the right controller
  42846. */
  42847. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42848. /**
  42849. * If the ray of the gaze should be displayed.
  42850. */
  42851. /**
  42852. * Sets if the ray of the gaze should be displayed.
  42853. */
  42854. displayGaze: boolean;
  42855. /**
  42856. * If the ray of the LaserPointer should be displayed.
  42857. */
  42858. /**
  42859. * Sets if the ray of the LaserPointer should be displayed.
  42860. */
  42861. displayLaserPointer: boolean;
  42862. /**
  42863. * The deviceOrientationCamera used as the camera when not in VR.
  42864. */
  42865. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42866. /**
  42867. * Based on the current WebVR support, returns the current VR camera used.
  42868. */
  42869. readonly currentVRCamera: Nullable<Camera>;
  42870. /**
  42871. * The webVRCamera which is used when in VR.
  42872. */
  42873. readonly webVRCamera: WebVRFreeCamera;
  42874. /**
  42875. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42876. */
  42877. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42878. /**
  42879. * The html button that is used to trigger entering into VR.
  42880. */
  42881. readonly vrButton: Nullable<HTMLButtonElement>;
  42882. private readonly _teleportationRequestInitiated;
  42883. /**
  42884. * Defines wether or not Pointer lock should be requested when switching to
  42885. * full screen.
  42886. */
  42887. requestPointerLockOnFullScreen: boolean;
  42888. /**
  42889. * Instantiates a VRExperienceHelper.
  42890. * Helps to quickly add VR support to an existing scene.
  42891. * @param scene The scene the VRExperienceHelper belongs to.
  42892. * @param webVROptions Options to modify the vr experience helper's behavior.
  42893. */
  42894. constructor(scene: Scene,
  42895. /** Options to modify the vr experience helper's behavior. */
  42896. webVROptions?: VRExperienceHelperOptions);
  42897. private _onDefaultMeshLoaded;
  42898. private _onResize;
  42899. private _onFullscreenChange;
  42900. /**
  42901. * Gets a value indicating if we are currently in VR mode.
  42902. */
  42903. readonly isInVRMode: boolean;
  42904. private onVrDisplayPresentChange;
  42905. private onVRDisplayChanged;
  42906. private moveButtonToBottomRight;
  42907. private displayVRButton;
  42908. private updateButtonVisibility;
  42909. private _cachedAngularSensibility;
  42910. /**
  42911. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42912. * Otherwise, will use the fullscreen API.
  42913. */
  42914. enterVR(): void;
  42915. /**
  42916. * Attempt to exit VR, or fullscreen.
  42917. */
  42918. exitVR(): void;
  42919. /**
  42920. * The position of the vr experience helper.
  42921. */
  42922. /**
  42923. * Sets the position of the vr experience helper.
  42924. */
  42925. position: Vector3;
  42926. /**
  42927. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42928. */
  42929. enableInteractions(): void;
  42930. private readonly _noControllerIsActive;
  42931. private beforeRender;
  42932. private _isTeleportationFloor;
  42933. /**
  42934. * Adds a floor mesh to be used for teleportation.
  42935. * @param floorMesh the mesh to be used for teleportation.
  42936. */
  42937. addFloorMesh(floorMesh: Mesh): void;
  42938. /**
  42939. * Removes a floor mesh from being used for teleportation.
  42940. * @param floorMesh the mesh to be removed.
  42941. */
  42942. removeFloorMesh(floorMesh: Mesh): void;
  42943. /**
  42944. * Enables interactions and teleportation using the VR controllers and gaze.
  42945. * @param vrTeleportationOptions options to modify teleportation behavior.
  42946. */
  42947. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42948. private _onNewGamepadConnected;
  42949. private _tryEnableInteractionOnController;
  42950. private _onNewGamepadDisconnected;
  42951. private _enableInteractionOnController;
  42952. private _checkTeleportWithRay;
  42953. private _checkRotate;
  42954. private _checkTeleportBackwards;
  42955. private _enableTeleportationOnController;
  42956. private _createTeleportationCircles;
  42957. private _displayTeleportationTarget;
  42958. private _hideTeleportationTarget;
  42959. private _rotateCamera;
  42960. private _moveTeleportationSelectorTo;
  42961. private _workingVector;
  42962. private _workingQuaternion;
  42963. private _workingMatrix;
  42964. /**
  42965. * Teleports the users feet to the desired location
  42966. * @param location The location where the user's feet should be placed
  42967. */
  42968. teleportCamera(location: Vector3): void;
  42969. private _convertNormalToDirectionOfRay;
  42970. private _castRayAndSelectObject;
  42971. private _notifySelectedMeshUnselected;
  42972. /**
  42973. * Sets the color of the laser ray from the vr controllers.
  42974. * @param color new color for the ray.
  42975. */
  42976. changeLaserColor(color: Color3): void;
  42977. /**
  42978. * Sets the color of the ray from the vr headsets gaze.
  42979. * @param color new color for the ray.
  42980. */
  42981. changeGazeColor(color: Color3): void;
  42982. /**
  42983. * Exits VR and disposes of the vr experience helper
  42984. */
  42985. dispose(): void;
  42986. /**
  42987. * Gets the name of the VRExperienceHelper class
  42988. * @returns "VRExperienceHelper"
  42989. */
  42990. getClassName(): string;
  42991. }
  42992. }
  42993. declare module "babylonjs/Cameras/VR/index" {
  42994. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42995. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42996. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42997. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42998. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42999. export * from "babylonjs/Cameras/VR/webVRCamera";
  43000. }
  43001. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43002. import { Nullable } from "babylonjs/types";
  43003. import { IDisposable } from "babylonjs/scene";
  43004. /**
  43005. * States of the webXR experience
  43006. */
  43007. export enum WebXRState {
  43008. /**
  43009. * Transitioning to being in XR mode
  43010. */
  43011. ENTERING_XR = 0,
  43012. /**
  43013. * Transitioning to non XR mode
  43014. */
  43015. EXITING_XR = 1,
  43016. /**
  43017. * In XR mode and presenting
  43018. */
  43019. IN_XR = 2,
  43020. /**
  43021. * Not entered XR mode
  43022. */
  43023. NOT_IN_XR = 3
  43024. }
  43025. /**
  43026. * Abstraction of the XR render target
  43027. */
  43028. export interface WebXRRenderTarget extends IDisposable {
  43029. /**
  43030. * xrpresent context of the canvas which can be used to display/mirror xr content
  43031. */
  43032. canvasContext: WebGLRenderingContext;
  43033. /**
  43034. * xr layer for the canvas
  43035. */
  43036. xrLayer: Nullable<XRWebGLLayer>;
  43037. /**
  43038. * Initializes the xr layer for the session
  43039. * @param xrSession xr session
  43040. * @returns a promise that will resolve once the XR Layer has been created
  43041. */
  43042. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43043. }
  43044. }
  43045. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43046. import { Nullable } from "babylonjs/types";
  43047. import { Observable } from "babylonjs/Misc/observable";
  43048. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43049. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43050. /**
  43051. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43052. */
  43053. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43054. private _engine;
  43055. private _canvas;
  43056. /**
  43057. * xrpresent context of the canvas which can be used to display/mirror xr content
  43058. */
  43059. canvasContext: WebGLRenderingContext;
  43060. /**
  43061. * xr layer for the canvas
  43062. */
  43063. xrLayer: Nullable<XRWebGLLayer>;
  43064. /**
  43065. * Initializes the xr layer for the session
  43066. * @param xrSession xr session
  43067. * @returns a promise that will resolve once the XR Layer has been created
  43068. */
  43069. initializeXRLayerAsync(xrSession: any): any;
  43070. /**
  43071. * Initializes the canvas to be added/removed upon entering/exiting xr
  43072. * @param engine the Babylon engine
  43073. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43074. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43075. */
  43076. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  43077. /**
  43078. * Disposes of the object
  43079. */
  43080. dispose(): void;
  43081. private _setManagedOutputCanvas;
  43082. private _addCanvas;
  43083. private _removeCanvas;
  43084. }
  43085. }
  43086. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43087. import { Observable } from "babylonjs/Misc/observable";
  43088. import { Nullable } from "babylonjs/types";
  43089. import { IDisposable, Scene } from "babylonjs/scene";
  43090. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43091. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43092. /**
  43093. * Manages an XRSession to work with Babylon's engine
  43094. * @see https://doc.babylonjs.com/how_to/webxr
  43095. */
  43096. export class WebXRSessionManager implements IDisposable {
  43097. private scene;
  43098. /**
  43099. * Fires every time a new xrFrame arrives which can be used to update the camera
  43100. */
  43101. onXRFrameObservable: Observable<any>;
  43102. /**
  43103. * Fires when the xr session is ended either by the device or manually done
  43104. */
  43105. onXRSessionEnded: Observable<any>;
  43106. /**
  43107. * Underlying xr session
  43108. */
  43109. session: XRSession;
  43110. /**
  43111. * Type of reference space used when creating the session
  43112. */
  43113. referenceSpace: XRReferenceSpace;
  43114. /**
  43115. * Current XR frame
  43116. */
  43117. currentFrame: Nullable<XRFrame>;
  43118. private _xrNavigator;
  43119. private baseLayer;
  43120. private _rttProvider;
  43121. private _sessionEnded;
  43122. /**
  43123. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43124. * @param scene The scene which the session should be created for
  43125. */
  43126. constructor(scene: Scene);
  43127. /**
  43128. * Initializes the manager
  43129. * After initialization enterXR can be called to start an XR session
  43130. * @returns Promise which resolves after it is initialized
  43131. */
  43132. initializeAsync(): Promise<void>;
  43133. /**
  43134. * Initializes an xr session
  43135. * @param xrSessionMode mode to initialize
  43136. * @param optionalFeatures defines optional values to pass to the session builder
  43137. * @returns a promise which will resolve once the session has been initialized
  43138. */
  43139. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  43140. /**
  43141. * Sets the reference space on the xr session
  43142. * @param referenceSpace space to set
  43143. * @returns a promise that will resolve once the reference space has been set
  43144. */
  43145. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43146. /**
  43147. * Updates the render state of the session
  43148. * @param state state to set
  43149. * @returns a promise that resolves once the render state has been updated
  43150. */
  43151. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43152. /**
  43153. * Starts rendering to the xr layer
  43154. * @returns a promise that will resolve once rendering has started
  43155. */
  43156. startRenderingToXRAsync(): Promise<void>;
  43157. /**
  43158. * Gets the correct render target texture to be rendered this frame for this eye
  43159. * @param eye the eye for which to get the render target
  43160. * @returns the render target for the specified eye
  43161. */
  43162. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43163. /**
  43164. * Stops the xrSession and restores the renderloop
  43165. * @returns Promise which resolves after it exits XR
  43166. */
  43167. exitXRAsync(): Promise<void>;
  43168. /**
  43169. * Checks if a session would be supported for the creation options specified
  43170. * @param sessionMode session mode to check if supported eg. immersive-vr
  43171. * @returns true if supported
  43172. */
  43173. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43174. /**
  43175. * Creates a WebXRRenderTarget object for the XR session
  43176. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43177. * @returns a WebXR render target to which the session can render
  43178. */
  43179. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  43180. /**
  43181. * @hidden
  43182. * Converts the render layer of xrSession to a render target
  43183. * @param session session to create render target for
  43184. * @param scene scene the new render target should be created for
  43185. */
  43186. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43187. /**
  43188. * Disposes of the session manager
  43189. */
  43190. dispose(): void;
  43191. }
  43192. }
  43193. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43194. import { Scene } from "babylonjs/scene";
  43195. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43196. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43197. /**
  43198. * WebXR Camera which holds the views for the xrSession
  43199. * @see https://doc.babylonjs.com/how_to/webxr
  43200. */
  43201. export class WebXRCamera extends FreeCamera {
  43202. private static _TmpMatrix;
  43203. /**
  43204. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43205. * @param name the name of the camera
  43206. * @param scene the scene to add the camera to
  43207. */
  43208. constructor(name: string, scene: Scene);
  43209. private _updateNumberOfRigCameras;
  43210. /** @hidden */
  43211. _updateForDualEyeDebugging(): void;
  43212. /**
  43213. * Updates the cameras position from the current pose information of the XR session
  43214. * @param xrSessionManager the session containing pose information
  43215. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43216. */
  43217. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43218. }
  43219. }
  43220. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43221. import { Observable } from "babylonjs/Misc/observable";
  43222. import { IDisposable, Scene } from "babylonjs/scene";
  43223. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43224. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43225. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43226. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43227. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43228. /**
  43229. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43230. * @see https://doc.babylonjs.com/how_to/webxr
  43231. */
  43232. export class WebXRExperienceHelper implements IDisposable {
  43233. private scene;
  43234. /**
  43235. * 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
  43236. */
  43237. container: AbstractMesh;
  43238. /**
  43239. * Camera used to render xr content
  43240. */
  43241. camera: WebXRCamera;
  43242. /**
  43243. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43244. */
  43245. state: WebXRState;
  43246. private _setState;
  43247. private static _TmpVector;
  43248. /**
  43249. * Fires when the state of the experience helper has changed
  43250. */
  43251. onStateChangedObservable: Observable<WebXRState>;
  43252. /** Session manager used to keep track of xr session */
  43253. sessionManager: WebXRSessionManager;
  43254. private _nonVRCamera;
  43255. private _originalSceneAutoClear;
  43256. private _supported;
  43257. /**
  43258. * Creates the experience helper
  43259. * @param scene the scene to attach the experience helper to
  43260. * @returns a promise for the experience helper
  43261. */
  43262. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43263. /**
  43264. * Creates a WebXRExperienceHelper
  43265. * @param scene The scene the helper should be created in
  43266. */
  43267. private constructor();
  43268. /**
  43269. * Exits XR mode and returns the scene to its original state
  43270. * @returns promise that resolves after xr mode has exited
  43271. */
  43272. exitXRAsync(): Promise<void>;
  43273. /**
  43274. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43275. * @param sessionMode options for the XR session
  43276. * @param referenceSpaceType frame of reference of the XR session
  43277. * @param renderTarget the output canvas that will be used to enter XR mode
  43278. * @returns promise that resolves after xr mode has entered
  43279. */
  43280. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  43281. /**
  43282. * Updates the global position of the camera by moving the camera's container
  43283. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43284. * @param position The desired global position of the camera
  43285. */
  43286. setPositionOfCameraUsingContainer(position: Vector3): void;
  43287. /**
  43288. * Rotates the xr camera by rotating the camera's container around the camera's position
  43289. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43290. * @param rotation the desired quaternion rotation to apply to the camera
  43291. */
  43292. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43293. /**
  43294. * Disposes of the experience helper
  43295. */
  43296. dispose(): void;
  43297. }
  43298. }
  43299. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43300. import { Nullable } from "babylonjs/types";
  43301. import { Observable } from "babylonjs/Misc/observable";
  43302. import { IDisposable, Scene } from "babylonjs/scene";
  43303. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43304. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43305. /**
  43306. * Button which can be used to enter a different mode of XR
  43307. */
  43308. export class WebXREnterExitUIButton {
  43309. /** button element */
  43310. element: HTMLElement;
  43311. /** XR initialization options for the button */
  43312. sessionMode: XRSessionMode;
  43313. /** Reference space type */
  43314. referenceSpaceType: XRReferenceSpaceType;
  43315. /**
  43316. * Creates a WebXREnterExitUIButton
  43317. * @param element button element
  43318. * @param sessionMode XR initialization session mode
  43319. * @param referenceSpaceType the type of reference space to be used
  43320. */
  43321. constructor(
  43322. /** button element */
  43323. element: HTMLElement,
  43324. /** XR initialization options for the button */
  43325. sessionMode: XRSessionMode,
  43326. /** Reference space type */
  43327. referenceSpaceType: XRReferenceSpaceType);
  43328. /**
  43329. * Overwritable function which can be used to update the button's visuals when the state changes
  43330. * @param activeButton the current active button in the UI
  43331. */
  43332. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43333. }
  43334. /**
  43335. * Options to create the webXR UI
  43336. */
  43337. export class WebXREnterExitUIOptions {
  43338. /**
  43339. * Context to enter xr with
  43340. */
  43341. renderTarget?: Nullable<WebXRRenderTarget>;
  43342. /**
  43343. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43344. */
  43345. customButtons?: Array<WebXREnterExitUIButton>;
  43346. }
  43347. /**
  43348. * UI to allow the user to enter/exit XR mode
  43349. */
  43350. export class WebXREnterExitUI implements IDisposable {
  43351. private scene;
  43352. private _overlay;
  43353. private _buttons;
  43354. private _activeButton;
  43355. /**
  43356. * Fired every time the active button is changed.
  43357. *
  43358. * When xr is entered via a button that launches xr that button will be the callback parameter
  43359. *
  43360. * When exiting xr the callback parameter will be null)
  43361. */
  43362. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43363. /**
  43364. * Creates UI to allow the user to enter/exit XR mode
  43365. * @param scene the scene to add the ui to
  43366. * @param helper the xr experience helper to enter/exit xr with
  43367. * @param options options to configure the UI
  43368. * @returns the created ui
  43369. */
  43370. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43371. private constructor();
  43372. private _updateButtons;
  43373. /**
  43374. * Disposes of the object
  43375. */
  43376. dispose(): void;
  43377. }
  43378. }
  43379. declare module "babylonjs/Cameras/XR/webXRController" {
  43380. import { Nullable } from "babylonjs/types";
  43381. import { Observable } from "babylonjs/Misc/observable";
  43382. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43383. import { Ray } from "babylonjs/Culling/ray";
  43384. import { Scene } from "babylonjs/scene";
  43385. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43386. /**
  43387. * Represents an XR input
  43388. */
  43389. export class WebXRController {
  43390. private scene;
  43391. /** The underlying input source for the controller */
  43392. inputSource: XRInputSource;
  43393. private parentContainer;
  43394. /**
  43395. * 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
  43396. */
  43397. grip?: AbstractMesh;
  43398. /**
  43399. * Pointer which can be used to select objects or attach a visible laser to
  43400. */
  43401. pointer: AbstractMesh;
  43402. private _gamepadMode;
  43403. /**
  43404. * If available, this is the gamepad object related to this controller.
  43405. * Using this object it is possible to get click events and trackpad changes of the
  43406. * webxr controller that is currently being used.
  43407. */
  43408. gamepadController?: WebVRController;
  43409. /**
  43410. * Event that fires when the controller is removed/disposed
  43411. */
  43412. onDisposeObservable: Observable<{}>;
  43413. private _tmpMatrix;
  43414. private _tmpQuaternion;
  43415. private _tmpVector;
  43416. /**
  43417. * Creates the controller
  43418. * @see https://doc.babylonjs.com/how_to/webxr
  43419. * @param scene the scene which the controller should be associated to
  43420. * @param inputSource the underlying input source for the controller
  43421. * @param parentContainer parent that the controller meshes should be children of
  43422. */
  43423. constructor(scene: Scene,
  43424. /** The underlying input source for the controller */
  43425. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43426. /**
  43427. * Updates the controller pose based on the given XRFrame
  43428. * @param xrFrame xr frame to update the pose with
  43429. * @param referenceSpace reference space to use
  43430. */
  43431. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43432. /**
  43433. * Gets a world space ray coming from the controller
  43434. * @param result the resulting ray
  43435. */
  43436. getWorldPointerRayToRef(result: Ray): void;
  43437. /**
  43438. * Get the scene associated with this controller
  43439. * @returns the scene object
  43440. */
  43441. getScene(): Scene;
  43442. /**
  43443. * Disposes of the object
  43444. */
  43445. dispose(): void;
  43446. }
  43447. }
  43448. declare module "babylonjs/Cameras/XR/webXRInput" {
  43449. import { Observable } from "babylonjs/Misc/observable";
  43450. import { IDisposable } from "babylonjs/scene";
  43451. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43452. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43453. /**
  43454. * XR input used to track XR inputs such as controllers/rays
  43455. */
  43456. export class WebXRInput implements IDisposable {
  43457. /**
  43458. * Base experience the input listens to
  43459. */
  43460. baseExperience: WebXRExperienceHelper;
  43461. /**
  43462. * XR controllers being tracked
  43463. */
  43464. controllers: Array<WebXRController>;
  43465. private _frameObserver;
  43466. private _stateObserver;
  43467. /**
  43468. * Event when a controller has been connected/added
  43469. */
  43470. onControllerAddedObservable: Observable<WebXRController>;
  43471. /**
  43472. * Event when a controller has been removed/disconnected
  43473. */
  43474. onControllerRemovedObservable: Observable<WebXRController>;
  43475. /**
  43476. * Initializes the WebXRInput
  43477. * @param baseExperience experience helper which the input should be created for
  43478. */
  43479. constructor(
  43480. /**
  43481. * Base experience the input listens to
  43482. */
  43483. baseExperience: WebXRExperienceHelper);
  43484. private _onInputSourcesChange;
  43485. private _addAndRemoveControllers;
  43486. /**
  43487. * Disposes of the object
  43488. */
  43489. dispose(): void;
  43490. }
  43491. }
  43492. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43493. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43494. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43495. /**
  43496. * Enables teleportation
  43497. */
  43498. export class WebXRControllerTeleportation {
  43499. private _teleportationFillColor;
  43500. private _teleportationBorderColor;
  43501. private _tmpRay;
  43502. private _tmpVector;
  43503. /**
  43504. * Creates a WebXRControllerTeleportation
  43505. * @param input input manager to add teleportation to
  43506. * @param floorMeshes floormeshes which can be teleported to
  43507. */
  43508. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43509. }
  43510. }
  43511. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43512. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43513. /**
  43514. * Handles pointer input automatically for the pointer of XR controllers
  43515. */
  43516. export class WebXRControllerPointerSelection {
  43517. private static _idCounter;
  43518. private _tmpRay;
  43519. /**
  43520. * Creates a WebXRControllerPointerSelection
  43521. * @param input input manager to setup pointer selection
  43522. */
  43523. constructor(input: WebXRInput);
  43524. private _convertNormalToDirectionOfRay;
  43525. private _updatePointerDistance;
  43526. }
  43527. }
  43528. declare module "babylonjs/Loading/sceneLoader" {
  43529. import { Observable } from "babylonjs/Misc/observable";
  43530. import { Nullable } from "babylonjs/types";
  43531. import { Scene } from "babylonjs/scene";
  43532. import { Engine } from "babylonjs/Engines/engine";
  43533. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43534. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43535. import { AssetContainer } from "babylonjs/assetContainer";
  43536. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43537. import { Skeleton } from "babylonjs/Bones/skeleton";
  43538. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43539. import { WebRequest } from "babylonjs/Misc/webRequest";
  43540. /**
  43541. * Class used to represent data loading progression
  43542. */
  43543. export class SceneLoaderProgressEvent {
  43544. /** defines if data length to load can be evaluated */
  43545. readonly lengthComputable: boolean;
  43546. /** defines the loaded data length */
  43547. readonly loaded: number;
  43548. /** defines the data length to load */
  43549. readonly total: number;
  43550. /**
  43551. * Create a new progress event
  43552. * @param lengthComputable defines if data length to load can be evaluated
  43553. * @param loaded defines the loaded data length
  43554. * @param total defines the data length to load
  43555. */
  43556. constructor(
  43557. /** defines if data length to load can be evaluated */
  43558. lengthComputable: boolean,
  43559. /** defines the loaded data length */
  43560. loaded: number,
  43561. /** defines the data length to load */
  43562. total: number);
  43563. /**
  43564. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43565. * @param event defines the source event
  43566. * @returns a new SceneLoaderProgressEvent
  43567. */
  43568. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43569. }
  43570. /**
  43571. * Interface used by SceneLoader plugins to define supported file extensions
  43572. */
  43573. export interface ISceneLoaderPluginExtensions {
  43574. /**
  43575. * Defines the list of supported extensions
  43576. */
  43577. [extension: string]: {
  43578. isBinary: boolean;
  43579. };
  43580. }
  43581. /**
  43582. * Interface used by SceneLoader plugin factory
  43583. */
  43584. export interface ISceneLoaderPluginFactory {
  43585. /**
  43586. * Defines the name of the factory
  43587. */
  43588. name: string;
  43589. /**
  43590. * Function called to create a new plugin
  43591. * @return the new plugin
  43592. */
  43593. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43594. /**
  43595. * The callback that returns true if the data can be directly loaded.
  43596. * @param data string containing the file data
  43597. * @returns if the data can be loaded directly
  43598. */
  43599. canDirectLoad?(data: string): boolean;
  43600. }
  43601. /**
  43602. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43603. */
  43604. export interface ISceneLoaderPluginBase {
  43605. /**
  43606. * The friendly name of this plugin.
  43607. */
  43608. name: string;
  43609. /**
  43610. * The file extensions supported by this plugin.
  43611. */
  43612. extensions: string | ISceneLoaderPluginExtensions;
  43613. /**
  43614. * The callback called when loading from a url.
  43615. * @param scene scene loading this url
  43616. * @param url url to load
  43617. * @param onSuccess callback called when the file successfully loads
  43618. * @param onProgress callback called while file is loading (if the server supports this mode)
  43619. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43620. * @param onError callback called when the file fails to load
  43621. * @returns a file request object
  43622. */
  43623. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43624. /**
  43625. * The callback called when loading from a file object.
  43626. * @param scene scene loading this file
  43627. * @param file defines the file to load
  43628. * @param onSuccess defines the callback to call when data is loaded
  43629. * @param onProgress defines the callback to call during loading process
  43630. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43631. * @param onError defines the callback to call when an error occurs
  43632. * @returns a file request object
  43633. */
  43634. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43635. /**
  43636. * The callback that returns true if the data can be directly loaded.
  43637. * @param data string containing the file data
  43638. * @returns if the data can be loaded directly
  43639. */
  43640. canDirectLoad?(data: string): boolean;
  43641. /**
  43642. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43643. * @param scene scene loading this data
  43644. * @param data string containing the data
  43645. * @returns data to pass to the plugin
  43646. */
  43647. directLoad?(scene: Scene, data: string): any;
  43648. /**
  43649. * The callback that allows custom handling of the root url based on the response url.
  43650. * @param rootUrl the original root url
  43651. * @param responseURL the response url if available
  43652. * @returns the new root url
  43653. */
  43654. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43655. }
  43656. /**
  43657. * Interface used to define a SceneLoader plugin
  43658. */
  43659. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  43660. /**
  43661. * Import meshes into a scene.
  43662. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43663. * @param scene The scene to import into
  43664. * @param data The data to import
  43665. * @param rootUrl The root url for scene and resources
  43666. * @param meshes The meshes array to import into
  43667. * @param particleSystems The particle systems array to import into
  43668. * @param skeletons The skeletons array to import into
  43669. * @param onError The callback when import fails
  43670. * @returns True if successful or false otherwise
  43671. */
  43672. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43673. /**
  43674. * Load into a scene.
  43675. * @param scene The scene to load into
  43676. * @param data The data to import
  43677. * @param rootUrl The root url for scene and resources
  43678. * @param onError The callback when import fails
  43679. * @returns True if successful or false otherwise
  43680. */
  43681. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43682. /**
  43683. * Load into an asset container.
  43684. * @param scene The scene to load into
  43685. * @param data The data to import
  43686. * @param rootUrl The root url for scene and resources
  43687. * @param onError The callback when import fails
  43688. * @returns The loaded asset container
  43689. */
  43690. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43691. }
  43692. /**
  43693. * Interface used to define an async SceneLoader plugin
  43694. */
  43695. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  43696. /**
  43697. * Import meshes into a scene.
  43698. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43699. * @param scene The scene to import into
  43700. * @param data The data to import
  43701. * @param rootUrl The root url for scene and resources
  43702. * @param onProgress The callback when the load progresses
  43703. * @param fileName Defines the name of the file to load
  43704. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43705. */
  43706. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43707. meshes: AbstractMesh[];
  43708. particleSystems: IParticleSystem[];
  43709. skeletons: Skeleton[];
  43710. animationGroups: AnimationGroup[];
  43711. }>;
  43712. /**
  43713. * Load into a scene.
  43714. * @param scene The scene to load into
  43715. * @param data The data to import
  43716. * @param rootUrl The root url for scene and resources
  43717. * @param onProgress The callback when the load progresses
  43718. * @param fileName Defines the name of the file to load
  43719. * @returns Nothing
  43720. */
  43721. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43722. /**
  43723. * Load into an asset container.
  43724. * @param scene The scene to load into
  43725. * @param data The data to import
  43726. * @param rootUrl The root url for scene and resources
  43727. * @param onProgress The callback when the load progresses
  43728. * @param fileName Defines the name of the file to load
  43729. * @returns The loaded asset container
  43730. */
  43731. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43732. }
  43733. /**
  43734. * Class used to load scene from various file formats using registered plugins
  43735. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43736. */
  43737. export class SceneLoader {
  43738. /**
  43739. * No logging while loading
  43740. */
  43741. static readonly NO_LOGGING: number;
  43742. /**
  43743. * Minimal logging while loading
  43744. */
  43745. static readonly MINIMAL_LOGGING: number;
  43746. /**
  43747. * Summary logging while loading
  43748. */
  43749. static readonly SUMMARY_LOGGING: number;
  43750. /**
  43751. * Detailled logging while loading
  43752. */
  43753. static readonly DETAILED_LOGGING: number;
  43754. /**
  43755. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43756. */
  43757. static ForceFullSceneLoadingForIncremental: boolean;
  43758. /**
  43759. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43760. */
  43761. static ShowLoadingScreen: boolean;
  43762. /**
  43763. * Defines the current logging level (while loading the scene)
  43764. * @ignorenaming
  43765. */
  43766. static loggingLevel: number;
  43767. /**
  43768. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43769. */
  43770. static CleanBoneMatrixWeights: boolean;
  43771. /**
  43772. * Event raised when a plugin is used to load a scene
  43773. */
  43774. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43775. private static _registeredPlugins;
  43776. private static _getDefaultPlugin;
  43777. private static _getPluginForExtension;
  43778. private static _getPluginForDirectLoad;
  43779. private static _getPluginForFilename;
  43780. private static _getDirectLoad;
  43781. private static _loadData;
  43782. private static _getFileInfo;
  43783. /**
  43784. * Gets a plugin that can load the given extension
  43785. * @param extension defines the extension to load
  43786. * @returns a plugin or null if none works
  43787. */
  43788. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43789. /**
  43790. * Gets a boolean indicating that the given extension can be loaded
  43791. * @param extension defines the extension to load
  43792. * @returns true if the extension is supported
  43793. */
  43794. static IsPluginForExtensionAvailable(extension: string): boolean;
  43795. /**
  43796. * Adds a new plugin to the list of registered plugins
  43797. * @param plugin defines the plugin to add
  43798. */
  43799. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43800. /**
  43801. * Import meshes into a scene
  43802. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43803. * @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)
  43804. * @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)
  43805. * @param scene the instance of BABYLON.Scene to append to
  43806. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43807. * @param onProgress a callback with a progress event for each file being loaded
  43808. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43809. * @param pluginExtension the extension used to determine the plugin
  43810. * @returns The loaded plugin
  43811. */
  43812. 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>;
  43813. /**
  43814. * Import meshes into a scene
  43815. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43816. * @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)
  43817. * @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)
  43818. * @param scene the instance of BABYLON.Scene to append to
  43819. * @param onProgress a callback with a progress event for each file being loaded
  43820. * @param pluginExtension the extension used to determine the plugin
  43821. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43822. */
  43823. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43824. meshes: AbstractMesh[];
  43825. particleSystems: IParticleSystem[];
  43826. skeletons: Skeleton[];
  43827. animationGroups: AnimationGroup[];
  43828. }>;
  43829. /**
  43830. * Load a scene
  43831. * @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)
  43832. * @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)
  43833. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43834. * @param onSuccess a callback with the scene when import succeeds
  43835. * @param onProgress a callback with a progress event for each file being loaded
  43836. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43837. * @param pluginExtension the extension used to determine the plugin
  43838. * @returns The loaded plugin
  43839. */
  43840. 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>;
  43841. /**
  43842. * Load a scene
  43843. * @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)
  43844. * @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)
  43845. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43846. * @param onProgress a callback with a progress event for each file being loaded
  43847. * @param pluginExtension the extension used to determine the plugin
  43848. * @returns The loaded scene
  43849. */
  43850. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43851. /**
  43852. * Append a scene
  43853. * @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)
  43854. * @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)
  43855. * @param scene is the instance of BABYLON.Scene to append to
  43856. * @param onSuccess a callback with the scene when import succeeds
  43857. * @param onProgress a callback with a progress event for each file being loaded
  43858. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43859. * @param pluginExtension the extension used to determine the plugin
  43860. * @returns The loaded plugin
  43861. */
  43862. 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>;
  43863. /**
  43864. * Append a scene
  43865. * @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)
  43866. * @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)
  43867. * @param scene is the instance of BABYLON.Scene to append to
  43868. * @param onProgress a callback with a progress event for each file being loaded
  43869. * @param pluginExtension the extension used to determine the plugin
  43870. * @returns The given scene
  43871. */
  43872. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43873. /**
  43874. * Load a scene into an asset container
  43875. * @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)
  43876. * @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)
  43877. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43878. * @param onSuccess a callback with the scene when import succeeds
  43879. * @param onProgress a callback with a progress event for each file being loaded
  43880. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43881. * @param pluginExtension the extension used to determine the plugin
  43882. * @returns The loaded plugin
  43883. */
  43884. 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>;
  43885. /**
  43886. * Load a scene into an asset container
  43887. * @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)
  43888. * @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)
  43889. * @param scene is the instance of Scene to append to
  43890. * @param onProgress a callback with a progress event for each file being loaded
  43891. * @param pluginExtension the extension used to determine the plugin
  43892. * @returns The loaded asset container
  43893. */
  43894. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43895. }
  43896. }
  43897. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43898. import { Scene } from "babylonjs/scene";
  43899. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43900. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43901. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43902. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43903. /**
  43904. * Generic Controller
  43905. */
  43906. export class GenericController extends WebVRController {
  43907. /**
  43908. * Base Url for the controller model.
  43909. */
  43910. static readonly MODEL_BASE_URL: string;
  43911. /**
  43912. * File name for the controller model.
  43913. */
  43914. static readonly MODEL_FILENAME: string;
  43915. /**
  43916. * Creates a new GenericController from a gamepad
  43917. * @param vrGamepad the gamepad that the controller should be created from
  43918. */
  43919. constructor(vrGamepad: any);
  43920. /**
  43921. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43922. * @param scene scene in which to add meshes
  43923. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43924. */
  43925. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43926. /**
  43927. * Called once for each button that changed state since the last frame
  43928. * @param buttonIdx Which button index changed
  43929. * @param state New state of the button
  43930. * @param changes Which properties on the state changed since last frame
  43931. */
  43932. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43933. }
  43934. }
  43935. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43936. import { Observable } from "babylonjs/Misc/observable";
  43937. import { Scene } from "babylonjs/scene";
  43938. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43939. import { Ray } from "babylonjs/Culling/ray";
  43940. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43941. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43942. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43943. /**
  43944. * Defines the WindowsMotionController object that the state of the windows motion controller
  43945. */
  43946. export class WindowsMotionController extends WebVRController {
  43947. /**
  43948. * The base url used to load the left and right controller models
  43949. */
  43950. static MODEL_BASE_URL: string;
  43951. /**
  43952. * The name of the left controller model file
  43953. */
  43954. static MODEL_LEFT_FILENAME: string;
  43955. /**
  43956. * The name of the right controller model file
  43957. */
  43958. static MODEL_RIGHT_FILENAME: string;
  43959. /**
  43960. * The controller name prefix for this controller type
  43961. */
  43962. static readonly GAMEPAD_ID_PREFIX: string;
  43963. /**
  43964. * The controller id pattern for this controller type
  43965. */
  43966. private static readonly GAMEPAD_ID_PATTERN;
  43967. private _loadedMeshInfo;
  43968. private readonly _mapping;
  43969. /**
  43970. * Fired when the trackpad on this controller is clicked
  43971. */
  43972. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43973. /**
  43974. * Fired when the trackpad on this controller is modified
  43975. */
  43976. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43977. /**
  43978. * The current x and y values of this controller's trackpad
  43979. */
  43980. trackpad: StickValues;
  43981. /**
  43982. * Creates a new WindowsMotionController from a gamepad
  43983. * @param vrGamepad the gamepad that the controller should be created from
  43984. */
  43985. constructor(vrGamepad: any);
  43986. /**
  43987. * Fired when the trigger on this controller is modified
  43988. */
  43989. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43990. /**
  43991. * Fired when the menu button on this controller is modified
  43992. */
  43993. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43994. /**
  43995. * Fired when the grip button on this controller is modified
  43996. */
  43997. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43998. /**
  43999. * Fired when the thumbstick button on this controller is modified
  44000. */
  44001. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44002. /**
  44003. * Fired when the touchpad button on this controller is modified
  44004. */
  44005. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44006. /**
  44007. * Fired when the touchpad values on this controller are modified
  44008. */
  44009. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44010. private _updateTrackpad;
  44011. /**
  44012. * Called once per frame by the engine.
  44013. */
  44014. update(): void;
  44015. /**
  44016. * Called once for each button that changed state since the last frame
  44017. * @param buttonIdx Which button index changed
  44018. * @param state New state of the button
  44019. * @param changes Which properties on the state changed since last frame
  44020. */
  44021. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44022. /**
  44023. * Moves the buttons on the controller mesh based on their current state
  44024. * @param buttonName the name of the button to move
  44025. * @param buttonValue the value of the button which determines the buttons new position
  44026. */
  44027. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44028. /**
  44029. * Moves the axis on the controller mesh based on its current state
  44030. * @param axis the index of the axis
  44031. * @param axisValue the value of the axis which determines the meshes new position
  44032. * @hidden
  44033. */
  44034. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44035. /**
  44036. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44037. * @param scene scene in which to add meshes
  44038. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44039. */
  44040. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44041. /**
  44042. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44043. * can be transformed by button presses and axes values, based on this._mapping.
  44044. *
  44045. * @param scene scene in which the meshes exist
  44046. * @param meshes list of meshes that make up the controller model to process
  44047. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44048. */
  44049. private processModel;
  44050. private createMeshInfo;
  44051. /**
  44052. * Gets the ray of the controller in the direction the controller is pointing
  44053. * @param length the length the resulting ray should be
  44054. * @returns a ray in the direction the controller is pointing
  44055. */
  44056. getForwardRay(length?: number): Ray;
  44057. /**
  44058. * Disposes of the controller
  44059. */
  44060. dispose(): void;
  44061. }
  44062. }
  44063. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44064. import { Observable } from "babylonjs/Misc/observable";
  44065. import { Scene } from "babylonjs/scene";
  44066. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44067. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44068. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44069. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44070. /**
  44071. * Oculus Touch Controller
  44072. */
  44073. export class OculusTouchController extends WebVRController {
  44074. /**
  44075. * Base Url for the controller model.
  44076. */
  44077. static MODEL_BASE_URL: string;
  44078. /**
  44079. * File name for the left controller model.
  44080. */
  44081. static MODEL_LEFT_FILENAME: string;
  44082. /**
  44083. * File name for the right controller model.
  44084. */
  44085. static MODEL_RIGHT_FILENAME: string;
  44086. /**
  44087. * Base Url for the Quest controller model.
  44088. */
  44089. static QUEST_MODEL_BASE_URL: string;
  44090. /**
  44091. * @hidden
  44092. * If the controllers are running on a device that needs the updated Quest controller models
  44093. */
  44094. static _IsQuest: boolean;
  44095. /**
  44096. * Fired when the secondary trigger on this controller is modified
  44097. */
  44098. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44099. /**
  44100. * Fired when the thumb rest on this controller is modified
  44101. */
  44102. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44103. /**
  44104. * Creates a new OculusTouchController from a gamepad
  44105. * @param vrGamepad the gamepad that the controller should be created from
  44106. */
  44107. constructor(vrGamepad: any);
  44108. /**
  44109. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44110. * @param scene scene in which to add meshes
  44111. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44112. */
  44113. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44114. /**
  44115. * Fired when the A button on this controller is modified
  44116. */
  44117. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44118. /**
  44119. * Fired when the B button on this controller is modified
  44120. */
  44121. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44122. /**
  44123. * Fired when the X button on this controller is modified
  44124. */
  44125. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44126. /**
  44127. * Fired when the Y button on this controller is modified
  44128. */
  44129. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44130. /**
  44131. * Called once for each button that changed state since the last frame
  44132. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44133. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44134. * 2) secondary trigger (same)
  44135. * 3) A (right) X (left), touch, pressed = value
  44136. * 4) B / Y
  44137. * 5) thumb rest
  44138. * @param buttonIdx Which button index changed
  44139. * @param state New state of the button
  44140. * @param changes Which properties on the state changed since last frame
  44141. */
  44142. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44143. }
  44144. }
  44145. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44146. import { Scene } from "babylonjs/scene";
  44147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44148. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44149. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44150. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44151. import { Observable } from "babylonjs/Misc/observable";
  44152. /**
  44153. * Vive Controller
  44154. */
  44155. export class ViveController extends WebVRController {
  44156. /**
  44157. * Base Url for the controller model.
  44158. */
  44159. static MODEL_BASE_URL: string;
  44160. /**
  44161. * File name for the controller model.
  44162. */
  44163. static MODEL_FILENAME: string;
  44164. /**
  44165. * Creates a new ViveController from a gamepad
  44166. * @param vrGamepad the gamepad that the controller should be created from
  44167. */
  44168. constructor(vrGamepad: any);
  44169. /**
  44170. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44171. * @param scene scene in which to add meshes
  44172. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44173. */
  44174. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44175. /**
  44176. * Fired when the left button on this controller is modified
  44177. */
  44178. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44179. /**
  44180. * Fired when the right button on this controller is modified
  44181. */
  44182. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44183. /**
  44184. * Fired when the menu button on this controller is modified
  44185. */
  44186. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44187. /**
  44188. * Called once for each button that changed state since the last frame
  44189. * Vive mapping:
  44190. * 0: touchpad
  44191. * 1: trigger
  44192. * 2: left AND right buttons
  44193. * 3: menu button
  44194. * @param buttonIdx Which button index changed
  44195. * @param state New state of the button
  44196. * @param changes Which properties on the state changed since last frame
  44197. */
  44198. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44199. }
  44200. }
  44201. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44202. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44203. /**
  44204. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44205. */
  44206. export class WebXRControllerModelLoader {
  44207. /**
  44208. * Creates the WebXRControllerModelLoader
  44209. * @param input xr input that creates the controllers
  44210. */
  44211. constructor(input: WebXRInput);
  44212. }
  44213. }
  44214. declare module "babylonjs/Cameras/XR/index" {
  44215. export * from "babylonjs/Cameras/XR/webXRCamera";
  44216. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44217. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44218. export * from "babylonjs/Cameras/XR/webXRInput";
  44219. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44220. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44221. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44222. export * from "babylonjs/Cameras/XR/webXRController";
  44223. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44224. export * from "babylonjs/Cameras/XR/webXRTypes";
  44225. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44226. }
  44227. declare module "babylonjs/Cameras/RigModes/index" {
  44228. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44229. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44230. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44231. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44232. }
  44233. declare module "babylonjs/Cameras/index" {
  44234. export * from "babylonjs/Cameras/Inputs/index";
  44235. export * from "babylonjs/Cameras/cameraInputsManager";
  44236. export * from "babylonjs/Cameras/camera";
  44237. export * from "babylonjs/Cameras/targetCamera";
  44238. export * from "babylonjs/Cameras/freeCamera";
  44239. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44240. export * from "babylonjs/Cameras/touchCamera";
  44241. export * from "babylonjs/Cameras/arcRotateCamera";
  44242. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44243. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44244. export * from "babylonjs/Cameras/flyCamera";
  44245. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44246. export * from "babylonjs/Cameras/followCamera";
  44247. export * from "babylonjs/Cameras/followCameraInputsManager";
  44248. export * from "babylonjs/Cameras/gamepadCamera";
  44249. export * from "babylonjs/Cameras/Stereoscopic/index";
  44250. export * from "babylonjs/Cameras/universalCamera";
  44251. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44252. export * from "babylonjs/Cameras/VR/index";
  44253. export * from "babylonjs/Cameras/XR/index";
  44254. export * from "babylonjs/Cameras/RigModes/index";
  44255. }
  44256. declare module "babylonjs/Collisions/index" {
  44257. export * from "babylonjs/Collisions/collider";
  44258. export * from "babylonjs/Collisions/collisionCoordinator";
  44259. export * from "babylonjs/Collisions/pickingInfo";
  44260. export * from "babylonjs/Collisions/intersectionInfo";
  44261. export * from "babylonjs/Collisions/meshCollisionData";
  44262. }
  44263. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44264. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44265. import { Vector3 } from "babylonjs/Maths/math.vector";
  44266. import { Ray } from "babylonjs/Culling/ray";
  44267. import { Plane } from "babylonjs/Maths/math.plane";
  44268. /**
  44269. * Contains an array of blocks representing the octree
  44270. */
  44271. export interface IOctreeContainer<T> {
  44272. /**
  44273. * Blocks within the octree
  44274. */
  44275. blocks: Array<OctreeBlock<T>>;
  44276. }
  44277. /**
  44278. * Class used to store a cell in an octree
  44279. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44280. */
  44281. export class OctreeBlock<T> {
  44282. /**
  44283. * Gets the content of the current block
  44284. */
  44285. entries: T[];
  44286. /**
  44287. * Gets the list of block children
  44288. */
  44289. blocks: Array<OctreeBlock<T>>;
  44290. private _depth;
  44291. private _maxDepth;
  44292. private _capacity;
  44293. private _minPoint;
  44294. private _maxPoint;
  44295. private _boundingVectors;
  44296. private _creationFunc;
  44297. /**
  44298. * Creates a new block
  44299. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44300. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44301. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44302. * @param depth defines the current depth of this block in the octree
  44303. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44304. * @param creationFunc defines a callback to call when an element is added to the block
  44305. */
  44306. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44307. /**
  44308. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44309. */
  44310. readonly capacity: number;
  44311. /**
  44312. * Gets the minimum vector (in world space) of the block's bounding box
  44313. */
  44314. readonly minPoint: Vector3;
  44315. /**
  44316. * Gets the maximum vector (in world space) of the block's bounding box
  44317. */
  44318. readonly maxPoint: Vector3;
  44319. /**
  44320. * Add a new element to this block
  44321. * @param entry defines the element to add
  44322. */
  44323. addEntry(entry: T): void;
  44324. /**
  44325. * Remove an element from this block
  44326. * @param entry defines the element to remove
  44327. */
  44328. removeEntry(entry: T): void;
  44329. /**
  44330. * Add an array of elements to this block
  44331. * @param entries defines the array of elements to add
  44332. */
  44333. addEntries(entries: T[]): void;
  44334. /**
  44335. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44336. * @param frustumPlanes defines the frustum planes to test
  44337. * @param selection defines the array to store current content if selection is positive
  44338. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44339. */
  44340. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44341. /**
  44342. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44343. * @param sphereCenter defines the bounding sphere center
  44344. * @param sphereRadius defines the bounding sphere radius
  44345. * @param selection defines the array to store current content if selection is positive
  44346. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44347. */
  44348. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44349. /**
  44350. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44351. * @param ray defines the ray to test with
  44352. * @param selection defines the array to store current content if selection is positive
  44353. */
  44354. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44355. /**
  44356. * Subdivide the content into child blocks (this block will then be empty)
  44357. */
  44358. createInnerBlocks(): void;
  44359. /**
  44360. * @hidden
  44361. */
  44362. 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;
  44363. }
  44364. }
  44365. declare module "babylonjs/Culling/Octrees/octree" {
  44366. import { SmartArray } from "babylonjs/Misc/smartArray";
  44367. import { Vector3 } from "babylonjs/Maths/math.vector";
  44368. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44369. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44370. import { Ray } from "babylonjs/Culling/ray";
  44371. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44372. import { Plane } from "babylonjs/Maths/math.plane";
  44373. /**
  44374. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44375. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44376. */
  44377. export class Octree<T> {
  44378. /** 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.) */
  44379. maxDepth: number;
  44380. /**
  44381. * Blocks within the octree containing objects
  44382. */
  44383. blocks: Array<OctreeBlock<T>>;
  44384. /**
  44385. * Content stored in the octree
  44386. */
  44387. dynamicContent: T[];
  44388. private _maxBlockCapacity;
  44389. private _selectionContent;
  44390. private _creationFunc;
  44391. /**
  44392. * Creates a octree
  44393. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44394. * @param creationFunc function to be used to instatiate the octree
  44395. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44396. * @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.)
  44397. */
  44398. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44399. /** 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.) */
  44400. maxDepth?: number);
  44401. /**
  44402. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44403. * @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);
  44404. * @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);
  44405. * @param entries meshes to be added to the octree blocks
  44406. */
  44407. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44408. /**
  44409. * Adds a mesh to the octree
  44410. * @param entry Mesh to add to the octree
  44411. */
  44412. addMesh(entry: T): void;
  44413. /**
  44414. * Remove an element from the octree
  44415. * @param entry defines the element to remove
  44416. */
  44417. removeMesh(entry: T): void;
  44418. /**
  44419. * Selects an array of meshes within the frustum
  44420. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44421. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44422. * @returns array of meshes within the frustum
  44423. */
  44424. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44425. /**
  44426. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44427. * @param sphereCenter defines the bounding sphere center
  44428. * @param sphereRadius defines the bounding sphere radius
  44429. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44430. * @returns an array of objects that intersect the sphere
  44431. */
  44432. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44433. /**
  44434. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44435. * @param ray defines the ray to test with
  44436. * @returns array of intersected objects
  44437. */
  44438. intersectsRay(ray: Ray): SmartArray<T>;
  44439. /**
  44440. * Adds a mesh into the octree block if it intersects the block
  44441. */
  44442. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44443. /**
  44444. * Adds a submesh into the octree block if it intersects the block
  44445. */
  44446. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44447. }
  44448. }
  44449. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44450. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44451. import { Scene } from "babylonjs/scene";
  44452. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44453. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44454. import { Ray } from "babylonjs/Culling/ray";
  44455. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44456. import { Collider } from "babylonjs/Collisions/collider";
  44457. module "babylonjs/scene" {
  44458. interface Scene {
  44459. /**
  44460. * @hidden
  44461. * Backing Filed
  44462. */
  44463. _selectionOctree: Octree<AbstractMesh>;
  44464. /**
  44465. * Gets the octree used to boost mesh selection (picking)
  44466. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44467. */
  44468. selectionOctree: Octree<AbstractMesh>;
  44469. /**
  44470. * Creates or updates the octree used to boost selection (picking)
  44471. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44472. * @param maxCapacity defines the maximum capacity per leaf
  44473. * @param maxDepth defines the maximum depth of the octree
  44474. * @returns an octree of AbstractMesh
  44475. */
  44476. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44477. }
  44478. }
  44479. module "babylonjs/Meshes/abstractMesh" {
  44480. interface AbstractMesh {
  44481. /**
  44482. * @hidden
  44483. * Backing Field
  44484. */
  44485. _submeshesOctree: Octree<SubMesh>;
  44486. /**
  44487. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44488. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44489. * @param maxCapacity defines the maximum size of each block (64 by default)
  44490. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44491. * @returns the new octree
  44492. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44493. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44494. */
  44495. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44496. }
  44497. }
  44498. /**
  44499. * Defines the octree scene component responsible to manage any octrees
  44500. * in a given scene.
  44501. */
  44502. export class OctreeSceneComponent {
  44503. /**
  44504. * The component name help to identify the component in the list of scene components.
  44505. */
  44506. readonly name: string;
  44507. /**
  44508. * The scene the component belongs to.
  44509. */
  44510. scene: Scene;
  44511. /**
  44512. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44513. */
  44514. readonly checksIsEnabled: boolean;
  44515. /**
  44516. * Creates a new instance of the component for the given scene
  44517. * @param scene Defines the scene to register the component in
  44518. */
  44519. constructor(scene: Scene);
  44520. /**
  44521. * Registers the component in a given scene
  44522. */
  44523. register(): void;
  44524. /**
  44525. * Return the list of active meshes
  44526. * @returns the list of active meshes
  44527. */
  44528. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44529. /**
  44530. * Return the list of active sub meshes
  44531. * @param mesh The mesh to get the candidates sub meshes from
  44532. * @returns the list of active sub meshes
  44533. */
  44534. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44535. private _tempRay;
  44536. /**
  44537. * Return the list of sub meshes intersecting with a given local ray
  44538. * @param mesh defines the mesh to find the submesh for
  44539. * @param localRay defines the ray in local space
  44540. * @returns the list of intersecting sub meshes
  44541. */
  44542. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44543. /**
  44544. * Return the list of sub meshes colliding with a collider
  44545. * @param mesh defines the mesh to find the submesh for
  44546. * @param collider defines the collider to evaluate the collision against
  44547. * @returns the list of colliding sub meshes
  44548. */
  44549. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44550. /**
  44551. * Rebuilds the elements related to this component in case of
  44552. * context lost for instance.
  44553. */
  44554. rebuild(): void;
  44555. /**
  44556. * Disposes the component and the associated ressources.
  44557. */
  44558. dispose(): void;
  44559. }
  44560. }
  44561. declare module "babylonjs/Culling/Octrees/index" {
  44562. export * from "babylonjs/Culling/Octrees/octree";
  44563. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44564. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44565. }
  44566. declare module "babylonjs/Culling/index" {
  44567. export * from "babylonjs/Culling/boundingBox";
  44568. export * from "babylonjs/Culling/boundingInfo";
  44569. export * from "babylonjs/Culling/boundingSphere";
  44570. export * from "babylonjs/Culling/Octrees/index";
  44571. export * from "babylonjs/Culling/ray";
  44572. }
  44573. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44574. import { IDisposable, Scene } from "babylonjs/scene";
  44575. import { Nullable } from "babylonjs/types";
  44576. import { Observable } from "babylonjs/Misc/observable";
  44577. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44578. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44579. import { Camera } from "babylonjs/Cameras/camera";
  44580. /**
  44581. * Renders a layer on top of an existing scene
  44582. */
  44583. export class UtilityLayerRenderer implements IDisposable {
  44584. /** the original scene that will be rendered on top of */
  44585. originalScene: Scene;
  44586. private _pointerCaptures;
  44587. private _lastPointerEvents;
  44588. private static _DefaultUtilityLayer;
  44589. private static _DefaultKeepDepthUtilityLayer;
  44590. private _sharedGizmoLight;
  44591. private _renderCamera;
  44592. /**
  44593. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44594. * @returns the camera that is used when rendering the utility layer
  44595. */
  44596. getRenderCamera(): Nullable<Camera>;
  44597. /**
  44598. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44599. * @param cam the camera that should be used when rendering the utility layer
  44600. */
  44601. setRenderCamera(cam: Nullable<Camera>): void;
  44602. /**
  44603. * @hidden
  44604. * Light which used by gizmos to get light shading
  44605. */
  44606. _getSharedGizmoLight(): HemisphericLight;
  44607. /**
  44608. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44609. */
  44610. pickUtilitySceneFirst: boolean;
  44611. /**
  44612. * 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)
  44613. */
  44614. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44615. /**
  44616. * 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)
  44617. */
  44618. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44619. /**
  44620. * The scene that is rendered on top of the original scene
  44621. */
  44622. utilityLayerScene: Scene;
  44623. /**
  44624. * If the utility layer should automatically be rendered on top of existing scene
  44625. */
  44626. shouldRender: boolean;
  44627. /**
  44628. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44629. */
  44630. onlyCheckPointerDownEvents: boolean;
  44631. /**
  44632. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44633. */
  44634. processAllEvents: boolean;
  44635. /**
  44636. * Observable raised when the pointer move from the utility layer scene to the main scene
  44637. */
  44638. onPointerOutObservable: Observable<number>;
  44639. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44640. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44641. private _afterRenderObserver;
  44642. private _sceneDisposeObserver;
  44643. private _originalPointerObserver;
  44644. /**
  44645. * Instantiates a UtilityLayerRenderer
  44646. * @param originalScene the original scene that will be rendered on top of
  44647. * @param handleEvents boolean indicating if the utility layer should handle events
  44648. */
  44649. constructor(
  44650. /** the original scene that will be rendered on top of */
  44651. originalScene: Scene, handleEvents?: boolean);
  44652. private _notifyObservers;
  44653. /**
  44654. * Renders the utility layers scene on top of the original scene
  44655. */
  44656. render(): void;
  44657. /**
  44658. * Disposes of the renderer
  44659. */
  44660. dispose(): void;
  44661. private _updateCamera;
  44662. }
  44663. }
  44664. declare module "babylonjs/Gizmos/gizmo" {
  44665. import { Nullable } from "babylonjs/types";
  44666. import { IDisposable } from "babylonjs/scene";
  44667. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44668. import { Mesh } from "babylonjs/Meshes/mesh";
  44669. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44670. /**
  44671. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44672. */
  44673. export class Gizmo implements IDisposable {
  44674. /** The utility layer the gizmo will be added to */
  44675. gizmoLayer: UtilityLayerRenderer;
  44676. /**
  44677. * The root mesh of the gizmo
  44678. */
  44679. _rootMesh: Mesh;
  44680. private _attachedMesh;
  44681. /**
  44682. * Ratio for the scale of the gizmo (Default: 1)
  44683. */
  44684. scaleRatio: number;
  44685. /**
  44686. * If a custom mesh has been set (Default: false)
  44687. */
  44688. protected _customMeshSet: boolean;
  44689. /**
  44690. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44691. * * When set, interactions will be enabled
  44692. */
  44693. attachedMesh: Nullable<AbstractMesh>;
  44694. /**
  44695. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44696. * @param mesh The mesh to replace the default mesh of the gizmo
  44697. */
  44698. setCustomMesh(mesh: Mesh): void;
  44699. /**
  44700. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44701. */
  44702. updateGizmoRotationToMatchAttachedMesh: boolean;
  44703. /**
  44704. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44705. */
  44706. updateGizmoPositionToMatchAttachedMesh: boolean;
  44707. /**
  44708. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44709. */
  44710. updateScale: boolean;
  44711. protected _interactionsEnabled: boolean;
  44712. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44713. private _beforeRenderObserver;
  44714. private _tempVector;
  44715. /**
  44716. * Creates a gizmo
  44717. * @param gizmoLayer The utility layer the gizmo will be added to
  44718. */
  44719. constructor(
  44720. /** The utility layer the gizmo will be added to */
  44721. gizmoLayer?: UtilityLayerRenderer);
  44722. /**
  44723. * Updates the gizmo to match the attached mesh's position/rotation
  44724. */
  44725. protected _update(): void;
  44726. /**
  44727. * Disposes of the gizmo
  44728. */
  44729. dispose(): void;
  44730. }
  44731. }
  44732. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44733. import { Observable } from "babylonjs/Misc/observable";
  44734. import { Nullable } from "babylonjs/types";
  44735. import { Vector3 } from "babylonjs/Maths/math.vector";
  44736. import { Color3 } from "babylonjs/Maths/math.color";
  44737. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44738. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44739. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44740. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44741. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44742. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44743. import { Scene } from "babylonjs/scene";
  44744. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44745. /**
  44746. * Single plane drag gizmo
  44747. */
  44748. export class PlaneDragGizmo extends Gizmo {
  44749. /**
  44750. * Drag behavior responsible for the gizmos dragging interactions
  44751. */
  44752. dragBehavior: PointerDragBehavior;
  44753. private _pointerObserver;
  44754. /**
  44755. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44756. */
  44757. snapDistance: number;
  44758. /**
  44759. * Event that fires each time the gizmo snaps to a new location.
  44760. * * snapDistance is the the change in distance
  44761. */
  44762. onSnapObservable: Observable<{
  44763. snapDistance: number;
  44764. }>;
  44765. private _plane;
  44766. private _coloredMaterial;
  44767. private _hoverMaterial;
  44768. private _isEnabled;
  44769. private _parent;
  44770. /** @hidden */
  44771. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44772. /** @hidden */
  44773. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44774. /**
  44775. * Creates a PlaneDragGizmo
  44776. * @param gizmoLayer The utility layer the gizmo will be added to
  44777. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44778. * @param color The color of the gizmo
  44779. */
  44780. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44781. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44782. /**
  44783. * If the gizmo is enabled
  44784. */
  44785. isEnabled: boolean;
  44786. /**
  44787. * Disposes of the gizmo
  44788. */
  44789. dispose(): void;
  44790. }
  44791. }
  44792. declare module "babylonjs/Gizmos/positionGizmo" {
  44793. import { Observable } from "babylonjs/Misc/observable";
  44794. import { Nullable } from "babylonjs/types";
  44795. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44796. import { Mesh } from "babylonjs/Meshes/mesh";
  44797. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44798. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44799. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44800. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44801. /**
  44802. * Gizmo that enables dragging a mesh along 3 axis
  44803. */
  44804. export class PositionGizmo extends Gizmo {
  44805. /**
  44806. * Internal gizmo used for interactions on the x axis
  44807. */
  44808. xGizmo: AxisDragGizmo;
  44809. /**
  44810. * Internal gizmo used for interactions on the y axis
  44811. */
  44812. yGizmo: AxisDragGizmo;
  44813. /**
  44814. * Internal gizmo used for interactions on the z axis
  44815. */
  44816. zGizmo: AxisDragGizmo;
  44817. /**
  44818. * Internal gizmo used for interactions on the yz plane
  44819. */
  44820. xPlaneGizmo: PlaneDragGizmo;
  44821. /**
  44822. * Internal gizmo used for interactions on the xz plane
  44823. */
  44824. yPlaneGizmo: PlaneDragGizmo;
  44825. /**
  44826. * Internal gizmo used for interactions on the xy plane
  44827. */
  44828. zPlaneGizmo: PlaneDragGizmo;
  44829. /**
  44830. * private variables
  44831. */
  44832. private _meshAttached;
  44833. private _updateGizmoRotationToMatchAttachedMesh;
  44834. private _snapDistance;
  44835. private _scaleRatio;
  44836. /** Fires an event when any of it's sub gizmos are dragged */
  44837. onDragStartObservable: Observable<unknown>;
  44838. /** Fires an event when any of it's sub gizmos are released from dragging */
  44839. onDragEndObservable: Observable<unknown>;
  44840. /**
  44841. * If set to true, planar drag is enabled
  44842. */
  44843. private _planarGizmoEnabled;
  44844. attachedMesh: Nullable<AbstractMesh>;
  44845. /**
  44846. * Creates a PositionGizmo
  44847. * @param gizmoLayer The utility layer the gizmo will be added to
  44848. */
  44849. constructor(gizmoLayer?: UtilityLayerRenderer);
  44850. /**
  44851. * If the planar drag gizmo is enabled
  44852. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44853. */
  44854. planarGizmoEnabled: boolean;
  44855. updateGizmoRotationToMatchAttachedMesh: boolean;
  44856. /**
  44857. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44858. */
  44859. snapDistance: number;
  44860. /**
  44861. * Ratio for the scale of the gizmo (Default: 1)
  44862. */
  44863. scaleRatio: number;
  44864. /**
  44865. * Disposes of the gizmo
  44866. */
  44867. dispose(): void;
  44868. /**
  44869. * CustomMeshes are not supported by this gizmo
  44870. * @param mesh The mesh to replace the default mesh of the gizmo
  44871. */
  44872. setCustomMesh(mesh: Mesh): void;
  44873. }
  44874. }
  44875. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44876. import { Observable } from "babylonjs/Misc/observable";
  44877. import { Nullable } from "babylonjs/types";
  44878. import { Vector3 } from "babylonjs/Maths/math.vector";
  44879. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44880. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44881. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44882. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44883. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44884. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44885. import { Scene } from "babylonjs/scene";
  44886. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44887. import { Color3 } from "babylonjs/Maths/math.color";
  44888. /**
  44889. * Single axis drag gizmo
  44890. */
  44891. export class AxisDragGizmo extends Gizmo {
  44892. /**
  44893. * Drag behavior responsible for the gizmos dragging interactions
  44894. */
  44895. dragBehavior: PointerDragBehavior;
  44896. private _pointerObserver;
  44897. /**
  44898. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44899. */
  44900. snapDistance: number;
  44901. /**
  44902. * Event that fires each time the gizmo snaps to a new location.
  44903. * * snapDistance is the the change in distance
  44904. */
  44905. onSnapObservable: Observable<{
  44906. snapDistance: number;
  44907. }>;
  44908. private _isEnabled;
  44909. private _parent;
  44910. private _arrow;
  44911. private _coloredMaterial;
  44912. private _hoverMaterial;
  44913. /** @hidden */
  44914. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44915. /** @hidden */
  44916. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44917. /**
  44918. * Creates an AxisDragGizmo
  44919. * @param gizmoLayer The utility layer the gizmo will be added to
  44920. * @param dragAxis The axis which the gizmo will be able to drag on
  44921. * @param color The color of the gizmo
  44922. */
  44923. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44924. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44925. /**
  44926. * If the gizmo is enabled
  44927. */
  44928. isEnabled: boolean;
  44929. /**
  44930. * Disposes of the gizmo
  44931. */
  44932. dispose(): void;
  44933. }
  44934. }
  44935. declare module "babylonjs/Debug/axesViewer" {
  44936. import { Vector3 } from "babylonjs/Maths/math.vector";
  44937. import { Nullable } from "babylonjs/types";
  44938. import { Scene } from "babylonjs/scene";
  44939. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44940. /**
  44941. * The Axes viewer will show 3 axes in a specific point in space
  44942. */
  44943. export class AxesViewer {
  44944. private _xAxis;
  44945. private _yAxis;
  44946. private _zAxis;
  44947. private _scaleLinesFactor;
  44948. private _instanced;
  44949. /**
  44950. * Gets the hosting scene
  44951. */
  44952. scene: Scene;
  44953. /**
  44954. * Gets or sets a number used to scale line length
  44955. */
  44956. scaleLines: number;
  44957. /** Gets the node hierarchy used to render x-axis */
  44958. readonly xAxis: TransformNode;
  44959. /** Gets the node hierarchy used to render y-axis */
  44960. readonly yAxis: TransformNode;
  44961. /** Gets the node hierarchy used to render z-axis */
  44962. readonly zAxis: TransformNode;
  44963. /**
  44964. * Creates a new AxesViewer
  44965. * @param scene defines the hosting scene
  44966. * @param scaleLines defines a number used to scale line length (1 by default)
  44967. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44968. * @param xAxis defines the node hierarchy used to render the x-axis
  44969. * @param yAxis defines the node hierarchy used to render the y-axis
  44970. * @param zAxis defines the node hierarchy used to render the z-axis
  44971. */
  44972. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44973. /**
  44974. * Force the viewer to update
  44975. * @param position defines the position of the viewer
  44976. * @param xaxis defines the x axis of the viewer
  44977. * @param yaxis defines the y axis of the viewer
  44978. * @param zaxis defines the z axis of the viewer
  44979. */
  44980. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44981. /**
  44982. * Creates an instance of this axes viewer.
  44983. * @returns a new axes viewer with instanced meshes
  44984. */
  44985. createInstance(): AxesViewer;
  44986. /** Releases resources */
  44987. dispose(): void;
  44988. private static _SetRenderingGroupId;
  44989. }
  44990. }
  44991. declare module "babylonjs/Debug/boneAxesViewer" {
  44992. import { Nullable } from "babylonjs/types";
  44993. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44994. import { Vector3 } from "babylonjs/Maths/math.vector";
  44995. import { Mesh } from "babylonjs/Meshes/mesh";
  44996. import { Bone } from "babylonjs/Bones/bone";
  44997. import { Scene } from "babylonjs/scene";
  44998. /**
  44999. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45000. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45001. */
  45002. export class BoneAxesViewer extends AxesViewer {
  45003. /**
  45004. * Gets or sets the target mesh where to display the axes viewer
  45005. */
  45006. mesh: Nullable<Mesh>;
  45007. /**
  45008. * Gets or sets the target bone where to display the axes viewer
  45009. */
  45010. bone: Nullable<Bone>;
  45011. /** Gets current position */
  45012. pos: Vector3;
  45013. /** Gets direction of X axis */
  45014. xaxis: Vector3;
  45015. /** Gets direction of Y axis */
  45016. yaxis: Vector3;
  45017. /** Gets direction of Z axis */
  45018. zaxis: Vector3;
  45019. /**
  45020. * Creates a new BoneAxesViewer
  45021. * @param scene defines the hosting scene
  45022. * @param bone defines the target bone
  45023. * @param mesh defines the target mesh
  45024. * @param scaleLines defines a scaling factor for line length (1 by default)
  45025. */
  45026. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45027. /**
  45028. * Force the viewer to update
  45029. */
  45030. update(): void;
  45031. /** Releases resources */
  45032. dispose(): void;
  45033. }
  45034. }
  45035. declare module "babylonjs/Debug/debugLayer" {
  45036. import { Scene } from "babylonjs/scene";
  45037. /**
  45038. * Interface used to define scene explorer extensibility option
  45039. */
  45040. export interface IExplorerExtensibilityOption {
  45041. /**
  45042. * Define the option label
  45043. */
  45044. label: string;
  45045. /**
  45046. * Defines the action to execute on click
  45047. */
  45048. action: (entity: any) => void;
  45049. }
  45050. /**
  45051. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45052. */
  45053. export interface IExplorerExtensibilityGroup {
  45054. /**
  45055. * Defines a predicate to test if a given type mut be extended
  45056. */
  45057. predicate: (entity: any) => boolean;
  45058. /**
  45059. * Gets the list of options added to a type
  45060. */
  45061. entries: IExplorerExtensibilityOption[];
  45062. }
  45063. /**
  45064. * Interface used to define the options to use to create the Inspector
  45065. */
  45066. export interface IInspectorOptions {
  45067. /**
  45068. * Display in overlay mode (default: false)
  45069. */
  45070. overlay?: boolean;
  45071. /**
  45072. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45073. */
  45074. globalRoot?: HTMLElement;
  45075. /**
  45076. * Display the Scene explorer
  45077. */
  45078. showExplorer?: boolean;
  45079. /**
  45080. * Display the property inspector
  45081. */
  45082. showInspector?: boolean;
  45083. /**
  45084. * Display in embed mode (both panes on the right)
  45085. */
  45086. embedMode?: boolean;
  45087. /**
  45088. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45089. */
  45090. handleResize?: boolean;
  45091. /**
  45092. * Allow the panes to popup (default: true)
  45093. */
  45094. enablePopup?: boolean;
  45095. /**
  45096. * Allow the panes to be closed by users (default: true)
  45097. */
  45098. enableClose?: boolean;
  45099. /**
  45100. * Optional list of extensibility entries
  45101. */
  45102. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45103. /**
  45104. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45105. */
  45106. inspectorURL?: string;
  45107. }
  45108. module "babylonjs/scene" {
  45109. interface Scene {
  45110. /**
  45111. * @hidden
  45112. * Backing field
  45113. */
  45114. _debugLayer: DebugLayer;
  45115. /**
  45116. * Gets the debug layer (aka Inspector) associated with the scene
  45117. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45118. */
  45119. debugLayer: DebugLayer;
  45120. }
  45121. }
  45122. /**
  45123. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45124. * what is happening in your scene
  45125. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45126. */
  45127. export class DebugLayer {
  45128. /**
  45129. * Define the url to get the inspector script from.
  45130. * By default it uses the babylonjs CDN.
  45131. * @ignoreNaming
  45132. */
  45133. static InspectorURL: string;
  45134. private _scene;
  45135. private BJSINSPECTOR;
  45136. private _onPropertyChangedObservable?;
  45137. /**
  45138. * Observable triggered when a property is changed through the inspector.
  45139. */
  45140. readonly onPropertyChangedObservable: any;
  45141. /**
  45142. * Instantiates a new debug layer.
  45143. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45144. * what is happening in your scene
  45145. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45146. * @param scene Defines the scene to inspect
  45147. */
  45148. constructor(scene: Scene);
  45149. /** Creates the inspector window. */
  45150. private _createInspector;
  45151. /**
  45152. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45153. * @param entity defines the entity to select
  45154. * @param lineContainerTitle defines the specific block to highlight
  45155. */
  45156. select(entity: any, lineContainerTitle?: string): void;
  45157. /** Get the inspector from bundle or global */
  45158. private _getGlobalInspector;
  45159. /**
  45160. * Get if the inspector is visible or not.
  45161. * @returns true if visible otherwise, false
  45162. */
  45163. isVisible(): boolean;
  45164. /**
  45165. * Hide the inspector and close its window.
  45166. */
  45167. hide(): void;
  45168. /**
  45169. * Launch the debugLayer.
  45170. * @param config Define the configuration of the inspector
  45171. * @return a promise fulfilled when the debug layer is visible
  45172. */
  45173. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45174. }
  45175. }
  45176. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45177. import { Nullable } from "babylonjs/types";
  45178. import { Scene } from "babylonjs/scene";
  45179. import { Vector4 } from "babylonjs/Maths/math.vector";
  45180. import { Color4 } from "babylonjs/Maths/math.color";
  45181. import { Mesh } from "babylonjs/Meshes/mesh";
  45182. /**
  45183. * Class containing static functions to help procedurally build meshes
  45184. */
  45185. export class BoxBuilder {
  45186. /**
  45187. * Creates a box mesh
  45188. * * The parameter `size` sets the size (float) of each box side (default 1)
  45189. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45190. * * 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)
  45191. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45192. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45193. * * If you create a double-sided mesh, you can choose what parts of 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
  45194. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45195. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45196. * @param name defines the name of the mesh
  45197. * @param options defines the options used to create the mesh
  45198. * @param scene defines the hosting scene
  45199. * @returns the box mesh
  45200. */
  45201. static CreateBox(name: string, options: {
  45202. size?: number;
  45203. width?: number;
  45204. height?: number;
  45205. depth?: number;
  45206. faceUV?: Vector4[];
  45207. faceColors?: Color4[];
  45208. sideOrientation?: number;
  45209. frontUVs?: Vector4;
  45210. backUVs?: Vector4;
  45211. wrap?: boolean;
  45212. topBaseAt?: number;
  45213. bottomBaseAt?: number;
  45214. updatable?: boolean;
  45215. }, scene?: Nullable<Scene>): Mesh;
  45216. }
  45217. }
  45218. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45219. import { Vector4 } from "babylonjs/Maths/math.vector";
  45220. import { Mesh } from "babylonjs/Meshes/mesh";
  45221. import { Scene } from "babylonjs/scene";
  45222. import { Nullable } from "babylonjs/types";
  45223. /**
  45224. * Class containing static functions to help procedurally build meshes
  45225. */
  45226. export class SphereBuilder {
  45227. /**
  45228. * Creates a sphere mesh
  45229. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45230. * * 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`)
  45231. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45232. * * 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
  45233. * * 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)
  45234. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45235. * * If you create a double-sided mesh, you can choose what parts of 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
  45236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45237. * @param name defines the name of the mesh
  45238. * @param options defines the options used to create the mesh
  45239. * @param scene defines the hosting scene
  45240. * @returns the sphere mesh
  45241. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45242. */
  45243. static CreateSphere(name: string, options: {
  45244. segments?: number;
  45245. diameter?: number;
  45246. diameterX?: number;
  45247. diameterY?: number;
  45248. diameterZ?: number;
  45249. arc?: number;
  45250. slice?: number;
  45251. sideOrientation?: number;
  45252. frontUVs?: Vector4;
  45253. backUVs?: Vector4;
  45254. updatable?: boolean;
  45255. }, scene?: Nullable<Scene>): Mesh;
  45256. }
  45257. }
  45258. declare module "babylonjs/Debug/physicsViewer" {
  45259. import { Nullable } from "babylonjs/types";
  45260. import { Scene } from "babylonjs/scene";
  45261. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45262. import { Mesh } from "babylonjs/Meshes/mesh";
  45263. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45264. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45265. /**
  45266. * Used to show the physics impostor around the specific mesh
  45267. */
  45268. export class PhysicsViewer {
  45269. /** @hidden */
  45270. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45271. /** @hidden */
  45272. protected _meshes: Array<Nullable<AbstractMesh>>;
  45273. /** @hidden */
  45274. protected _scene: Nullable<Scene>;
  45275. /** @hidden */
  45276. protected _numMeshes: number;
  45277. /** @hidden */
  45278. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45279. private _renderFunction;
  45280. private _utilityLayer;
  45281. private _debugBoxMesh;
  45282. private _debugSphereMesh;
  45283. private _debugCylinderMesh;
  45284. private _debugMaterial;
  45285. private _debugMeshMeshes;
  45286. /**
  45287. * Creates a new PhysicsViewer
  45288. * @param scene defines the hosting scene
  45289. */
  45290. constructor(scene: Scene);
  45291. /** @hidden */
  45292. protected _updateDebugMeshes(): void;
  45293. /**
  45294. * Renders a specified physic impostor
  45295. * @param impostor defines the impostor to render
  45296. * @param targetMesh defines the mesh represented by the impostor
  45297. * @returns the new debug mesh used to render the impostor
  45298. */
  45299. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45300. /**
  45301. * Hides a specified physic impostor
  45302. * @param impostor defines the impostor to hide
  45303. */
  45304. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45305. private _getDebugMaterial;
  45306. private _getDebugBoxMesh;
  45307. private _getDebugSphereMesh;
  45308. private _getDebugCylinderMesh;
  45309. private _getDebugMeshMesh;
  45310. private _getDebugMesh;
  45311. /** Releases all resources */
  45312. dispose(): void;
  45313. }
  45314. }
  45315. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45316. import { Vector3 } from "babylonjs/Maths/math.vector";
  45317. import { Color4 } from "babylonjs/Maths/math.color";
  45318. import { Nullable } from "babylonjs/types";
  45319. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45320. import { Scene } from "babylonjs/scene";
  45321. /**
  45322. * Class containing static functions to help procedurally build meshes
  45323. */
  45324. export class LinesBuilder {
  45325. /**
  45326. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45327. * * 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
  45328. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45329. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45330. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45331. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45332. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45333. * * 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
  45334. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45335. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45336. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45337. * @param name defines the name of the new line system
  45338. * @param options defines the options used to create the line system
  45339. * @param scene defines the hosting scene
  45340. * @returns a new line system mesh
  45341. */
  45342. static CreateLineSystem(name: string, options: {
  45343. lines: Vector3[][];
  45344. updatable?: boolean;
  45345. instance?: Nullable<LinesMesh>;
  45346. colors?: Nullable<Color4[][]>;
  45347. useVertexAlpha?: boolean;
  45348. }, scene: Nullable<Scene>): LinesMesh;
  45349. /**
  45350. * Creates a line mesh
  45351. * 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
  45352. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45353. * * The parameter `points` is an array successive Vector3
  45354. * * 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
  45355. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45356. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45357. * * When updating an instance, remember that only point positions can change, not the number of points
  45358. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45359. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45360. * @param name defines the name of the new line system
  45361. * @param options defines the options used to create the line system
  45362. * @param scene defines the hosting scene
  45363. * @returns a new line mesh
  45364. */
  45365. static CreateLines(name: string, options: {
  45366. points: Vector3[];
  45367. updatable?: boolean;
  45368. instance?: Nullable<LinesMesh>;
  45369. colors?: Color4[];
  45370. useVertexAlpha?: boolean;
  45371. }, scene?: Nullable<Scene>): LinesMesh;
  45372. /**
  45373. * Creates a dashed line mesh
  45374. * * 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
  45375. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45376. * * The parameter `points` is an array successive Vector3
  45377. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45378. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45379. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45380. * * 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
  45381. * * When updating an instance, remember that only point positions can change, not the number of points
  45382. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45383. * @param name defines the name of the mesh
  45384. * @param options defines the options used to create the mesh
  45385. * @param scene defines the hosting scene
  45386. * @returns the dashed line mesh
  45387. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45388. */
  45389. static CreateDashedLines(name: string, options: {
  45390. points: Vector3[];
  45391. dashSize?: number;
  45392. gapSize?: number;
  45393. dashNb?: number;
  45394. updatable?: boolean;
  45395. instance?: LinesMesh;
  45396. }, scene?: Nullable<Scene>): LinesMesh;
  45397. }
  45398. }
  45399. declare module "babylonjs/Debug/rayHelper" {
  45400. import { Nullable } from "babylonjs/types";
  45401. import { Ray } from "babylonjs/Culling/ray";
  45402. import { Vector3 } from "babylonjs/Maths/math.vector";
  45403. import { Color3 } from "babylonjs/Maths/math.color";
  45404. import { Scene } from "babylonjs/scene";
  45405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45406. import "babylonjs/Meshes/Builders/linesBuilder";
  45407. /**
  45408. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45409. * in order to better appreciate the issue one might have.
  45410. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45411. */
  45412. export class RayHelper {
  45413. /**
  45414. * Defines the ray we are currently tryin to visualize.
  45415. */
  45416. ray: Nullable<Ray>;
  45417. private _renderPoints;
  45418. private _renderLine;
  45419. private _renderFunction;
  45420. private _scene;
  45421. private _updateToMeshFunction;
  45422. private _attachedToMesh;
  45423. private _meshSpaceDirection;
  45424. private _meshSpaceOrigin;
  45425. /**
  45426. * Helper function to create a colored helper in a scene in one line.
  45427. * @param ray Defines the ray we are currently tryin to visualize
  45428. * @param scene Defines the scene the ray is used in
  45429. * @param color Defines the color we want to see the ray in
  45430. * @returns The newly created ray helper.
  45431. */
  45432. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45433. /**
  45434. * Instantiate a new ray helper.
  45435. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45436. * in order to better appreciate the issue one might have.
  45437. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45438. * @param ray Defines the ray we are currently tryin to visualize
  45439. */
  45440. constructor(ray: Ray);
  45441. /**
  45442. * Shows the ray we are willing to debug.
  45443. * @param scene Defines the scene the ray needs to be rendered in
  45444. * @param color Defines the color the ray needs to be rendered in
  45445. */
  45446. show(scene: Scene, color?: Color3): void;
  45447. /**
  45448. * Hides the ray we are debugging.
  45449. */
  45450. hide(): void;
  45451. private _render;
  45452. /**
  45453. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45454. * @param mesh Defines the mesh we want the helper attached to
  45455. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45456. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45457. * @param length Defines the length of the ray
  45458. */
  45459. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45460. /**
  45461. * Detach the ray helper from the mesh it has previously been attached to.
  45462. */
  45463. detachFromMesh(): void;
  45464. private _updateToMesh;
  45465. /**
  45466. * Dispose the helper and release its associated resources.
  45467. */
  45468. dispose(): void;
  45469. }
  45470. }
  45471. declare module "babylonjs/Debug/skeletonViewer" {
  45472. import { Color3 } from "babylonjs/Maths/math.color";
  45473. import { Scene } from "babylonjs/scene";
  45474. import { Nullable } from "babylonjs/types";
  45475. import { Skeleton } from "babylonjs/Bones/skeleton";
  45476. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45477. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45478. /**
  45479. * Class used to render a debug view of a given skeleton
  45480. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45481. */
  45482. export class SkeletonViewer {
  45483. /** defines the skeleton to render */
  45484. skeleton: Skeleton;
  45485. /** defines the mesh attached to the skeleton */
  45486. mesh: AbstractMesh;
  45487. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45488. autoUpdateBonesMatrices: boolean;
  45489. /** defines the rendering group id to use with the viewer */
  45490. renderingGroupId: number;
  45491. /** Gets or sets the color used to render the skeleton */
  45492. color: Color3;
  45493. private _scene;
  45494. private _debugLines;
  45495. private _debugMesh;
  45496. private _isEnabled;
  45497. private _renderFunction;
  45498. private _utilityLayer;
  45499. /**
  45500. * Returns the mesh used to render the bones
  45501. */
  45502. readonly debugMesh: Nullable<LinesMesh>;
  45503. /**
  45504. * Creates a new SkeletonViewer
  45505. * @param skeleton defines the skeleton to render
  45506. * @param mesh defines the mesh attached to the skeleton
  45507. * @param scene defines the hosting scene
  45508. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45509. * @param renderingGroupId defines the rendering group id to use with the viewer
  45510. */
  45511. constructor(
  45512. /** defines the skeleton to render */
  45513. skeleton: Skeleton,
  45514. /** defines the mesh attached to the skeleton */
  45515. mesh: AbstractMesh, scene: Scene,
  45516. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45517. autoUpdateBonesMatrices?: boolean,
  45518. /** defines the rendering group id to use with the viewer */
  45519. renderingGroupId?: number);
  45520. /** Gets or sets a boolean indicating if the viewer is enabled */
  45521. isEnabled: boolean;
  45522. private _getBonePosition;
  45523. private _getLinesForBonesWithLength;
  45524. private _getLinesForBonesNoLength;
  45525. /** Update the viewer to sync with current skeleton state */
  45526. update(): void;
  45527. /** Release associated resources */
  45528. dispose(): void;
  45529. }
  45530. }
  45531. declare module "babylonjs/Debug/index" {
  45532. export * from "babylonjs/Debug/axesViewer";
  45533. export * from "babylonjs/Debug/boneAxesViewer";
  45534. export * from "babylonjs/Debug/debugLayer";
  45535. export * from "babylonjs/Debug/physicsViewer";
  45536. export * from "babylonjs/Debug/rayHelper";
  45537. export * from "babylonjs/Debug/skeletonViewer";
  45538. }
  45539. declare module "babylonjs/Engines/nullEngine" {
  45540. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45541. import { Scene } from "babylonjs/scene";
  45542. import { Engine } from "babylonjs/Engines/engine";
  45543. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45544. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45545. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45546. import { Effect } from "babylonjs/Materials/effect";
  45547. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45548. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45549. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45550. /**
  45551. * Options to create the null engine
  45552. */
  45553. export class NullEngineOptions {
  45554. /**
  45555. * Render width (Default: 512)
  45556. */
  45557. renderWidth: number;
  45558. /**
  45559. * Render height (Default: 256)
  45560. */
  45561. renderHeight: number;
  45562. /**
  45563. * Texture size (Default: 512)
  45564. */
  45565. textureSize: number;
  45566. /**
  45567. * If delta time between frames should be constant
  45568. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45569. */
  45570. deterministicLockstep: boolean;
  45571. /**
  45572. * Maximum about of steps between frames (Default: 4)
  45573. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45574. */
  45575. lockstepMaxSteps: number;
  45576. }
  45577. /**
  45578. * The null engine class provides support for headless version of babylon.js.
  45579. * This can be used in server side scenario or for testing purposes
  45580. */
  45581. export class NullEngine extends Engine {
  45582. private _options;
  45583. /**
  45584. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  45585. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45586. * @returns true if engine is in deterministic lock step mode
  45587. */
  45588. isDeterministicLockStep(): boolean;
  45589. /**
  45590. * Gets the max steps when engine is running in deterministic lock step
  45591. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45592. * @returns the max steps
  45593. */
  45594. getLockstepMaxSteps(): number;
  45595. /**
  45596. * Gets the current hardware scaling level.
  45597. * By default the hardware scaling level is computed from the window device ratio.
  45598. * 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.
  45599. * @returns a number indicating the current hardware scaling level
  45600. */
  45601. getHardwareScalingLevel(): number;
  45602. constructor(options?: NullEngineOptions);
  45603. /**
  45604. * Creates a vertex buffer
  45605. * @param vertices the data for the vertex buffer
  45606. * @returns the new WebGL static buffer
  45607. */
  45608. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45609. /**
  45610. * Creates a new index buffer
  45611. * @param indices defines the content of the index buffer
  45612. * @param updatable defines if the index buffer must be updatable
  45613. * @returns a new webGL buffer
  45614. */
  45615. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45616. /**
  45617. * Clear the current render buffer or the current render target (if any is set up)
  45618. * @param color defines the color to use
  45619. * @param backBuffer defines if the back buffer must be cleared
  45620. * @param depth defines if the depth buffer must be cleared
  45621. * @param stencil defines if the stencil buffer must be cleared
  45622. */
  45623. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45624. /**
  45625. * Gets the current render width
  45626. * @param useScreen defines if screen size must be used (or the current render target if any)
  45627. * @returns a number defining the current render width
  45628. */
  45629. getRenderWidth(useScreen?: boolean): number;
  45630. /**
  45631. * Gets the current render height
  45632. * @param useScreen defines if screen size must be used (or the current render target if any)
  45633. * @returns a number defining the current render height
  45634. */
  45635. getRenderHeight(useScreen?: boolean): number;
  45636. /**
  45637. * Set the WebGL's viewport
  45638. * @param viewport defines the viewport element to be used
  45639. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  45640. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  45641. */
  45642. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45643. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45644. /**
  45645. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  45646. * @param pipelineContext defines the pipeline context to use
  45647. * @param uniformsNames defines the list of uniform names
  45648. * @returns an array of webGL uniform locations
  45649. */
  45650. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45651. /**
  45652. * Gets the lsit of active attributes for a given webGL program
  45653. * @param pipelineContext defines the pipeline context to use
  45654. * @param attributesNames defines the list of attribute names to get
  45655. * @returns an array of indices indicating the offset of each attribute
  45656. */
  45657. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45658. /**
  45659. * Binds an effect to the webGL context
  45660. * @param effect defines the effect to bind
  45661. */
  45662. bindSamplers(effect: Effect): void;
  45663. /**
  45664. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  45665. * @param effect defines the effect to activate
  45666. */
  45667. enableEffect(effect: Effect): void;
  45668. /**
  45669. * Set various states to the webGL context
  45670. * @param culling defines backface culling state
  45671. * @param zOffset defines the value to apply to zOffset (0 by default)
  45672. * @param force defines if states must be applied even if cache is up to date
  45673. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  45674. */
  45675. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45676. /**
  45677. * Set the value of an uniform to an array of int32
  45678. * @param uniform defines the webGL uniform location where to store the value
  45679. * @param array defines the array of int32 to store
  45680. */
  45681. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45682. /**
  45683. * Set the value of an uniform to an array of int32 (stored as vec2)
  45684. * @param uniform defines the webGL uniform location where to store the value
  45685. * @param array defines the array of int32 to store
  45686. */
  45687. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45688. /**
  45689. * Set the value of an uniform to an array of int32 (stored as vec3)
  45690. * @param uniform defines the webGL uniform location where to store the value
  45691. * @param array defines the array of int32 to store
  45692. */
  45693. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45694. /**
  45695. * Set the value of an uniform to an array of int32 (stored as vec4)
  45696. * @param uniform defines the webGL uniform location where to store the value
  45697. * @param array defines the array of int32 to store
  45698. */
  45699. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45700. /**
  45701. * Set the value of an uniform to an array of float32
  45702. * @param uniform defines the webGL uniform location where to store the value
  45703. * @param array defines the array of float32 to store
  45704. */
  45705. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45706. /**
  45707. * Set the value of an uniform to an array of float32 (stored as vec2)
  45708. * @param uniform defines the webGL uniform location where to store the value
  45709. * @param array defines the array of float32 to store
  45710. */
  45711. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45712. /**
  45713. * Set the value of an uniform to an array of float32 (stored as vec3)
  45714. * @param uniform defines the webGL uniform location where to store the value
  45715. * @param array defines the array of float32 to store
  45716. */
  45717. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45718. /**
  45719. * Set the value of an uniform to an array of float32 (stored as vec4)
  45720. * @param uniform defines the webGL uniform location where to store the value
  45721. * @param array defines the array of float32 to store
  45722. */
  45723. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45724. /**
  45725. * Set the value of an uniform to an array of number
  45726. * @param uniform defines the webGL uniform location where to store the value
  45727. * @param array defines the array of number to store
  45728. */
  45729. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45730. /**
  45731. * Set the value of an uniform to an array of number (stored as vec2)
  45732. * @param uniform defines the webGL uniform location where to store the value
  45733. * @param array defines the array of number to store
  45734. */
  45735. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45736. /**
  45737. * Set the value of an uniform to an array of number (stored as vec3)
  45738. * @param uniform defines the webGL uniform location where to store the value
  45739. * @param array defines the array of number to store
  45740. */
  45741. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45742. /**
  45743. * Set the value of an uniform to an array of number (stored as vec4)
  45744. * @param uniform defines the webGL uniform location where to store the value
  45745. * @param array defines the array of number to store
  45746. */
  45747. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45748. /**
  45749. * Set the value of an uniform to an array of float32 (stored as matrices)
  45750. * @param uniform defines the webGL uniform location where to store the value
  45751. * @param matrices defines the array of float32 to store
  45752. */
  45753. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45754. /**
  45755. * Set the value of an uniform to a matrix (3x3)
  45756. * @param uniform defines the webGL uniform location where to store the value
  45757. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  45758. */
  45759. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45760. /**
  45761. * Set the value of an uniform to a matrix (2x2)
  45762. * @param uniform defines the webGL uniform location where to store the value
  45763. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  45764. */
  45765. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45766. /**
  45767. * Set the value of an uniform to a number (float)
  45768. * @param uniform defines the webGL uniform location where to store the value
  45769. * @param value defines the float number to store
  45770. */
  45771. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45772. /**
  45773. * Set the value of an uniform to a vec2
  45774. * @param uniform defines the webGL uniform location where to store the value
  45775. * @param x defines the 1st component of the value
  45776. * @param y defines the 2nd component of the value
  45777. */
  45778. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45779. /**
  45780. * Set the value of an uniform to a vec3
  45781. * @param uniform defines the webGL uniform location where to store the value
  45782. * @param x defines the 1st component of the value
  45783. * @param y defines the 2nd component of the value
  45784. * @param z defines the 3rd component of the value
  45785. */
  45786. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45787. /**
  45788. * Set the value of an uniform to a boolean
  45789. * @param uniform defines the webGL uniform location where to store the value
  45790. * @param bool defines the boolean to store
  45791. */
  45792. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45793. /**
  45794. * Set the value of an uniform to a vec4
  45795. * @param uniform defines the webGL uniform location where to store the value
  45796. * @param x defines the 1st component of the value
  45797. * @param y defines the 2nd component of the value
  45798. * @param z defines the 3rd component of the value
  45799. * @param w defines the 4th component of the value
  45800. */
  45801. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45802. /**
  45803. * Sets the current alpha mode
  45804. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  45805. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45806. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45807. */
  45808. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45809. /**
  45810. * Bind webGl buffers directly to the webGL context
  45811. * @param vertexBuffers defines the vertex buffer to bind
  45812. * @param indexBuffer defines the index buffer to bind
  45813. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  45814. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  45815. * @param effect defines the effect associated with the vertex buffer
  45816. */
  45817. bindBuffers(vertexBuffers: {
  45818. [key: string]: VertexBuffer;
  45819. }, indexBuffer: DataBuffer, effect: Effect): void;
  45820. /**
  45821. * Force the entire cache to be cleared
  45822. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  45823. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  45824. */
  45825. wipeCaches(bruteForce?: boolean): void;
  45826. /**
  45827. * Send a draw order
  45828. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  45829. * @param indexStart defines the starting index
  45830. * @param indexCount defines the number of index to draw
  45831. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45832. */
  45833. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45834. /**
  45835. * Draw a list of indexed primitives
  45836. * @param fillMode defines the primitive to use
  45837. * @param indexStart defines the starting index
  45838. * @param indexCount defines the number of index to draw
  45839. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45840. */
  45841. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45842. /**
  45843. * Draw a list of unindexed primitives
  45844. * @param fillMode defines the primitive to use
  45845. * @param verticesStart defines the index of first vertex to draw
  45846. * @param verticesCount defines the count of vertices to draw
  45847. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45848. */
  45849. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45850. /** @hidden */
  45851. _createTexture(): WebGLTexture;
  45852. /** @hidden */
  45853. _releaseTexture(texture: InternalTexture): void;
  45854. /**
  45855. * Usually called from Texture.ts.
  45856. * Passed information to create a WebGLTexture
  45857. * @param urlArg defines a value which contains one of the following:
  45858. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45859. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45860. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45861. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45862. * @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)
  45863. * @param scene needed for loading to the correct scene
  45864. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  45865. * @param onLoad optional callback to be called upon successful completion
  45866. * @param onError optional callback to be called upon failure
  45867. * @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
  45868. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45869. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45870. * @param forcedExtension defines the extension to use to pick the right loader
  45871. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  45872. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45873. */
  45874. 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;
  45875. /**
  45876. * Creates a new render target texture
  45877. * @param size defines the size of the texture
  45878. * @param options defines the options used to create the texture
  45879. * @returns a new render target texture stored in an InternalTexture
  45880. */
  45881. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45882. /**
  45883. * Update the sampling mode of a given texture
  45884. * @param samplingMode defines the required sampling mode
  45885. * @param texture defines the texture to update
  45886. */
  45887. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45888. /**
  45889. * Binds the frame buffer to the specified texture.
  45890. * @param texture The texture to render to or null for the default canvas
  45891. * @param faceIndex The face of the texture to render to in case of cube texture
  45892. * @param requiredWidth The width of the target to render to
  45893. * @param requiredHeight The height of the target to render to
  45894. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  45895. * @param depthStencilTexture The depth stencil texture to use to render
  45896. * @param lodLevel defines le lod level to bind to the frame buffer
  45897. */
  45898. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45899. /**
  45900. * Unbind the current render target texture from the webGL context
  45901. * @param texture defines the render target texture to unbind
  45902. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45903. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45904. */
  45905. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45906. /**
  45907. * Creates a dynamic vertex buffer
  45908. * @param vertices the data for the dynamic vertex buffer
  45909. * @returns the new WebGL dynamic buffer
  45910. */
  45911. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45912. /**
  45913. * Update the content of a dynamic texture
  45914. * @param texture defines the texture to update
  45915. * @param canvas defines the canvas containing the source
  45916. * @param invertY defines if data must be stored with Y axis inverted
  45917. * @param premulAlpha defines if alpha is stored as premultiplied
  45918. * @param format defines the format of the data
  45919. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  45920. */
  45921. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45922. /**
  45923. * Gets a boolean indicating if all created effects are ready
  45924. * @returns true if all effects are ready
  45925. */
  45926. areAllEffectsReady(): boolean;
  45927. /**
  45928. * @hidden
  45929. * Get the current error code of the webGL context
  45930. * @returns the error code
  45931. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45932. */
  45933. getError(): number;
  45934. /** @hidden */
  45935. _getUnpackAlignement(): number;
  45936. /** @hidden */
  45937. _unpackFlipY(value: boolean): void;
  45938. /**
  45939. * Update a dynamic index buffer
  45940. * @param indexBuffer defines the target index buffer
  45941. * @param indices defines the data to update
  45942. * @param offset defines the offset in the target index buffer where update should start
  45943. */
  45944. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45945. /**
  45946. * Updates a dynamic vertex buffer.
  45947. * @param vertexBuffer the vertex buffer to update
  45948. * @param vertices the data used to update the vertex buffer
  45949. * @param byteOffset the byte offset of the data (optional)
  45950. * @param byteLength the byte length of the data (optional)
  45951. */
  45952. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45953. /** @hidden */
  45954. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45955. /** @hidden */
  45956. _bindTexture(channel: number, texture: InternalTexture): void;
  45957. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45958. /**
  45959. * 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
  45960. */
  45961. releaseEffects(): void;
  45962. displayLoadingUI(): void;
  45963. hideLoadingUI(): void;
  45964. /** @hidden */
  45965. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45966. /** @hidden */
  45967. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45968. /** @hidden */
  45969. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45970. /** @hidden */
  45971. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45972. }
  45973. }
  45974. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45975. import { Nullable, int } from "babylonjs/types";
  45976. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45977. /** @hidden */
  45978. export class _OcclusionDataStorage {
  45979. /** @hidden */
  45980. occlusionInternalRetryCounter: number;
  45981. /** @hidden */
  45982. isOcclusionQueryInProgress: boolean;
  45983. /** @hidden */
  45984. isOccluded: boolean;
  45985. /** @hidden */
  45986. occlusionRetryCount: number;
  45987. /** @hidden */
  45988. occlusionType: number;
  45989. /** @hidden */
  45990. occlusionQueryAlgorithmType: number;
  45991. }
  45992. module "babylonjs/Engines/engine" {
  45993. interface Engine {
  45994. /**
  45995. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45996. * @return the new query
  45997. */
  45998. createQuery(): WebGLQuery;
  45999. /**
  46000. * Delete and release a webGL query
  46001. * @param query defines the query to delete
  46002. * @return the current engine
  46003. */
  46004. deleteQuery(query: WebGLQuery): Engine;
  46005. /**
  46006. * Check if a given query has resolved and got its value
  46007. * @param query defines the query to check
  46008. * @returns true if the query got its value
  46009. */
  46010. isQueryResultAvailable(query: WebGLQuery): boolean;
  46011. /**
  46012. * Gets the value of a given query
  46013. * @param query defines the query to check
  46014. * @returns the value of the query
  46015. */
  46016. getQueryResult(query: WebGLQuery): number;
  46017. /**
  46018. * Initiates an occlusion query
  46019. * @param algorithmType defines the algorithm to use
  46020. * @param query defines the query to use
  46021. * @returns the current engine
  46022. * @see http://doc.babylonjs.com/features/occlusionquery
  46023. */
  46024. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46025. /**
  46026. * Ends an occlusion query
  46027. * @see http://doc.babylonjs.com/features/occlusionquery
  46028. * @param algorithmType defines the algorithm to use
  46029. * @returns the current engine
  46030. */
  46031. endOcclusionQuery(algorithmType: number): Engine;
  46032. /**
  46033. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46034. * Please note that only one query can be issued at a time
  46035. * @returns a time token used to track the time span
  46036. */
  46037. startTimeQuery(): Nullable<_TimeToken>;
  46038. /**
  46039. * Ends a time query
  46040. * @param token defines the token used to measure the time span
  46041. * @returns the time spent (in ns)
  46042. */
  46043. endTimeQuery(token: _TimeToken): int;
  46044. /** @hidden */
  46045. _currentNonTimestampToken: Nullable<_TimeToken>;
  46046. /** @hidden */
  46047. _createTimeQuery(): WebGLQuery;
  46048. /** @hidden */
  46049. _deleteTimeQuery(query: WebGLQuery): void;
  46050. /** @hidden */
  46051. _getGlAlgorithmType(algorithmType: number): number;
  46052. /** @hidden */
  46053. _getTimeQueryResult(query: WebGLQuery): any;
  46054. /** @hidden */
  46055. _getTimeQueryAvailability(query: WebGLQuery): any;
  46056. }
  46057. }
  46058. module "babylonjs/Meshes/abstractMesh" {
  46059. interface AbstractMesh {
  46060. /**
  46061. * Backing filed
  46062. * @hidden
  46063. */
  46064. __occlusionDataStorage: _OcclusionDataStorage;
  46065. /**
  46066. * Access property
  46067. * @hidden
  46068. */
  46069. _occlusionDataStorage: _OcclusionDataStorage;
  46070. /**
  46071. * 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.
  46072. * The default value is -1 which means don't break the query and wait till the result
  46073. * @see http://doc.babylonjs.com/features/occlusionquery
  46074. */
  46075. occlusionRetryCount: number;
  46076. /**
  46077. * 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:
  46078. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46079. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46080. * * 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.
  46081. * @see http://doc.babylonjs.com/features/occlusionquery
  46082. */
  46083. occlusionType: number;
  46084. /**
  46085. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46086. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46087. * * 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.
  46088. * @see http://doc.babylonjs.com/features/occlusionquery
  46089. */
  46090. occlusionQueryAlgorithmType: number;
  46091. /**
  46092. * 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
  46093. * @see http://doc.babylonjs.com/features/occlusionquery
  46094. */
  46095. isOccluded: boolean;
  46096. /**
  46097. * Flag to check the progress status of the query
  46098. * @see http://doc.babylonjs.com/features/occlusionquery
  46099. */
  46100. isOcclusionQueryInProgress: boolean;
  46101. }
  46102. }
  46103. }
  46104. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46105. import { Nullable } from "babylonjs/types";
  46106. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46107. /** @hidden */
  46108. export var _forceTransformFeedbackToBundle: boolean;
  46109. module "babylonjs/Engines/engine" {
  46110. interface Engine {
  46111. /**
  46112. * Creates a webGL transform feedback object
  46113. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46114. * @returns the webGL transform feedback object
  46115. */
  46116. createTransformFeedback(): WebGLTransformFeedback;
  46117. /**
  46118. * Delete a webGL transform feedback object
  46119. * @param value defines the webGL transform feedback object to delete
  46120. */
  46121. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46122. /**
  46123. * Bind a webGL transform feedback object to the webgl context
  46124. * @param value defines the webGL transform feedback object to bind
  46125. */
  46126. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46127. /**
  46128. * Begins a transform feedback operation
  46129. * @param usePoints defines if points or triangles must be used
  46130. */
  46131. beginTransformFeedback(usePoints: boolean): void;
  46132. /**
  46133. * Ends a transform feedback operation
  46134. */
  46135. endTransformFeedback(): void;
  46136. /**
  46137. * Specify the varyings to use with transform feedback
  46138. * @param program defines the associated webGL program
  46139. * @param value defines the list of strings representing the varying names
  46140. */
  46141. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46142. /**
  46143. * Bind a webGL buffer for a transform feedback operation
  46144. * @param value defines the webGL buffer to bind
  46145. */
  46146. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46147. }
  46148. }
  46149. }
  46150. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46151. import { Scene } from "babylonjs/scene";
  46152. import { Engine } from "babylonjs/Engines/engine";
  46153. import { Texture } from "babylonjs/Materials/Textures/texture";
  46154. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46155. import "babylonjs/Engines/Extensions/engine.multiRender";
  46156. /**
  46157. * Creation options of the multi render target texture.
  46158. */
  46159. export interface IMultiRenderTargetOptions {
  46160. /**
  46161. * Define if the texture needs to create mip maps after render.
  46162. */
  46163. generateMipMaps?: boolean;
  46164. /**
  46165. * Define the types of all the draw buffers we want to create
  46166. */
  46167. types?: number[];
  46168. /**
  46169. * Define the sampling modes of all the draw buffers we want to create
  46170. */
  46171. samplingModes?: number[];
  46172. /**
  46173. * Define if a depth buffer is required
  46174. */
  46175. generateDepthBuffer?: boolean;
  46176. /**
  46177. * Define if a stencil buffer is required
  46178. */
  46179. generateStencilBuffer?: boolean;
  46180. /**
  46181. * Define if a depth texture is required instead of a depth buffer
  46182. */
  46183. generateDepthTexture?: boolean;
  46184. /**
  46185. * Define the number of desired draw buffers
  46186. */
  46187. textureCount?: number;
  46188. /**
  46189. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46190. */
  46191. doNotChangeAspectRatio?: boolean;
  46192. /**
  46193. * Define the default type of the buffers we are creating
  46194. */
  46195. defaultType?: number;
  46196. }
  46197. /**
  46198. * A multi render target, like a render target provides the ability to render to a texture.
  46199. * Unlike the render target, it can render to several draw buffers in one draw.
  46200. * This is specially interesting in deferred rendering or for any effects requiring more than
  46201. * just one color from a single pass.
  46202. */
  46203. export class MultiRenderTarget extends RenderTargetTexture {
  46204. private _internalTextures;
  46205. private _textures;
  46206. private _multiRenderTargetOptions;
  46207. /**
  46208. * Get if draw buffers are currently supported by the used hardware and browser.
  46209. */
  46210. readonly isSupported: boolean;
  46211. /**
  46212. * Get the list of textures generated by the multi render target.
  46213. */
  46214. readonly textures: Texture[];
  46215. /**
  46216. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46217. */
  46218. readonly depthTexture: Texture;
  46219. /**
  46220. * Set the wrapping mode on U of all the textures we are rendering to.
  46221. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46222. */
  46223. wrapU: number;
  46224. /**
  46225. * Set the wrapping mode on V of all the textures we are rendering to.
  46226. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46227. */
  46228. wrapV: number;
  46229. /**
  46230. * Instantiate a new multi render target texture.
  46231. * A multi render target, like a render target provides the ability to render to a texture.
  46232. * Unlike the render target, it can render to several draw buffers in one draw.
  46233. * This is specially interesting in deferred rendering or for any effects requiring more than
  46234. * just one color from a single pass.
  46235. * @param name Define the name of the texture
  46236. * @param size Define the size of the buffers to render to
  46237. * @param count Define the number of target we are rendering into
  46238. * @param scene Define the scene the texture belongs to
  46239. * @param options Define the options used to create the multi render target
  46240. */
  46241. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46242. /** @hidden */
  46243. _rebuild(): void;
  46244. private _createInternalTextures;
  46245. private _createTextures;
  46246. /**
  46247. * Define the number of samples used if MSAA is enabled.
  46248. */
  46249. samples: number;
  46250. /**
  46251. * Resize all the textures in the multi render target.
  46252. * Be carrefull as it will recreate all the data in the new texture.
  46253. * @param size Define the new size
  46254. */
  46255. resize(size: any): void;
  46256. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46257. /**
  46258. * Dispose the render targets and their associated resources
  46259. */
  46260. dispose(): void;
  46261. /**
  46262. * Release all the underlying texture used as draw buffers.
  46263. */
  46264. releaseInternalTextures(): void;
  46265. }
  46266. }
  46267. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46268. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46269. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46270. import { Nullable } from "babylonjs/types";
  46271. module "babylonjs/Engines/thinEngine" {
  46272. interface ThinEngine {
  46273. /**
  46274. * Unbind a list of render target textures from the webGL context
  46275. * This is used only when drawBuffer extension or webGL2 are active
  46276. * @param textures defines the render target textures to unbind
  46277. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46278. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46279. */
  46280. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46281. /**
  46282. * Create a multi render target texture
  46283. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46284. * @param size defines the size of the texture
  46285. * @param options defines the creation options
  46286. * @returns the cube texture as an InternalTexture
  46287. */
  46288. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46289. /**
  46290. * Update the sample count for a given multiple render target texture
  46291. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46292. * @param textures defines the textures to update
  46293. * @param samples defines the sample count to set
  46294. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46295. */
  46296. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46297. }
  46298. }
  46299. }
  46300. declare module "babylonjs/Engines/Extensions/engine.views" {
  46301. import { Camera } from "babylonjs/Cameras/camera";
  46302. /**
  46303. * Class used to define an additional view for the engine
  46304. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46305. */
  46306. export class EngineView {
  46307. /** Defines the canvas where to render the view */
  46308. target: HTMLCanvasElement;
  46309. /** Defines the camera used to render the view */
  46310. camera: Camera;
  46311. }
  46312. module "babylonjs/Engines/engine" {
  46313. interface Engine {
  46314. /** Gets or sets the list of views */
  46315. views: EngineView[];
  46316. /**
  46317. * Register a new child canvas
  46318. * @param canvas defines the canvas to register
  46319. * @param camera defines the camera to use with this canvas (it will overwrite the scene.camera for this view)
  46320. * @returns the current engine
  46321. */
  46322. registerView(canvas: HTMLCanvasElement, camera: Camera): Engine;
  46323. /**
  46324. * Remove a registered child canvas
  46325. * @param canvas defines the canvas to remove
  46326. * @returns the current engine
  46327. */
  46328. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46329. }
  46330. }
  46331. }
  46332. declare module "babylonjs/Engines/Extensions/index" {
  46333. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46334. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46335. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46336. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46337. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46338. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46339. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46340. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46341. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46342. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46343. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46344. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46345. export * from "babylonjs/Engines/Extensions/engine.views";
  46346. }
  46347. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46348. import { Nullable } from "babylonjs/types";
  46349. /**
  46350. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46351. */
  46352. export interface CubeMapInfo {
  46353. /**
  46354. * The pixel array for the front face.
  46355. * This is stored in format, left to right, up to down format.
  46356. */
  46357. front: Nullable<ArrayBufferView>;
  46358. /**
  46359. * The pixel array for the back face.
  46360. * This is stored in format, left to right, up to down format.
  46361. */
  46362. back: Nullable<ArrayBufferView>;
  46363. /**
  46364. * The pixel array for the left face.
  46365. * This is stored in format, left to right, up to down format.
  46366. */
  46367. left: Nullable<ArrayBufferView>;
  46368. /**
  46369. * The pixel array for the right face.
  46370. * This is stored in format, left to right, up to down format.
  46371. */
  46372. right: Nullable<ArrayBufferView>;
  46373. /**
  46374. * The pixel array for the up face.
  46375. * This is stored in format, left to right, up to down format.
  46376. */
  46377. up: Nullable<ArrayBufferView>;
  46378. /**
  46379. * The pixel array for the down face.
  46380. * This is stored in format, left to right, up to down format.
  46381. */
  46382. down: Nullable<ArrayBufferView>;
  46383. /**
  46384. * The size of the cubemap stored.
  46385. *
  46386. * Each faces will be size * size pixels.
  46387. */
  46388. size: number;
  46389. /**
  46390. * The format of the texture.
  46391. *
  46392. * RGBA, RGB.
  46393. */
  46394. format: number;
  46395. /**
  46396. * The type of the texture data.
  46397. *
  46398. * UNSIGNED_INT, FLOAT.
  46399. */
  46400. type: number;
  46401. /**
  46402. * Specifies whether the texture is in gamma space.
  46403. */
  46404. gammaSpace: boolean;
  46405. }
  46406. /**
  46407. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46408. */
  46409. export class PanoramaToCubeMapTools {
  46410. private static FACE_FRONT;
  46411. private static FACE_BACK;
  46412. private static FACE_RIGHT;
  46413. private static FACE_LEFT;
  46414. private static FACE_DOWN;
  46415. private static FACE_UP;
  46416. /**
  46417. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46418. *
  46419. * @param float32Array The source data.
  46420. * @param inputWidth The width of the input panorama.
  46421. * @param inputHeight The height of the input panorama.
  46422. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46423. * @return The cubemap data
  46424. */
  46425. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46426. private static CreateCubemapTexture;
  46427. private static CalcProjectionSpherical;
  46428. }
  46429. }
  46430. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46431. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46432. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46433. import { Nullable } from "babylonjs/types";
  46434. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46435. /**
  46436. * Helper class dealing with the extraction of spherical polynomial dataArray
  46437. * from a cube map.
  46438. */
  46439. export class CubeMapToSphericalPolynomialTools {
  46440. private static FileFaces;
  46441. /**
  46442. * Converts a texture to the according Spherical Polynomial data.
  46443. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46444. *
  46445. * @param texture The texture to extract the information from.
  46446. * @return The Spherical Polynomial data.
  46447. */
  46448. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46449. /**
  46450. * Converts a cubemap to the according Spherical Polynomial data.
  46451. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46452. *
  46453. * @param cubeInfo The Cube map to extract the information from.
  46454. * @return The Spherical Polynomial data.
  46455. */
  46456. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46457. }
  46458. }
  46459. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46460. import { Nullable } from "babylonjs/types";
  46461. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46462. module "babylonjs/Materials/Textures/baseTexture" {
  46463. interface BaseTexture {
  46464. /**
  46465. * Get the polynomial representation of the texture data.
  46466. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46467. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46468. */
  46469. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46470. }
  46471. }
  46472. }
  46473. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46474. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46475. /** @hidden */
  46476. export var rgbdEncodePixelShader: {
  46477. name: string;
  46478. shader: string;
  46479. };
  46480. }
  46481. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46482. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46483. /** @hidden */
  46484. export var rgbdDecodePixelShader: {
  46485. name: string;
  46486. shader: string;
  46487. };
  46488. }
  46489. declare module "babylonjs/Misc/environmentTextureTools" {
  46490. import { Nullable } from "babylonjs/types";
  46491. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46492. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46493. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46494. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46495. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46496. import "babylonjs/Shaders/rgbdEncode.fragment";
  46497. import "babylonjs/Shaders/rgbdDecode.fragment";
  46498. /**
  46499. * Raw texture data and descriptor sufficient for WebGL texture upload
  46500. */
  46501. export interface EnvironmentTextureInfo {
  46502. /**
  46503. * Version of the environment map
  46504. */
  46505. version: number;
  46506. /**
  46507. * Width of image
  46508. */
  46509. width: number;
  46510. /**
  46511. * Irradiance information stored in the file.
  46512. */
  46513. irradiance: any;
  46514. /**
  46515. * Specular information stored in the file.
  46516. */
  46517. specular: any;
  46518. }
  46519. /**
  46520. * Defines One Image in the file. It requires only the position in the file
  46521. * as well as the length.
  46522. */
  46523. interface BufferImageData {
  46524. /**
  46525. * Length of the image data.
  46526. */
  46527. length: number;
  46528. /**
  46529. * Position of the data from the null terminator delimiting the end of the JSON.
  46530. */
  46531. position: number;
  46532. }
  46533. /**
  46534. * Defines the specular data enclosed in the file.
  46535. * This corresponds to the version 1 of the data.
  46536. */
  46537. export interface EnvironmentTextureSpecularInfoV1 {
  46538. /**
  46539. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46540. */
  46541. specularDataPosition?: number;
  46542. /**
  46543. * This contains all the images data needed to reconstruct the cubemap.
  46544. */
  46545. mipmaps: Array<BufferImageData>;
  46546. /**
  46547. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46548. */
  46549. lodGenerationScale: number;
  46550. }
  46551. /**
  46552. * Sets of helpers addressing the serialization and deserialization of environment texture
  46553. * stored in a BabylonJS env file.
  46554. * Those files are usually stored as .env files.
  46555. */
  46556. export class EnvironmentTextureTools {
  46557. /**
  46558. * Magic number identifying the env file.
  46559. */
  46560. private static _MagicBytes;
  46561. /**
  46562. * Gets the environment info from an env file.
  46563. * @param data The array buffer containing the .env bytes.
  46564. * @returns the environment file info (the json header) if successfully parsed.
  46565. */
  46566. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46567. /**
  46568. * Creates an environment texture from a loaded cube texture.
  46569. * @param texture defines the cube texture to convert in env file
  46570. * @return a promise containing the environment data if succesfull.
  46571. */
  46572. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  46573. /**
  46574. * Creates a JSON representation of the spherical data.
  46575. * @param texture defines the texture containing the polynomials
  46576. * @return the JSON representation of the spherical info
  46577. */
  46578. private static _CreateEnvTextureIrradiance;
  46579. /**
  46580. * Creates the ArrayBufferViews used for initializing environment texture image data.
  46581. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  46582. * @param info parameters that determine what views will be created for accessing the underlying buffer
  46583. * @return the views described by info providing access to the underlying buffer
  46584. */
  46585. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  46586. /**
  46587. * Uploads the texture info contained in the env file to the GPU.
  46588. * @param texture defines the internal texture to upload to
  46589. * @param arrayBuffer defines the buffer cotaining the data to load
  46590. * @param info defines the texture info retrieved through the GetEnvInfo method
  46591. * @returns a promise
  46592. */
  46593. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  46594. private static _OnImageReadyAsync;
  46595. /**
  46596. * Uploads the levels of image data to the GPU.
  46597. * @param texture defines the internal texture to upload to
  46598. * @param imageData defines the array buffer views of image data [mipmap][face]
  46599. * @returns a promise
  46600. */
  46601. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  46602. /**
  46603. * Uploads spherical polynomials information to the texture.
  46604. * @param texture defines the texture we are trying to upload the information to
  46605. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  46606. */
  46607. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  46608. /** @hidden */
  46609. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  46610. }
  46611. }
  46612. declare module "babylonjs/Maths/math.vertexFormat" {
  46613. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  46614. /**
  46615. * Contains position and normal vectors for a vertex
  46616. */
  46617. export class PositionNormalVertex {
  46618. /** the position of the vertex (defaut: 0,0,0) */
  46619. position: Vector3;
  46620. /** the normal of the vertex (defaut: 0,1,0) */
  46621. normal: Vector3;
  46622. /**
  46623. * Creates a PositionNormalVertex
  46624. * @param position the position of the vertex (defaut: 0,0,0)
  46625. * @param normal the normal of the vertex (defaut: 0,1,0)
  46626. */
  46627. constructor(
  46628. /** the position of the vertex (defaut: 0,0,0) */
  46629. position?: Vector3,
  46630. /** the normal of the vertex (defaut: 0,1,0) */
  46631. normal?: Vector3);
  46632. /**
  46633. * Clones the PositionNormalVertex
  46634. * @returns the cloned PositionNormalVertex
  46635. */
  46636. clone(): PositionNormalVertex;
  46637. }
  46638. /**
  46639. * Contains position, normal and uv vectors for a vertex
  46640. */
  46641. export class PositionNormalTextureVertex {
  46642. /** the position of the vertex (defaut: 0,0,0) */
  46643. position: Vector3;
  46644. /** the normal of the vertex (defaut: 0,1,0) */
  46645. normal: Vector3;
  46646. /** the uv of the vertex (default: 0,0) */
  46647. uv: Vector2;
  46648. /**
  46649. * Creates a PositionNormalTextureVertex
  46650. * @param position the position of the vertex (defaut: 0,0,0)
  46651. * @param normal the normal of the vertex (defaut: 0,1,0)
  46652. * @param uv the uv of the vertex (default: 0,0)
  46653. */
  46654. constructor(
  46655. /** the position of the vertex (defaut: 0,0,0) */
  46656. position?: Vector3,
  46657. /** the normal of the vertex (defaut: 0,1,0) */
  46658. normal?: Vector3,
  46659. /** the uv of the vertex (default: 0,0) */
  46660. uv?: Vector2);
  46661. /**
  46662. * Clones the PositionNormalTextureVertex
  46663. * @returns the cloned PositionNormalTextureVertex
  46664. */
  46665. clone(): PositionNormalTextureVertex;
  46666. }
  46667. }
  46668. declare module "babylonjs/Maths/math" {
  46669. export * from "babylonjs/Maths/math.axis";
  46670. export * from "babylonjs/Maths/math.color";
  46671. export * from "babylonjs/Maths/math.constants";
  46672. export * from "babylonjs/Maths/math.frustum";
  46673. export * from "babylonjs/Maths/math.path";
  46674. export * from "babylonjs/Maths/math.plane";
  46675. export * from "babylonjs/Maths/math.size";
  46676. export * from "babylonjs/Maths/math.vector";
  46677. export * from "babylonjs/Maths/math.vertexFormat";
  46678. export * from "babylonjs/Maths/math.viewport";
  46679. }
  46680. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  46681. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46682. /** @hidden */
  46683. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  46684. private _genericAttributeLocation;
  46685. private _varyingLocationCount;
  46686. private _varyingLocationMap;
  46687. private _replacements;
  46688. private _textureCount;
  46689. private _uniforms;
  46690. lineProcessor(line: string): string;
  46691. attributeProcessor(attribute: string): string;
  46692. varyingProcessor(varying: string, isFragment: boolean): string;
  46693. uniformProcessor(uniform: string): string;
  46694. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  46695. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  46696. }
  46697. }
  46698. declare module "babylonjs/Engines/nativeEngine" {
  46699. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  46700. import { Engine } from "babylonjs/Engines/engine";
  46701. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46702. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46703. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46704. import { Effect } from "babylonjs/Materials/effect";
  46705. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46706. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  46707. import { Scene } from "babylonjs/scene";
  46708. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46709. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46710. /**
  46711. * Container for accessors for natively-stored mesh data buffers.
  46712. */
  46713. class NativeDataBuffer extends DataBuffer {
  46714. /**
  46715. * Accessor value used to identify/retrieve a natively-stored index buffer.
  46716. */
  46717. nativeIndexBuffer?: any;
  46718. /**
  46719. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  46720. */
  46721. nativeVertexBuffer?: any;
  46722. }
  46723. /** @hidden */
  46724. class NativeTexture extends InternalTexture {
  46725. getInternalTexture(): InternalTexture;
  46726. getViewCount(): number;
  46727. }
  46728. /** @hidden */
  46729. export class NativeEngine extends Engine {
  46730. private readonly _native;
  46731. getHardwareScalingLevel(): number;
  46732. constructor();
  46733. /**
  46734. * Can be used to override the current requestAnimationFrame requester.
  46735. * @hidden
  46736. */
  46737. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  46738. /**
  46739. * Override default engine behavior.
  46740. * @param color
  46741. * @param backBuffer
  46742. * @param depth
  46743. * @param stencil
  46744. */
  46745. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  46746. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46747. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  46748. createVertexBuffer(data: DataArray): NativeDataBuffer;
  46749. recordVertexArrayObject(vertexBuffers: {
  46750. [key: string]: VertexBuffer;
  46751. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  46752. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46753. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46754. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46755. /**
  46756. * Draw a list of indexed primitives
  46757. * @param fillMode defines the primitive to use
  46758. * @param indexStart defines the starting index
  46759. * @param indexCount defines the number of index to draw
  46760. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46761. */
  46762. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46763. /**
  46764. * Draw a list of unindexed primitives
  46765. * @param fillMode defines the primitive to use
  46766. * @param verticesStart defines the index of first vertex to draw
  46767. * @param verticesCount defines the count of vertices to draw
  46768. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46769. */
  46770. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46771. createPipelineContext(): IPipelineContext;
  46772. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  46773. /** @hidden */
  46774. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  46775. /** @hidden */
  46776. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  46777. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46778. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46779. protected _setProgram(program: WebGLProgram): void;
  46780. _releaseEffect(effect: Effect): void;
  46781. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  46782. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  46783. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  46784. bindSamplers(effect: Effect): void;
  46785. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  46786. getRenderWidth(useScreen?: boolean): number;
  46787. getRenderHeight(useScreen?: boolean): number;
  46788. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  46789. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46790. /**
  46791. * Set the z offset to apply to current rendering
  46792. * @param value defines the offset to apply
  46793. */
  46794. setZOffset(value: number): void;
  46795. /**
  46796. * Gets the current value of the zOffset
  46797. * @returns the current zOffset state
  46798. */
  46799. getZOffset(): number;
  46800. /**
  46801. * Enable or disable depth buffering
  46802. * @param enable defines the state to set
  46803. */
  46804. setDepthBuffer(enable: boolean): void;
  46805. /**
  46806. * Gets a boolean indicating if depth writing is enabled
  46807. * @returns the current depth writing state
  46808. */
  46809. getDepthWrite(): boolean;
  46810. /**
  46811. * Enable or disable depth writing
  46812. * @param enable defines the state to set
  46813. */
  46814. setDepthWrite(enable: boolean): void;
  46815. /**
  46816. * Enable or disable color writing
  46817. * @param enable defines the state to set
  46818. */
  46819. setColorWrite(enable: boolean): void;
  46820. /**
  46821. * Gets a boolean indicating if color writing is enabled
  46822. * @returns the current color writing state
  46823. */
  46824. getColorWrite(): boolean;
  46825. /**
  46826. * Sets alpha constants used by some alpha blending modes
  46827. * @param r defines the red component
  46828. * @param g defines the green component
  46829. * @param b defines the blue component
  46830. * @param a defines the alpha component
  46831. */
  46832. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  46833. /**
  46834. * Sets the current alpha mode
  46835. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  46836. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46837. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46838. */
  46839. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46840. /**
  46841. * Gets the current alpha mode
  46842. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46843. * @returns the current alpha mode
  46844. */
  46845. getAlphaMode(): number;
  46846. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46847. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46848. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46849. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46850. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46851. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46852. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46853. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46854. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46855. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46856. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46857. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46858. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46859. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46860. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46861. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46862. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46863. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46864. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46865. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46866. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  46867. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  46868. wipeCaches(bruteForce?: boolean): void;
  46869. _createTexture(): WebGLTexture;
  46870. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  46871. /**
  46872. * Usually called from BABYLON.Texture.ts.
  46873. * Passed information to create a WebGLTexture
  46874. * @param urlArg defines a value which contains one of the following:
  46875. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46876. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46877. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46878. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46879. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  46880. * @param scene needed for loading to the correct scene
  46881. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  46882. * @param onLoad optional callback to be called upon successful completion
  46883. * @param onError optional callback to be called upon failure
  46884. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  46885. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46886. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46887. * @param forcedExtension defines the extension to use to pick the right loader
  46888. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46889. */
  46890. 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;
  46891. /**
  46892. * Creates a cube texture
  46893. * @param rootUrl defines the url where the files to load is located
  46894. * @param scene defines the current scene
  46895. * @param files defines the list of files to load (1 per face)
  46896. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  46897. * @param onLoad defines an optional callback raised when the texture is loaded
  46898. * @param onError defines an optional callback raised if there is an issue to load the texture
  46899. * @param format defines the format of the data
  46900. * @param forcedExtension defines the extension to use to pick the right loader
  46901. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  46902. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  46903. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  46904. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  46905. * @returns the cube texture as an InternalTexture
  46906. */
  46907. 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;
  46908. private _getSamplingFilter;
  46909. private static _GetNativeTextureFormat;
  46910. createRenderTargetTexture(size: number | {
  46911. width: number;
  46912. height: number;
  46913. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  46914. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46915. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46916. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46917. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  46918. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  46919. /**
  46920. * Updates a dynamic vertex buffer.
  46921. * @param vertexBuffer the vertex buffer to update
  46922. * @param data the data used to update the vertex buffer
  46923. * @param byteOffset the byte offset of the data (optional)
  46924. * @param byteLength the byte length of the data (optional)
  46925. */
  46926. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  46927. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  46928. private _updateAnisotropicLevel;
  46929. private _getAddressMode;
  46930. /** @hidden */
  46931. _bindTexture(channel: number, texture: InternalTexture): void;
  46932. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  46933. releaseEffects(): void;
  46934. /** @hidden */
  46935. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46936. /** @hidden */
  46937. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46938. /** @hidden */
  46939. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46940. /** @hidden */
  46941. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46942. }
  46943. }
  46944. declare module "babylonjs/Engines/index" {
  46945. export * from "babylonjs/Engines/constants";
  46946. export * from "babylonjs/Engines/engineCapabilities";
  46947. export * from "babylonjs/Engines/instancingAttributeInfo";
  46948. export * from "babylonjs/Engines/thinEngine";
  46949. export * from "babylonjs/Engines/engine";
  46950. export * from "babylonjs/Engines/engineStore";
  46951. export * from "babylonjs/Engines/nullEngine";
  46952. export * from "babylonjs/Engines/Extensions/index";
  46953. export * from "babylonjs/Engines/IPipelineContext";
  46954. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46955. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46956. export * from "babylonjs/Engines/nativeEngine";
  46957. }
  46958. declare module "babylonjs/Events/clipboardEvents" {
  46959. /**
  46960. * Gather the list of clipboard event types as constants.
  46961. */
  46962. export class ClipboardEventTypes {
  46963. /**
  46964. * The clipboard event is fired when a copy command is active (pressed).
  46965. */
  46966. static readonly COPY: number;
  46967. /**
  46968. * The clipboard event is fired when a cut command is active (pressed).
  46969. */
  46970. static readonly CUT: number;
  46971. /**
  46972. * The clipboard event is fired when a paste command is active (pressed).
  46973. */
  46974. static readonly PASTE: number;
  46975. }
  46976. /**
  46977. * This class is used to store clipboard related info for the onClipboardObservable event.
  46978. */
  46979. export class ClipboardInfo {
  46980. /**
  46981. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46982. */
  46983. type: number;
  46984. /**
  46985. * Defines the related dom event
  46986. */
  46987. event: ClipboardEvent;
  46988. /**
  46989. *Creates an instance of ClipboardInfo.
  46990. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46991. * @param event Defines the related dom event
  46992. */
  46993. constructor(
  46994. /**
  46995. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46996. */
  46997. type: number,
  46998. /**
  46999. * Defines the related dom event
  47000. */
  47001. event: ClipboardEvent);
  47002. /**
  47003. * Get the clipboard event's type from the keycode.
  47004. * @param keyCode Defines the keyCode for the current keyboard event.
  47005. * @return {number}
  47006. */
  47007. static GetTypeFromCharacter(keyCode: number): number;
  47008. }
  47009. }
  47010. declare module "babylonjs/Events/index" {
  47011. export * from "babylonjs/Events/keyboardEvents";
  47012. export * from "babylonjs/Events/pointerEvents";
  47013. export * from "babylonjs/Events/clipboardEvents";
  47014. }
  47015. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47016. import { Scene } from "babylonjs/scene";
  47017. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47018. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47019. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47020. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47021. /**
  47022. * Google Daydream controller
  47023. */
  47024. export class DaydreamController extends WebVRController {
  47025. /**
  47026. * Base Url for the controller model.
  47027. */
  47028. static MODEL_BASE_URL: string;
  47029. /**
  47030. * File name for the controller model.
  47031. */
  47032. static MODEL_FILENAME: string;
  47033. /**
  47034. * Gamepad Id prefix used to identify Daydream Controller.
  47035. */
  47036. static readonly GAMEPAD_ID_PREFIX: string;
  47037. /**
  47038. * Creates a new DaydreamController from a gamepad
  47039. * @param vrGamepad the gamepad that the controller should be created from
  47040. */
  47041. constructor(vrGamepad: any);
  47042. /**
  47043. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47044. * @param scene scene in which to add meshes
  47045. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47046. */
  47047. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47048. /**
  47049. * Called once for each button that changed state since the last frame
  47050. * @param buttonIdx Which button index changed
  47051. * @param state New state of the button
  47052. * @param changes Which properties on the state changed since last frame
  47053. */
  47054. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47055. }
  47056. }
  47057. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47058. import { Scene } from "babylonjs/scene";
  47059. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47060. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47061. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47062. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47063. /**
  47064. * Gear VR Controller
  47065. */
  47066. export class GearVRController extends WebVRController {
  47067. /**
  47068. * Base Url for the controller model.
  47069. */
  47070. static MODEL_BASE_URL: string;
  47071. /**
  47072. * File name for the controller model.
  47073. */
  47074. static MODEL_FILENAME: string;
  47075. /**
  47076. * Gamepad Id prefix used to identify this controller.
  47077. */
  47078. static readonly GAMEPAD_ID_PREFIX: string;
  47079. private readonly _buttonIndexToObservableNameMap;
  47080. /**
  47081. * Creates a new GearVRController from a gamepad
  47082. * @param vrGamepad the gamepad that the controller should be created from
  47083. */
  47084. constructor(vrGamepad: any);
  47085. /**
  47086. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47087. * @param scene scene in which to add meshes
  47088. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47089. */
  47090. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47091. /**
  47092. * Called once for each button that changed state since the last frame
  47093. * @param buttonIdx Which button index changed
  47094. * @param state New state of the button
  47095. * @param changes Which properties on the state changed since last frame
  47096. */
  47097. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47098. }
  47099. }
  47100. declare module "babylonjs/Gamepads/Controllers/index" {
  47101. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47102. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47103. export * from "babylonjs/Gamepads/Controllers/genericController";
  47104. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47105. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47106. export * from "babylonjs/Gamepads/Controllers/viveController";
  47107. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47108. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47109. }
  47110. declare module "babylonjs/Gamepads/index" {
  47111. export * from "babylonjs/Gamepads/Controllers/index";
  47112. export * from "babylonjs/Gamepads/gamepad";
  47113. export * from "babylonjs/Gamepads/gamepadManager";
  47114. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47115. export * from "babylonjs/Gamepads/xboxGamepad";
  47116. export * from "babylonjs/Gamepads/dualShockGamepad";
  47117. }
  47118. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47119. import { Scene } from "babylonjs/scene";
  47120. import { Vector4 } from "babylonjs/Maths/math.vector";
  47121. import { Color4 } from "babylonjs/Maths/math.color";
  47122. import { Mesh } from "babylonjs/Meshes/mesh";
  47123. import { Nullable } from "babylonjs/types";
  47124. /**
  47125. * Class containing static functions to help procedurally build meshes
  47126. */
  47127. export class PolyhedronBuilder {
  47128. /**
  47129. * Creates a polyhedron mesh
  47130. * * 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
  47131. * * The parameter `size` (positive float, default 1) sets the polygon size
  47132. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47133. * * 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`
  47134. * * 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
  47135. * * 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)`)
  47136. * * 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
  47137. * * 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
  47138. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47139. * * If you create a double-sided mesh, you can choose what parts of 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
  47140. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47141. * @param name defines the name of the mesh
  47142. * @param options defines the options used to create the mesh
  47143. * @param scene defines the hosting scene
  47144. * @returns the polyhedron mesh
  47145. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47146. */
  47147. static CreatePolyhedron(name: string, options: {
  47148. type?: number;
  47149. size?: number;
  47150. sizeX?: number;
  47151. sizeY?: number;
  47152. sizeZ?: number;
  47153. custom?: any;
  47154. faceUV?: Vector4[];
  47155. faceColors?: Color4[];
  47156. flat?: boolean;
  47157. updatable?: boolean;
  47158. sideOrientation?: number;
  47159. frontUVs?: Vector4;
  47160. backUVs?: Vector4;
  47161. }, scene?: Nullable<Scene>): Mesh;
  47162. }
  47163. }
  47164. declare module "babylonjs/Gizmos/scaleGizmo" {
  47165. import { Observable } from "babylonjs/Misc/observable";
  47166. import { Nullable } from "babylonjs/types";
  47167. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47168. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47169. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47170. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47171. /**
  47172. * Gizmo that enables scaling a mesh along 3 axis
  47173. */
  47174. export class ScaleGizmo extends Gizmo {
  47175. /**
  47176. * Internal gizmo used for interactions on the x axis
  47177. */
  47178. xGizmo: AxisScaleGizmo;
  47179. /**
  47180. * Internal gizmo used for interactions on the y axis
  47181. */
  47182. yGizmo: AxisScaleGizmo;
  47183. /**
  47184. * Internal gizmo used for interactions on the z axis
  47185. */
  47186. zGizmo: AxisScaleGizmo;
  47187. /**
  47188. * Internal gizmo used to scale all axis equally
  47189. */
  47190. uniformScaleGizmo: AxisScaleGizmo;
  47191. private _meshAttached;
  47192. private _updateGizmoRotationToMatchAttachedMesh;
  47193. private _snapDistance;
  47194. private _scaleRatio;
  47195. private _uniformScalingMesh;
  47196. private _octahedron;
  47197. /** Fires an event when any of it's sub gizmos are dragged */
  47198. onDragStartObservable: Observable<unknown>;
  47199. /** Fires an event when any of it's sub gizmos are released from dragging */
  47200. onDragEndObservable: Observable<unknown>;
  47201. attachedMesh: Nullable<AbstractMesh>;
  47202. /**
  47203. * Creates a ScaleGizmo
  47204. * @param gizmoLayer The utility layer the gizmo will be added to
  47205. */
  47206. constructor(gizmoLayer?: UtilityLayerRenderer);
  47207. updateGizmoRotationToMatchAttachedMesh: boolean;
  47208. /**
  47209. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47210. */
  47211. snapDistance: number;
  47212. /**
  47213. * Ratio for the scale of the gizmo (Default: 1)
  47214. */
  47215. scaleRatio: number;
  47216. /**
  47217. * Disposes of the gizmo
  47218. */
  47219. dispose(): void;
  47220. }
  47221. }
  47222. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47223. import { Observable } from "babylonjs/Misc/observable";
  47224. import { Nullable } from "babylonjs/types";
  47225. import { Vector3 } from "babylonjs/Maths/math.vector";
  47226. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47227. import { Mesh } from "babylonjs/Meshes/mesh";
  47228. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47229. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47230. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47231. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47232. import { Color3 } from "babylonjs/Maths/math.color";
  47233. /**
  47234. * Single axis scale gizmo
  47235. */
  47236. export class AxisScaleGizmo extends Gizmo {
  47237. /**
  47238. * Drag behavior responsible for the gizmos dragging interactions
  47239. */
  47240. dragBehavior: PointerDragBehavior;
  47241. private _pointerObserver;
  47242. /**
  47243. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47244. */
  47245. snapDistance: number;
  47246. /**
  47247. * Event that fires each time the gizmo snaps to a new location.
  47248. * * snapDistance is the the change in distance
  47249. */
  47250. onSnapObservable: Observable<{
  47251. snapDistance: number;
  47252. }>;
  47253. /**
  47254. * If the scaling operation should be done on all axis (default: false)
  47255. */
  47256. uniformScaling: boolean;
  47257. private _isEnabled;
  47258. private _parent;
  47259. private _arrow;
  47260. private _coloredMaterial;
  47261. private _hoverMaterial;
  47262. /**
  47263. * Creates an AxisScaleGizmo
  47264. * @param gizmoLayer The utility layer the gizmo will be added to
  47265. * @param dragAxis The axis which the gizmo will be able to scale on
  47266. * @param color The color of the gizmo
  47267. */
  47268. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47269. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47270. /**
  47271. * If the gizmo is enabled
  47272. */
  47273. isEnabled: boolean;
  47274. /**
  47275. * Disposes of the gizmo
  47276. */
  47277. dispose(): void;
  47278. /**
  47279. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47280. * @param mesh The mesh to replace the default mesh of the gizmo
  47281. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47282. */
  47283. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47284. }
  47285. }
  47286. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47287. import { Observable } from "babylonjs/Misc/observable";
  47288. import { Nullable } from "babylonjs/types";
  47289. import { Vector3 } from "babylonjs/Maths/math.vector";
  47290. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47291. import { Mesh } from "babylonjs/Meshes/mesh";
  47292. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47293. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47294. import { Color3 } from "babylonjs/Maths/math.color";
  47295. import "babylonjs/Meshes/Builders/boxBuilder";
  47296. /**
  47297. * Bounding box gizmo
  47298. */
  47299. export class BoundingBoxGizmo extends Gizmo {
  47300. private _lineBoundingBox;
  47301. private _rotateSpheresParent;
  47302. private _scaleBoxesParent;
  47303. private _boundingDimensions;
  47304. private _renderObserver;
  47305. private _pointerObserver;
  47306. private _scaleDragSpeed;
  47307. private _tmpQuaternion;
  47308. private _tmpVector;
  47309. private _tmpRotationMatrix;
  47310. /**
  47311. * 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)
  47312. */
  47313. ignoreChildren: boolean;
  47314. /**
  47315. * 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)
  47316. */
  47317. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47318. /**
  47319. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47320. */
  47321. rotationSphereSize: number;
  47322. /**
  47323. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47324. */
  47325. scaleBoxSize: number;
  47326. /**
  47327. * 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)
  47328. */
  47329. fixedDragMeshScreenSize: boolean;
  47330. /**
  47331. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47332. */
  47333. fixedDragMeshScreenSizeDistanceFactor: number;
  47334. /**
  47335. * Fired when a rotation sphere or scale box is dragged
  47336. */
  47337. onDragStartObservable: Observable<{}>;
  47338. /**
  47339. * Fired when a scale box is dragged
  47340. */
  47341. onScaleBoxDragObservable: Observable<{}>;
  47342. /**
  47343. * Fired when a scale box drag is ended
  47344. */
  47345. onScaleBoxDragEndObservable: Observable<{}>;
  47346. /**
  47347. * Fired when a rotation sphere is dragged
  47348. */
  47349. onRotationSphereDragObservable: Observable<{}>;
  47350. /**
  47351. * Fired when a rotation sphere drag is ended
  47352. */
  47353. onRotationSphereDragEndObservable: Observable<{}>;
  47354. /**
  47355. * 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)
  47356. */
  47357. scalePivot: Nullable<Vector3>;
  47358. /**
  47359. * Mesh used as a pivot to rotate the attached mesh
  47360. */
  47361. private _anchorMesh;
  47362. private _existingMeshScale;
  47363. private _dragMesh;
  47364. private pointerDragBehavior;
  47365. private coloredMaterial;
  47366. private hoverColoredMaterial;
  47367. /**
  47368. * Sets the color of the bounding box gizmo
  47369. * @param color the color to set
  47370. */
  47371. setColor(color: Color3): void;
  47372. /**
  47373. * Creates an BoundingBoxGizmo
  47374. * @param gizmoLayer The utility layer the gizmo will be added to
  47375. * @param color The color of the gizmo
  47376. */
  47377. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47378. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47379. private _selectNode;
  47380. /**
  47381. * Updates the bounding box information for the Gizmo
  47382. */
  47383. updateBoundingBox(): void;
  47384. private _updateRotationSpheres;
  47385. private _updateScaleBoxes;
  47386. /**
  47387. * Enables rotation on the specified axis and disables rotation on the others
  47388. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47389. */
  47390. setEnabledRotationAxis(axis: string): void;
  47391. /**
  47392. * Enables/disables scaling
  47393. * @param enable if scaling should be enabled
  47394. */
  47395. setEnabledScaling(enable: boolean): void;
  47396. private _updateDummy;
  47397. /**
  47398. * Enables a pointer drag behavior on the bounding box of the gizmo
  47399. */
  47400. enableDragBehavior(): void;
  47401. /**
  47402. * Disposes of the gizmo
  47403. */
  47404. dispose(): void;
  47405. /**
  47406. * 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)
  47407. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47408. * @returns the bounding box mesh with the passed in mesh as a child
  47409. */
  47410. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47411. /**
  47412. * CustomMeshes are not supported by this gizmo
  47413. * @param mesh The mesh to replace the default mesh of the gizmo
  47414. */
  47415. setCustomMesh(mesh: Mesh): void;
  47416. }
  47417. }
  47418. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47419. import { Observable } from "babylonjs/Misc/observable";
  47420. import { Nullable } from "babylonjs/types";
  47421. import { Vector3 } from "babylonjs/Maths/math.vector";
  47422. import { Color3 } from "babylonjs/Maths/math.color";
  47423. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47424. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47425. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47426. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47427. import "babylonjs/Meshes/Builders/linesBuilder";
  47428. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47429. /**
  47430. * Single plane rotation gizmo
  47431. */
  47432. export class PlaneRotationGizmo extends Gizmo {
  47433. /**
  47434. * Drag behavior responsible for the gizmos dragging interactions
  47435. */
  47436. dragBehavior: PointerDragBehavior;
  47437. private _pointerObserver;
  47438. /**
  47439. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47440. */
  47441. snapDistance: number;
  47442. /**
  47443. * Event that fires each time the gizmo snaps to a new location.
  47444. * * snapDistance is the the change in distance
  47445. */
  47446. onSnapObservable: Observable<{
  47447. snapDistance: number;
  47448. }>;
  47449. private _isEnabled;
  47450. private _parent;
  47451. /**
  47452. * Creates a PlaneRotationGizmo
  47453. * @param gizmoLayer The utility layer the gizmo will be added to
  47454. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47455. * @param color The color of the gizmo
  47456. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47457. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47458. */
  47459. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47460. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47461. /**
  47462. * If the gizmo is enabled
  47463. */
  47464. isEnabled: boolean;
  47465. /**
  47466. * Disposes of the gizmo
  47467. */
  47468. dispose(): void;
  47469. }
  47470. }
  47471. declare module "babylonjs/Gizmos/rotationGizmo" {
  47472. import { Observable } from "babylonjs/Misc/observable";
  47473. import { Nullable } from "babylonjs/types";
  47474. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47475. import { Mesh } from "babylonjs/Meshes/mesh";
  47476. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47477. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47478. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47479. /**
  47480. * Gizmo that enables rotating a mesh along 3 axis
  47481. */
  47482. export class RotationGizmo extends Gizmo {
  47483. /**
  47484. * Internal gizmo used for interactions on the x axis
  47485. */
  47486. xGizmo: PlaneRotationGizmo;
  47487. /**
  47488. * Internal gizmo used for interactions on the y axis
  47489. */
  47490. yGizmo: PlaneRotationGizmo;
  47491. /**
  47492. * Internal gizmo used for interactions on the z axis
  47493. */
  47494. zGizmo: PlaneRotationGizmo;
  47495. /** Fires an event when any of it's sub gizmos are dragged */
  47496. onDragStartObservable: Observable<unknown>;
  47497. /** Fires an event when any of it's sub gizmos are released from dragging */
  47498. onDragEndObservable: Observable<unknown>;
  47499. private _meshAttached;
  47500. attachedMesh: Nullable<AbstractMesh>;
  47501. /**
  47502. * Creates a RotationGizmo
  47503. * @param gizmoLayer The utility layer the gizmo will be added to
  47504. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47505. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47506. */
  47507. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47508. updateGizmoRotationToMatchAttachedMesh: boolean;
  47509. /**
  47510. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47511. */
  47512. snapDistance: number;
  47513. /**
  47514. * Ratio for the scale of the gizmo (Default: 1)
  47515. */
  47516. scaleRatio: number;
  47517. /**
  47518. * Disposes of the gizmo
  47519. */
  47520. dispose(): void;
  47521. /**
  47522. * CustomMeshes are not supported by this gizmo
  47523. * @param mesh The mesh to replace the default mesh of the gizmo
  47524. */
  47525. setCustomMesh(mesh: Mesh): void;
  47526. }
  47527. }
  47528. declare module "babylonjs/Gizmos/gizmoManager" {
  47529. import { Observable } from "babylonjs/Misc/observable";
  47530. import { Nullable } from "babylonjs/types";
  47531. import { Scene, IDisposable } from "babylonjs/scene";
  47532. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47533. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47534. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47535. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47536. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47537. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47538. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47539. /**
  47540. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47541. */
  47542. export class GizmoManager implements IDisposable {
  47543. private scene;
  47544. /**
  47545. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47546. */
  47547. gizmos: {
  47548. positionGizmo: Nullable<PositionGizmo>;
  47549. rotationGizmo: Nullable<RotationGizmo>;
  47550. scaleGizmo: Nullable<ScaleGizmo>;
  47551. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47552. };
  47553. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47554. clearGizmoOnEmptyPointerEvent: boolean;
  47555. /** Fires an event when the manager is attached to a mesh */
  47556. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47557. private _gizmosEnabled;
  47558. private _pointerObserver;
  47559. private _attachedMesh;
  47560. private _boundingBoxColor;
  47561. private _defaultUtilityLayer;
  47562. private _defaultKeepDepthUtilityLayer;
  47563. /**
  47564. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47565. */
  47566. boundingBoxDragBehavior: SixDofDragBehavior;
  47567. /**
  47568. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  47569. */
  47570. attachableMeshes: Nullable<Array<AbstractMesh>>;
  47571. /**
  47572. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  47573. */
  47574. usePointerToAttachGizmos: boolean;
  47575. /**
  47576. * Utility layer that the bounding box gizmo belongs to
  47577. */
  47578. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  47579. /**
  47580. * Utility layer that all gizmos besides bounding box belong to
  47581. */
  47582. readonly utilityLayer: UtilityLayerRenderer;
  47583. /**
  47584. * Instatiates a gizmo manager
  47585. * @param scene the scene to overlay the gizmos on top of
  47586. */
  47587. constructor(scene: Scene);
  47588. /**
  47589. * Attaches a set of gizmos to the specified mesh
  47590. * @param mesh The mesh the gizmo's should be attached to
  47591. */
  47592. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  47593. /**
  47594. * If the position gizmo is enabled
  47595. */
  47596. positionGizmoEnabled: boolean;
  47597. /**
  47598. * If the rotation gizmo is enabled
  47599. */
  47600. rotationGizmoEnabled: boolean;
  47601. /**
  47602. * If the scale gizmo is enabled
  47603. */
  47604. scaleGizmoEnabled: boolean;
  47605. /**
  47606. * If the boundingBox gizmo is enabled
  47607. */
  47608. boundingBoxGizmoEnabled: boolean;
  47609. /**
  47610. * Disposes of the gizmo manager
  47611. */
  47612. dispose(): void;
  47613. }
  47614. }
  47615. declare module "babylonjs/Lights/directionalLight" {
  47616. import { Camera } from "babylonjs/Cameras/camera";
  47617. import { Scene } from "babylonjs/scene";
  47618. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47619. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47620. import { Light } from "babylonjs/Lights/light";
  47621. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47622. import { Effect } from "babylonjs/Materials/effect";
  47623. /**
  47624. * A directional light is defined by a direction (what a surprise!).
  47625. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  47626. * 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.
  47627. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47628. */
  47629. export class DirectionalLight extends ShadowLight {
  47630. private _shadowFrustumSize;
  47631. /**
  47632. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  47633. */
  47634. /**
  47635. * Specifies a fix frustum size for the shadow generation.
  47636. */
  47637. shadowFrustumSize: number;
  47638. private _shadowOrthoScale;
  47639. /**
  47640. * Gets the shadow projection scale against the optimal computed one.
  47641. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47642. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47643. */
  47644. /**
  47645. * Sets the shadow projection scale against the optimal computed one.
  47646. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47647. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47648. */
  47649. shadowOrthoScale: number;
  47650. /**
  47651. * Automatically compute the projection matrix to best fit (including all the casters)
  47652. * on each frame.
  47653. */
  47654. autoUpdateExtends: boolean;
  47655. private _orthoLeft;
  47656. private _orthoRight;
  47657. private _orthoTop;
  47658. private _orthoBottom;
  47659. /**
  47660. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  47661. * The directional light is emitted from everywhere in the given direction.
  47662. * It can cast shadows.
  47663. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47664. * @param name The friendly name of the light
  47665. * @param direction The direction of the light
  47666. * @param scene The scene the light belongs to
  47667. */
  47668. constructor(name: string, direction: Vector3, scene: Scene);
  47669. /**
  47670. * Returns the string "DirectionalLight".
  47671. * @return The class name
  47672. */
  47673. getClassName(): string;
  47674. /**
  47675. * Returns the integer 1.
  47676. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47677. */
  47678. getTypeID(): number;
  47679. /**
  47680. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  47681. * Returns the DirectionalLight Shadow projection matrix.
  47682. */
  47683. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47684. /**
  47685. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  47686. * Returns the DirectionalLight Shadow projection matrix.
  47687. */
  47688. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  47689. /**
  47690. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  47691. * Returns the DirectionalLight Shadow projection matrix.
  47692. */
  47693. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47694. protected _buildUniformLayout(): void;
  47695. /**
  47696. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  47697. * @param effect The effect to update
  47698. * @param lightIndex The index of the light in the effect to update
  47699. * @returns The directional light
  47700. */
  47701. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  47702. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  47703. /**
  47704. * Gets the minZ used for shadow according to both the scene and the light.
  47705. *
  47706. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47707. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47708. * @param activeCamera The camera we are returning the min for
  47709. * @returns the depth min z
  47710. */
  47711. getDepthMinZ(activeCamera: Camera): number;
  47712. /**
  47713. * Gets the maxZ used for shadow according to both the scene and the light.
  47714. *
  47715. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47716. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47717. * @param activeCamera The camera we are returning the max for
  47718. * @returns the depth max z
  47719. */
  47720. getDepthMaxZ(activeCamera: Camera): number;
  47721. /**
  47722. * Prepares the list of defines specific to the light type.
  47723. * @param defines the list of defines
  47724. * @param lightIndex defines the index of the light for the effect
  47725. */
  47726. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47727. }
  47728. }
  47729. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  47730. import { Mesh } from "babylonjs/Meshes/mesh";
  47731. /**
  47732. * Class containing static functions to help procedurally build meshes
  47733. */
  47734. export class HemisphereBuilder {
  47735. /**
  47736. * Creates a hemisphere mesh
  47737. * @param name defines the name of the mesh
  47738. * @param options defines the options used to create the mesh
  47739. * @param scene defines the hosting scene
  47740. * @returns the hemisphere mesh
  47741. */
  47742. static CreateHemisphere(name: string, options: {
  47743. segments?: number;
  47744. diameter?: number;
  47745. sideOrientation?: number;
  47746. }, scene: any): Mesh;
  47747. }
  47748. }
  47749. declare module "babylonjs/Lights/spotLight" {
  47750. import { Nullable } from "babylonjs/types";
  47751. import { Scene } from "babylonjs/scene";
  47752. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47753. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47754. import { Effect } from "babylonjs/Materials/effect";
  47755. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47756. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47757. /**
  47758. * A spot light is defined by a position, a direction, an angle, and an exponent.
  47759. * These values define a cone of light starting from the position, emitting toward the direction.
  47760. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  47761. * and the exponent defines the speed of the decay of the light with distance (reach).
  47762. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47763. */
  47764. export class SpotLight extends ShadowLight {
  47765. private _angle;
  47766. private _innerAngle;
  47767. private _cosHalfAngle;
  47768. private _lightAngleScale;
  47769. private _lightAngleOffset;
  47770. /**
  47771. * Gets the cone angle of the spot light in Radians.
  47772. */
  47773. /**
  47774. * Sets the cone angle of the spot light in Radians.
  47775. */
  47776. angle: number;
  47777. /**
  47778. * Only used in gltf falloff mode, this defines the angle where
  47779. * the directional falloff will start before cutting at angle which could be seen
  47780. * as outer angle.
  47781. */
  47782. /**
  47783. * Only used in gltf falloff mode, this defines the angle where
  47784. * the directional falloff will start before cutting at angle which could be seen
  47785. * as outer angle.
  47786. */
  47787. innerAngle: number;
  47788. private _shadowAngleScale;
  47789. /**
  47790. * Allows scaling the angle of the light for shadow generation only.
  47791. */
  47792. /**
  47793. * Allows scaling the angle of the light for shadow generation only.
  47794. */
  47795. shadowAngleScale: number;
  47796. /**
  47797. * The light decay speed with the distance from the emission spot.
  47798. */
  47799. exponent: number;
  47800. private _projectionTextureMatrix;
  47801. /**
  47802. * Allows reading the projecton texture
  47803. */
  47804. readonly projectionTextureMatrix: Matrix;
  47805. protected _projectionTextureLightNear: number;
  47806. /**
  47807. * Gets the near clip of the Spotlight for texture projection.
  47808. */
  47809. /**
  47810. * Sets the near clip of the Spotlight for texture projection.
  47811. */
  47812. projectionTextureLightNear: number;
  47813. protected _projectionTextureLightFar: number;
  47814. /**
  47815. * Gets the far clip of the Spotlight for texture projection.
  47816. */
  47817. /**
  47818. * Sets the far clip of the Spotlight for texture projection.
  47819. */
  47820. projectionTextureLightFar: number;
  47821. protected _projectionTextureUpDirection: Vector3;
  47822. /**
  47823. * Gets the Up vector of the Spotlight for texture projection.
  47824. */
  47825. /**
  47826. * Sets the Up vector of the Spotlight for texture projection.
  47827. */
  47828. projectionTextureUpDirection: Vector3;
  47829. private _projectionTexture;
  47830. /**
  47831. * Gets the projection texture of the light.
  47832. */
  47833. /**
  47834. * Sets the projection texture of the light.
  47835. */
  47836. projectionTexture: Nullable<BaseTexture>;
  47837. private _projectionTextureViewLightDirty;
  47838. private _projectionTextureProjectionLightDirty;
  47839. private _projectionTextureDirty;
  47840. private _projectionTextureViewTargetVector;
  47841. private _projectionTextureViewLightMatrix;
  47842. private _projectionTextureProjectionLightMatrix;
  47843. private _projectionTextureScalingMatrix;
  47844. /**
  47845. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  47846. * It can cast shadows.
  47847. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47848. * @param name The light friendly name
  47849. * @param position The position of the spot light in the scene
  47850. * @param direction The direction of the light in the scene
  47851. * @param angle The cone angle of the light in Radians
  47852. * @param exponent The light decay speed with the distance from the emission spot
  47853. * @param scene The scene the lights belongs to
  47854. */
  47855. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  47856. /**
  47857. * Returns the string "SpotLight".
  47858. * @returns the class name
  47859. */
  47860. getClassName(): string;
  47861. /**
  47862. * Returns the integer 2.
  47863. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47864. */
  47865. getTypeID(): number;
  47866. /**
  47867. * Overrides the direction setter to recompute the projection texture view light Matrix.
  47868. */
  47869. protected _setDirection(value: Vector3): void;
  47870. /**
  47871. * Overrides the position setter to recompute the projection texture view light Matrix.
  47872. */
  47873. protected _setPosition(value: Vector3): void;
  47874. /**
  47875. * 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.
  47876. * Returns the SpotLight.
  47877. */
  47878. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47879. protected _computeProjectionTextureViewLightMatrix(): void;
  47880. protected _computeProjectionTextureProjectionLightMatrix(): void;
  47881. /**
  47882. * Main function for light texture projection matrix computing.
  47883. */
  47884. protected _computeProjectionTextureMatrix(): void;
  47885. protected _buildUniformLayout(): void;
  47886. private _computeAngleValues;
  47887. /**
  47888. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  47889. * @param effect The effect to update
  47890. * @param lightIndex The index of the light in the effect to update
  47891. * @returns The spot light
  47892. */
  47893. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  47894. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  47895. /**
  47896. * Disposes the light and the associated resources.
  47897. */
  47898. dispose(): void;
  47899. /**
  47900. * Prepares the list of defines specific to the light type.
  47901. * @param defines the list of defines
  47902. * @param lightIndex defines the index of the light for the effect
  47903. */
  47904. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47905. }
  47906. }
  47907. declare module "babylonjs/Gizmos/lightGizmo" {
  47908. import { Nullable } from "babylonjs/types";
  47909. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47910. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47911. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47912. import { Light } from "babylonjs/Lights/light";
  47913. /**
  47914. * Gizmo that enables viewing a light
  47915. */
  47916. export class LightGizmo extends Gizmo {
  47917. private _lightMesh;
  47918. private _material;
  47919. private cachedPosition;
  47920. private cachedForward;
  47921. /**
  47922. * Creates a LightGizmo
  47923. * @param gizmoLayer The utility layer the gizmo will be added to
  47924. */
  47925. constructor(gizmoLayer?: UtilityLayerRenderer);
  47926. private _light;
  47927. /**
  47928. * The light that the gizmo is attached to
  47929. */
  47930. light: Nullable<Light>;
  47931. /**
  47932. * Gets the material used to render the light gizmo
  47933. */
  47934. readonly material: StandardMaterial;
  47935. /**
  47936. * @hidden
  47937. * Updates the gizmo to match the attached mesh's position/rotation
  47938. */
  47939. protected _update(): void;
  47940. private static _Scale;
  47941. /**
  47942. * Creates the lines for a light mesh
  47943. */
  47944. private static _createLightLines;
  47945. /**
  47946. * Disposes of the light gizmo
  47947. */
  47948. dispose(): void;
  47949. private static _CreateHemisphericLightMesh;
  47950. private static _CreatePointLightMesh;
  47951. private static _CreateSpotLightMesh;
  47952. private static _CreateDirectionalLightMesh;
  47953. }
  47954. }
  47955. declare module "babylonjs/Gizmos/index" {
  47956. export * from "babylonjs/Gizmos/axisDragGizmo";
  47957. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47958. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47959. export * from "babylonjs/Gizmos/gizmo";
  47960. export * from "babylonjs/Gizmos/gizmoManager";
  47961. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47962. export * from "babylonjs/Gizmos/positionGizmo";
  47963. export * from "babylonjs/Gizmos/rotationGizmo";
  47964. export * from "babylonjs/Gizmos/scaleGizmo";
  47965. export * from "babylonjs/Gizmos/lightGizmo";
  47966. export * from "babylonjs/Gizmos/planeDragGizmo";
  47967. }
  47968. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47969. /** @hidden */
  47970. export var backgroundFragmentDeclaration: {
  47971. name: string;
  47972. shader: string;
  47973. };
  47974. }
  47975. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47976. /** @hidden */
  47977. export var backgroundUboDeclaration: {
  47978. name: string;
  47979. shader: string;
  47980. };
  47981. }
  47982. declare module "babylonjs/Shaders/background.fragment" {
  47983. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47984. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47985. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47986. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47987. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47988. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47989. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47990. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47991. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47992. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47993. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47994. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47995. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47996. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47997. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47998. /** @hidden */
  47999. export var backgroundPixelShader: {
  48000. name: string;
  48001. shader: string;
  48002. };
  48003. }
  48004. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48005. /** @hidden */
  48006. export var backgroundVertexDeclaration: {
  48007. name: string;
  48008. shader: string;
  48009. };
  48010. }
  48011. declare module "babylonjs/Shaders/background.vertex" {
  48012. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48013. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48014. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48015. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48016. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48017. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48018. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48019. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48020. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48021. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48022. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48023. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48024. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48025. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48026. /** @hidden */
  48027. export var backgroundVertexShader: {
  48028. name: string;
  48029. shader: string;
  48030. };
  48031. }
  48032. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48033. import { Nullable, int, float } from "babylonjs/types";
  48034. import { Scene } from "babylonjs/scene";
  48035. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48036. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48038. import { Mesh } from "babylonjs/Meshes/mesh";
  48039. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48040. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48041. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48042. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48043. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48044. import { Color3 } from "babylonjs/Maths/math.color";
  48045. import "babylonjs/Shaders/background.fragment";
  48046. import "babylonjs/Shaders/background.vertex";
  48047. /**
  48048. * Background material used to create an efficient environement around your scene.
  48049. */
  48050. export class BackgroundMaterial extends PushMaterial {
  48051. /**
  48052. * Standard reflectance value at parallel view angle.
  48053. */
  48054. static StandardReflectance0: number;
  48055. /**
  48056. * Standard reflectance value at grazing angle.
  48057. */
  48058. static StandardReflectance90: number;
  48059. protected _primaryColor: Color3;
  48060. /**
  48061. * Key light Color (multiply against the environement texture)
  48062. */
  48063. primaryColor: Color3;
  48064. protected __perceptualColor: Nullable<Color3>;
  48065. /**
  48066. * Experimental Internal Use Only.
  48067. *
  48068. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48069. * This acts as a helper to set the primary color to a more "human friendly" value.
  48070. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48071. * output color as close as possible from the chosen value.
  48072. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48073. * part of lighting setup.)
  48074. */
  48075. _perceptualColor: Nullable<Color3>;
  48076. protected _primaryColorShadowLevel: float;
  48077. /**
  48078. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48079. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48080. */
  48081. primaryColorShadowLevel: float;
  48082. protected _primaryColorHighlightLevel: float;
  48083. /**
  48084. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48085. * The primary color is used at the level chosen to define what the white area would look.
  48086. */
  48087. primaryColorHighlightLevel: float;
  48088. protected _reflectionTexture: Nullable<BaseTexture>;
  48089. /**
  48090. * Reflection Texture used in the material.
  48091. * Should be author in a specific way for the best result (refer to the documentation).
  48092. */
  48093. reflectionTexture: Nullable<BaseTexture>;
  48094. protected _reflectionBlur: float;
  48095. /**
  48096. * Reflection Texture level of blur.
  48097. *
  48098. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48099. * texture twice.
  48100. */
  48101. reflectionBlur: float;
  48102. protected _diffuseTexture: Nullable<BaseTexture>;
  48103. /**
  48104. * Diffuse Texture used in the material.
  48105. * Should be author in a specific way for the best result (refer to the documentation).
  48106. */
  48107. diffuseTexture: Nullable<BaseTexture>;
  48108. protected _shadowLights: Nullable<IShadowLight[]>;
  48109. /**
  48110. * Specify the list of lights casting shadow on the material.
  48111. * All scene shadow lights will be included if null.
  48112. */
  48113. shadowLights: Nullable<IShadowLight[]>;
  48114. protected _shadowLevel: float;
  48115. /**
  48116. * Helps adjusting the shadow to a softer level if required.
  48117. * 0 means black shadows and 1 means no shadows.
  48118. */
  48119. shadowLevel: float;
  48120. protected _sceneCenter: Vector3;
  48121. /**
  48122. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48123. * It is usually zero but might be interesting to modify according to your setup.
  48124. */
  48125. sceneCenter: Vector3;
  48126. protected _opacityFresnel: boolean;
  48127. /**
  48128. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48129. * This helps ensuring a nice transition when the camera goes under the ground.
  48130. */
  48131. opacityFresnel: boolean;
  48132. protected _reflectionFresnel: boolean;
  48133. /**
  48134. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48135. * This helps adding a mirror texture on the ground.
  48136. */
  48137. reflectionFresnel: boolean;
  48138. protected _reflectionFalloffDistance: number;
  48139. /**
  48140. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48141. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48142. */
  48143. reflectionFalloffDistance: number;
  48144. protected _reflectionAmount: number;
  48145. /**
  48146. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48147. */
  48148. reflectionAmount: number;
  48149. protected _reflectionReflectance0: number;
  48150. /**
  48151. * This specifies the weight of the reflection at grazing angle.
  48152. */
  48153. reflectionReflectance0: number;
  48154. protected _reflectionReflectance90: number;
  48155. /**
  48156. * This specifies the weight of the reflection at a perpendicular point of view.
  48157. */
  48158. reflectionReflectance90: number;
  48159. /**
  48160. * Sets the reflection reflectance fresnel values according to the default standard
  48161. * empirically know to work well :-)
  48162. */
  48163. reflectionStandardFresnelWeight: number;
  48164. protected _useRGBColor: boolean;
  48165. /**
  48166. * Helps to directly use the maps channels instead of their level.
  48167. */
  48168. useRGBColor: boolean;
  48169. protected _enableNoise: boolean;
  48170. /**
  48171. * This helps reducing the banding effect that could occur on the background.
  48172. */
  48173. enableNoise: boolean;
  48174. /**
  48175. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48176. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48177. * Recommended to be keep at 1.0 except for special cases.
  48178. */
  48179. fovMultiplier: number;
  48180. private _fovMultiplier;
  48181. /**
  48182. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48183. */
  48184. useEquirectangularFOV: boolean;
  48185. private _maxSimultaneousLights;
  48186. /**
  48187. * Number of Simultaneous lights allowed on the material.
  48188. */
  48189. maxSimultaneousLights: int;
  48190. /**
  48191. * Default configuration related to image processing available in the Background Material.
  48192. */
  48193. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48194. /**
  48195. * Keep track of the image processing observer to allow dispose and replace.
  48196. */
  48197. private _imageProcessingObserver;
  48198. /**
  48199. * Attaches a new image processing configuration to the PBR Material.
  48200. * @param configuration (if null the scene configuration will be use)
  48201. */
  48202. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48203. /**
  48204. * Gets the image processing configuration used either in this material.
  48205. */
  48206. /**
  48207. * Sets the Default image processing configuration used either in the this material.
  48208. *
  48209. * If sets to null, the scene one is in use.
  48210. */
  48211. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48212. /**
  48213. * Gets wether the color curves effect is enabled.
  48214. */
  48215. /**
  48216. * Sets wether the color curves effect is enabled.
  48217. */
  48218. cameraColorCurvesEnabled: boolean;
  48219. /**
  48220. * Gets wether the color grading effect is enabled.
  48221. */
  48222. /**
  48223. * Gets wether the color grading effect is enabled.
  48224. */
  48225. cameraColorGradingEnabled: boolean;
  48226. /**
  48227. * Gets wether tonemapping is enabled or not.
  48228. */
  48229. /**
  48230. * Sets wether tonemapping is enabled or not
  48231. */
  48232. cameraToneMappingEnabled: boolean;
  48233. /**
  48234. * The camera exposure used on this material.
  48235. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48236. * This corresponds to a photographic exposure.
  48237. */
  48238. /**
  48239. * The camera exposure used on this material.
  48240. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48241. * This corresponds to a photographic exposure.
  48242. */
  48243. cameraExposure: float;
  48244. /**
  48245. * Gets The camera contrast used on this material.
  48246. */
  48247. /**
  48248. * Sets The camera contrast used on this material.
  48249. */
  48250. cameraContrast: float;
  48251. /**
  48252. * Gets the Color Grading 2D Lookup Texture.
  48253. */
  48254. /**
  48255. * Sets the Color Grading 2D Lookup Texture.
  48256. */
  48257. cameraColorGradingTexture: Nullable<BaseTexture>;
  48258. /**
  48259. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48260. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48261. * 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;
  48262. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48263. */
  48264. /**
  48265. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48266. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48267. * 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;
  48268. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48269. */
  48270. cameraColorCurves: Nullable<ColorCurves>;
  48271. /**
  48272. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48273. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48274. */
  48275. switchToBGR: boolean;
  48276. private _renderTargets;
  48277. private _reflectionControls;
  48278. private _white;
  48279. private _primaryShadowColor;
  48280. private _primaryHighlightColor;
  48281. /**
  48282. * Instantiates a Background Material in the given scene
  48283. * @param name The friendly name of the material
  48284. * @param scene The scene to add the material to
  48285. */
  48286. constructor(name: string, scene: Scene);
  48287. /**
  48288. * Gets a boolean indicating that current material needs to register RTT
  48289. */
  48290. readonly hasRenderTargetTextures: boolean;
  48291. /**
  48292. * The entire material has been created in order to prevent overdraw.
  48293. * @returns false
  48294. */
  48295. needAlphaTesting(): boolean;
  48296. /**
  48297. * The entire material has been created in order to prevent overdraw.
  48298. * @returns true if blending is enable
  48299. */
  48300. needAlphaBlending(): boolean;
  48301. /**
  48302. * Checks wether the material is ready to be rendered for a given mesh.
  48303. * @param mesh The mesh to render
  48304. * @param subMesh The submesh to check against
  48305. * @param useInstances Specify wether or not the material is used with instances
  48306. * @returns true if all the dependencies are ready (Textures, Effects...)
  48307. */
  48308. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48309. /**
  48310. * Compute the primary color according to the chosen perceptual color.
  48311. */
  48312. private _computePrimaryColorFromPerceptualColor;
  48313. /**
  48314. * Compute the highlights and shadow colors according to their chosen levels.
  48315. */
  48316. private _computePrimaryColors;
  48317. /**
  48318. * Build the uniform buffer used in the material.
  48319. */
  48320. buildUniformLayout(): void;
  48321. /**
  48322. * Unbind the material.
  48323. */
  48324. unbind(): void;
  48325. /**
  48326. * Bind only the world matrix to the material.
  48327. * @param world The world matrix to bind.
  48328. */
  48329. bindOnlyWorldMatrix(world: Matrix): void;
  48330. /**
  48331. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48332. * @param world The world matrix to bind.
  48333. * @param subMesh The submesh to bind for.
  48334. */
  48335. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48336. /**
  48337. * Checks to see if a texture is used in the material.
  48338. * @param texture - Base texture to use.
  48339. * @returns - Boolean specifying if a texture is used in the material.
  48340. */
  48341. hasTexture(texture: BaseTexture): boolean;
  48342. /**
  48343. * Dispose the material.
  48344. * @param forceDisposeEffect Force disposal of the associated effect.
  48345. * @param forceDisposeTextures Force disposal of the associated textures.
  48346. */
  48347. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48348. /**
  48349. * Clones the material.
  48350. * @param name The cloned name.
  48351. * @returns The cloned material.
  48352. */
  48353. clone(name: string): BackgroundMaterial;
  48354. /**
  48355. * Serializes the current material to its JSON representation.
  48356. * @returns The JSON representation.
  48357. */
  48358. serialize(): any;
  48359. /**
  48360. * Gets the class name of the material
  48361. * @returns "BackgroundMaterial"
  48362. */
  48363. getClassName(): string;
  48364. /**
  48365. * Parse a JSON input to create back a background material.
  48366. * @param source The JSON data to parse
  48367. * @param scene The scene to create the parsed material in
  48368. * @param rootUrl The root url of the assets the material depends upon
  48369. * @returns the instantiated BackgroundMaterial.
  48370. */
  48371. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48372. }
  48373. }
  48374. declare module "babylonjs/Helpers/environmentHelper" {
  48375. import { Observable } from "babylonjs/Misc/observable";
  48376. import { Nullable } from "babylonjs/types";
  48377. import { Scene } from "babylonjs/scene";
  48378. import { Vector3 } from "babylonjs/Maths/math.vector";
  48379. import { Color3 } from "babylonjs/Maths/math.color";
  48380. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48381. import { Mesh } from "babylonjs/Meshes/mesh";
  48382. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48383. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48384. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48385. import "babylonjs/Meshes/Builders/planeBuilder";
  48386. import "babylonjs/Meshes/Builders/boxBuilder";
  48387. /**
  48388. * Represents the different options available during the creation of
  48389. * a Environment helper.
  48390. *
  48391. * This can control the default ground, skybox and image processing setup of your scene.
  48392. */
  48393. export interface IEnvironmentHelperOptions {
  48394. /**
  48395. * Specifies wether or not to create a ground.
  48396. * True by default.
  48397. */
  48398. createGround: boolean;
  48399. /**
  48400. * Specifies the ground size.
  48401. * 15 by default.
  48402. */
  48403. groundSize: number;
  48404. /**
  48405. * The texture used on the ground for the main color.
  48406. * Comes from the BabylonJS CDN by default.
  48407. *
  48408. * Remarks: Can be either a texture or a url.
  48409. */
  48410. groundTexture: string | BaseTexture;
  48411. /**
  48412. * The color mixed in the ground texture by default.
  48413. * BabylonJS clearColor by default.
  48414. */
  48415. groundColor: Color3;
  48416. /**
  48417. * Specifies the ground opacity.
  48418. * 1 by default.
  48419. */
  48420. groundOpacity: number;
  48421. /**
  48422. * Enables the ground to receive shadows.
  48423. * True by default.
  48424. */
  48425. enableGroundShadow: boolean;
  48426. /**
  48427. * Helps preventing the shadow to be fully black on the ground.
  48428. * 0.5 by default.
  48429. */
  48430. groundShadowLevel: number;
  48431. /**
  48432. * Creates a mirror texture attach to the ground.
  48433. * false by default.
  48434. */
  48435. enableGroundMirror: boolean;
  48436. /**
  48437. * Specifies the ground mirror size ratio.
  48438. * 0.3 by default as the default kernel is 64.
  48439. */
  48440. groundMirrorSizeRatio: number;
  48441. /**
  48442. * Specifies the ground mirror blur kernel size.
  48443. * 64 by default.
  48444. */
  48445. groundMirrorBlurKernel: number;
  48446. /**
  48447. * Specifies the ground mirror visibility amount.
  48448. * 1 by default
  48449. */
  48450. groundMirrorAmount: number;
  48451. /**
  48452. * Specifies the ground mirror reflectance weight.
  48453. * This uses the standard weight of the background material to setup the fresnel effect
  48454. * of the mirror.
  48455. * 1 by default.
  48456. */
  48457. groundMirrorFresnelWeight: number;
  48458. /**
  48459. * Specifies the ground mirror Falloff distance.
  48460. * This can helps reducing the size of the reflection.
  48461. * 0 by Default.
  48462. */
  48463. groundMirrorFallOffDistance: number;
  48464. /**
  48465. * Specifies the ground mirror texture type.
  48466. * Unsigned Int by Default.
  48467. */
  48468. groundMirrorTextureType: number;
  48469. /**
  48470. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48471. * the shown objects.
  48472. */
  48473. groundYBias: number;
  48474. /**
  48475. * Specifies wether or not to create a skybox.
  48476. * True by default.
  48477. */
  48478. createSkybox: boolean;
  48479. /**
  48480. * Specifies the skybox size.
  48481. * 20 by default.
  48482. */
  48483. skyboxSize: number;
  48484. /**
  48485. * The texture used on the skybox for the main color.
  48486. * Comes from the BabylonJS CDN by default.
  48487. *
  48488. * Remarks: Can be either a texture or a url.
  48489. */
  48490. skyboxTexture: string | BaseTexture;
  48491. /**
  48492. * The color mixed in the skybox texture by default.
  48493. * BabylonJS clearColor by default.
  48494. */
  48495. skyboxColor: Color3;
  48496. /**
  48497. * The background rotation around the Y axis of the scene.
  48498. * This helps aligning the key lights of your scene with the background.
  48499. * 0 by default.
  48500. */
  48501. backgroundYRotation: number;
  48502. /**
  48503. * Compute automatically the size of the elements to best fit with the scene.
  48504. */
  48505. sizeAuto: boolean;
  48506. /**
  48507. * Default position of the rootMesh if autoSize is not true.
  48508. */
  48509. rootPosition: Vector3;
  48510. /**
  48511. * Sets up the image processing in the scene.
  48512. * true by default.
  48513. */
  48514. setupImageProcessing: boolean;
  48515. /**
  48516. * The texture used as your environment texture in the scene.
  48517. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48518. *
  48519. * Remarks: Can be either a texture or a url.
  48520. */
  48521. environmentTexture: string | BaseTexture;
  48522. /**
  48523. * The value of the exposure to apply to the scene.
  48524. * 0.6 by default if setupImageProcessing is true.
  48525. */
  48526. cameraExposure: number;
  48527. /**
  48528. * The value of the contrast to apply to the scene.
  48529. * 1.6 by default if setupImageProcessing is true.
  48530. */
  48531. cameraContrast: number;
  48532. /**
  48533. * Specifies wether or not tonemapping should be enabled in the scene.
  48534. * true by default if setupImageProcessing is true.
  48535. */
  48536. toneMappingEnabled: boolean;
  48537. }
  48538. /**
  48539. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48540. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48541. * It also helps with the default setup of your imageProcessing configuration.
  48542. */
  48543. export class EnvironmentHelper {
  48544. /**
  48545. * Default ground texture URL.
  48546. */
  48547. private static _groundTextureCDNUrl;
  48548. /**
  48549. * Default skybox texture URL.
  48550. */
  48551. private static _skyboxTextureCDNUrl;
  48552. /**
  48553. * Default environment texture URL.
  48554. */
  48555. private static _environmentTextureCDNUrl;
  48556. /**
  48557. * Creates the default options for the helper.
  48558. */
  48559. private static _getDefaultOptions;
  48560. private _rootMesh;
  48561. /**
  48562. * Gets the root mesh created by the helper.
  48563. */
  48564. readonly rootMesh: Mesh;
  48565. private _skybox;
  48566. /**
  48567. * Gets the skybox created by the helper.
  48568. */
  48569. readonly skybox: Nullable<Mesh>;
  48570. private _skyboxTexture;
  48571. /**
  48572. * Gets the skybox texture created by the helper.
  48573. */
  48574. readonly skyboxTexture: Nullable<BaseTexture>;
  48575. private _skyboxMaterial;
  48576. /**
  48577. * Gets the skybox material created by the helper.
  48578. */
  48579. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  48580. private _ground;
  48581. /**
  48582. * Gets the ground mesh created by the helper.
  48583. */
  48584. readonly ground: Nullable<Mesh>;
  48585. private _groundTexture;
  48586. /**
  48587. * Gets the ground texture created by the helper.
  48588. */
  48589. readonly groundTexture: Nullable<BaseTexture>;
  48590. private _groundMirror;
  48591. /**
  48592. * Gets the ground mirror created by the helper.
  48593. */
  48594. readonly groundMirror: Nullable<MirrorTexture>;
  48595. /**
  48596. * Gets the ground mirror render list to helps pushing the meshes
  48597. * you wish in the ground reflection.
  48598. */
  48599. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  48600. private _groundMaterial;
  48601. /**
  48602. * Gets the ground material created by the helper.
  48603. */
  48604. readonly groundMaterial: Nullable<BackgroundMaterial>;
  48605. /**
  48606. * Stores the creation options.
  48607. */
  48608. private readonly _scene;
  48609. private _options;
  48610. /**
  48611. * This observable will be notified with any error during the creation of the environment,
  48612. * mainly texture creation errors.
  48613. */
  48614. onErrorObservable: Observable<{
  48615. message?: string;
  48616. exception?: any;
  48617. }>;
  48618. /**
  48619. * constructor
  48620. * @param options Defines the options we want to customize the helper
  48621. * @param scene The scene to add the material to
  48622. */
  48623. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  48624. /**
  48625. * Updates the background according to the new options
  48626. * @param options
  48627. */
  48628. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  48629. /**
  48630. * Sets the primary color of all the available elements.
  48631. * @param color the main color to affect to the ground and the background
  48632. */
  48633. setMainColor(color: Color3): void;
  48634. /**
  48635. * Setup the image processing according to the specified options.
  48636. */
  48637. private _setupImageProcessing;
  48638. /**
  48639. * Setup the environment texture according to the specified options.
  48640. */
  48641. private _setupEnvironmentTexture;
  48642. /**
  48643. * Setup the background according to the specified options.
  48644. */
  48645. private _setupBackground;
  48646. /**
  48647. * Get the scene sizes according to the setup.
  48648. */
  48649. private _getSceneSize;
  48650. /**
  48651. * Setup the ground according to the specified options.
  48652. */
  48653. private _setupGround;
  48654. /**
  48655. * Setup the ground material according to the specified options.
  48656. */
  48657. private _setupGroundMaterial;
  48658. /**
  48659. * Setup the ground diffuse texture according to the specified options.
  48660. */
  48661. private _setupGroundDiffuseTexture;
  48662. /**
  48663. * Setup the ground mirror texture according to the specified options.
  48664. */
  48665. private _setupGroundMirrorTexture;
  48666. /**
  48667. * Setup the ground to receive the mirror texture.
  48668. */
  48669. private _setupMirrorInGroundMaterial;
  48670. /**
  48671. * Setup the skybox according to the specified options.
  48672. */
  48673. private _setupSkybox;
  48674. /**
  48675. * Setup the skybox material according to the specified options.
  48676. */
  48677. private _setupSkyboxMaterial;
  48678. /**
  48679. * Setup the skybox reflection texture according to the specified options.
  48680. */
  48681. private _setupSkyboxReflectionTexture;
  48682. private _errorHandler;
  48683. /**
  48684. * Dispose all the elements created by the Helper.
  48685. */
  48686. dispose(): void;
  48687. }
  48688. }
  48689. declare module "babylonjs/Helpers/photoDome" {
  48690. import { Observable } from "babylonjs/Misc/observable";
  48691. import { Nullable } from "babylonjs/types";
  48692. import { Scene } from "babylonjs/scene";
  48693. import { TransformNode } from "babylonjs/Meshes/transformNode";
  48694. import { Mesh } from "babylonjs/Meshes/mesh";
  48695. import { Texture } from "babylonjs/Materials/Textures/texture";
  48696. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48697. import "babylonjs/Meshes/Builders/sphereBuilder";
  48698. /**
  48699. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  48700. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  48701. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  48702. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  48703. */
  48704. export class PhotoDome extends TransformNode {
  48705. /**
  48706. * Define the image as a Monoscopic panoramic 360 image.
  48707. */
  48708. static readonly MODE_MONOSCOPIC: number;
  48709. /**
  48710. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48711. */
  48712. static readonly MODE_TOPBOTTOM: number;
  48713. /**
  48714. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48715. */
  48716. static readonly MODE_SIDEBYSIDE: number;
  48717. private _useDirectMapping;
  48718. /**
  48719. * The texture being displayed on the sphere
  48720. */
  48721. protected _photoTexture: Texture;
  48722. /**
  48723. * Gets or sets the texture being displayed on the sphere
  48724. */
  48725. photoTexture: Texture;
  48726. /**
  48727. * Observable raised when an error occured while loading the 360 image
  48728. */
  48729. onLoadErrorObservable: Observable<string>;
  48730. /**
  48731. * The skybox material
  48732. */
  48733. protected _material: BackgroundMaterial;
  48734. /**
  48735. * The surface used for the skybox
  48736. */
  48737. protected _mesh: Mesh;
  48738. /**
  48739. * Gets the mesh used for the skybox.
  48740. */
  48741. readonly mesh: Mesh;
  48742. /**
  48743. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48744. * Also see the options.resolution property.
  48745. */
  48746. fovMultiplier: number;
  48747. private _imageMode;
  48748. /**
  48749. * Gets or set the current video mode for the video. It can be:
  48750. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  48751. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48752. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48753. */
  48754. imageMode: number;
  48755. /**
  48756. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  48757. * @param name Element's name, child elements will append suffixes for their own names.
  48758. * @param urlsOfPhoto defines the url of the photo to display
  48759. * @param options defines an object containing optional or exposed sub element properties
  48760. * @param onError defines a callback called when an error occured while loading the texture
  48761. */
  48762. constructor(name: string, urlOfPhoto: string, options: {
  48763. resolution?: number;
  48764. size?: number;
  48765. useDirectMapping?: boolean;
  48766. faceForward?: boolean;
  48767. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  48768. private _onBeforeCameraRenderObserver;
  48769. private _changeImageMode;
  48770. /**
  48771. * Releases resources associated with this node.
  48772. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  48773. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  48774. */
  48775. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  48776. }
  48777. }
  48778. declare module "babylonjs/Misc/rgbdTextureTools" {
  48779. import "babylonjs/Shaders/rgbdDecode.fragment";
  48780. import "babylonjs/Engines/Extensions/engine.renderTarget";
  48781. import { Texture } from "babylonjs/Materials/Textures/texture";
  48782. /**
  48783. * Class used to host RGBD texture specific utilities
  48784. */
  48785. export class RGBDTextureTools {
  48786. /**
  48787. * Expand the RGBD Texture from RGBD to Half Float if possible.
  48788. * @param texture the texture to expand.
  48789. */
  48790. static ExpandRGBDTexture(texture: Texture): void;
  48791. }
  48792. }
  48793. declare module "babylonjs/Misc/brdfTextureTools" {
  48794. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48795. import { Scene } from "babylonjs/scene";
  48796. /**
  48797. * Class used to host texture specific utilities
  48798. */
  48799. export class BRDFTextureTools {
  48800. /**
  48801. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  48802. * @param scene defines the hosting scene
  48803. * @returns the environment BRDF texture
  48804. */
  48805. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  48806. private static _environmentBRDFBase64Texture;
  48807. }
  48808. }
  48809. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  48810. import { Nullable } from "babylonjs/types";
  48811. import { Color3 } from "babylonjs/Maths/math.color";
  48812. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48813. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48814. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48815. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48816. import { Engine } from "babylonjs/Engines/engine";
  48817. import { Scene } from "babylonjs/scene";
  48818. /**
  48819. * @hidden
  48820. */
  48821. export interface IMaterialClearCoatDefines {
  48822. CLEARCOAT: boolean;
  48823. CLEARCOAT_DEFAULTIOR: boolean;
  48824. CLEARCOAT_TEXTURE: boolean;
  48825. CLEARCOAT_TEXTUREDIRECTUV: number;
  48826. CLEARCOAT_BUMP: boolean;
  48827. CLEARCOAT_BUMPDIRECTUV: number;
  48828. CLEARCOAT_TINT: boolean;
  48829. CLEARCOAT_TINT_TEXTURE: boolean;
  48830. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48831. /** @hidden */
  48832. _areTexturesDirty: boolean;
  48833. }
  48834. /**
  48835. * Define the code related to the clear coat parameters of the pbr material.
  48836. */
  48837. export class PBRClearCoatConfiguration {
  48838. /**
  48839. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48840. * The default fits with a polyurethane material.
  48841. */
  48842. private static readonly _DefaultIndexOfRefraction;
  48843. private _isEnabled;
  48844. /**
  48845. * Defines if the clear coat is enabled in the material.
  48846. */
  48847. isEnabled: boolean;
  48848. /**
  48849. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  48850. */
  48851. intensity: number;
  48852. /**
  48853. * Defines the clear coat layer roughness.
  48854. */
  48855. roughness: number;
  48856. private _indexOfRefraction;
  48857. /**
  48858. * Defines the index of refraction of the clear coat.
  48859. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48860. * The default fits with a polyurethane material.
  48861. * Changing the default value is more performance intensive.
  48862. */
  48863. indexOfRefraction: number;
  48864. private _texture;
  48865. /**
  48866. * Stores the clear coat values in a texture.
  48867. */
  48868. texture: Nullable<BaseTexture>;
  48869. private _bumpTexture;
  48870. /**
  48871. * Define the clear coat specific bump texture.
  48872. */
  48873. bumpTexture: Nullable<BaseTexture>;
  48874. private _isTintEnabled;
  48875. /**
  48876. * Defines if the clear coat tint is enabled in the material.
  48877. */
  48878. isTintEnabled: boolean;
  48879. /**
  48880. * Defines the clear coat tint of the material.
  48881. * This is only use if tint is enabled
  48882. */
  48883. tintColor: Color3;
  48884. /**
  48885. * Defines the distance at which the tint color should be found in the
  48886. * clear coat media.
  48887. * This is only use if tint is enabled
  48888. */
  48889. tintColorAtDistance: number;
  48890. /**
  48891. * Defines the clear coat layer thickness.
  48892. * This is only use if tint is enabled
  48893. */
  48894. tintThickness: number;
  48895. private _tintTexture;
  48896. /**
  48897. * Stores the clear tint values in a texture.
  48898. * rgb is tint
  48899. * a is a thickness factor
  48900. */
  48901. tintTexture: Nullable<BaseTexture>;
  48902. /** @hidden */
  48903. private _internalMarkAllSubMeshesAsTexturesDirty;
  48904. /** @hidden */
  48905. _markAllSubMeshesAsTexturesDirty(): void;
  48906. /**
  48907. * Instantiate a new istance of clear coat configuration.
  48908. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48909. */
  48910. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48911. /**
  48912. * Gets wehter the submesh is ready to be used or not.
  48913. * @param defines the list of "defines" to update.
  48914. * @param scene defines the scene the material belongs to.
  48915. * @param engine defines the engine the material belongs to.
  48916. * @param disableBumpMap defines wether the material disables bump or not.
  48917. * @returns - boolean indicating that the submesh is ready or not.
  48918. */
  48919. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  48920. /**
  48921. * Checks to see if a texture is used in the material.
  48922. * @param defines the list of "defines" to update.
  48923. * @param scene defines the scene to the material belongs to.
  48924. */
  48925. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  48926. /**
  48927. * Binds the material data.
  48928. * @param uniformBuffer defines the Uniform buffer to fill in.
  48929. * @param scene defines the scene the material belongs to.
  48930. * @param engine defines the engine the material belongs to.
  48931. * @param disableBumpMap defines wether the material disables bump or not.
  48932. * @param isFrozen defines wether the material is frozen or not.
  48933. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48934. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48935. */
  48936. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  48937. /**
  48938. * Checks to see if a texture is used in the material.
  48939. * @param texture - Base texture to use.
  48940. * @returns - Boolean specifying if a texture is used in the material.
  48941. */
  48942. hasTexture(texture: BaseTexture): boolean;
  48943. /**
  48944. * Returns an array of the actively used textures.
  48945. * @param activeTextures Array of BaseTextures
  48946. */
  48947. getActiveTextures(activeTextures: BaseTexture[]): void;
  48948. /**
  48949. * Returns the animatable textures.
  48950. * @param animatables Array of animatable textures.
  48951. */
  48952. getAnimatables(animatables: IAnimatable[]): void;
  48953. /**
  48954. * Disposes the resources of the material.
  48955. * @param forceDisposeTextures - Forces the disposal of all textures.
  48956. */
  48957. dispose(forceDisposeTextures?: boolean): void;
  48958. /**
  48959. * Get the current class name of the texture useful for serialization or dynamic coding.
  48960. * @returns "PBRClearCoatConfiguration"
  48961. */
  48962. getClassName(): string;
  48963. /**
  48964. * Add fallbacks to the effect fallbacks list.
  48965. * @param defines defines the Base texture to use.
  48966. * @param fallbacks defines the current fallback list.
  48967. * @param currentRank defines the current fallback rank.
  48968. * @returns the new fallback rank.
  48969. */
  48970. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48971. /**
  48972. * Add the required uniforms to the current list.
  48973. * @param uniforms defines the current uniform list.
  48974. */
  48975. static AddUniforms(uniforms: string[]): void;
  48976. /**
  48977. * Add the required samplers to the current list.
  48978. * @param samplers defines the current sampler list.
  48979. */
  48980. static AddSamplers(samplers: string[]): void;
  48981. /**
  48982. * Add the required uniforms to the current buffer.
  48983. * @param uniformBuffer defines the current uniform buffer.
  48984. */
  48985. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48986. /**
  48987. * Makes a duplicate of the current configuration into another one.
  48988. * @param clearCoatConfiguration define the config where to copy the info
  48989. */
  48990. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48991. /**
  48992. * Serializes this clear coat configuration.
  48993. * @returns - An object with the serialized config.
  48994. */
  48995. serialize(): any;
  48996. /**
  48997. * Parses a anisotropy Configuration from a serialized object.
  48998. * @param source - Serialized object.
  48999. * @param scene Defines the scene we are parsing for
  49000. * @param rootUrl Defines the rootUrl to load from
  49001. */
  49002. parse(source: any, scene: Scene, rootUrl: string): void;
  49003. }
  49004. }
  49005. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49006. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49007. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49008. import { Vector2 } from "babylonjs/Maths/math.vector";
  49009. import { Scene } from "babylonjs/scene";
  49010. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49011. import { Nullable } from "babylonjs/types";
  49012. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49013. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49014. /**
  49015. * @hidden
  49016. */
  49017. export interface IMaterialAnisotropicDefines {
  49018. ANISOTROPIC: boolean;
  49019. ANISOTROPIC_TEXTURE: boolean;
  49020. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49021. MAINUV1: boolean;
  49022. _areTexturesDirty: boolean;
  49023. _needUVs: boolean;
  49024. }
  49025. /**
  49026. * Define the code related to the anisotropic parameters of the pbr material.
  49027. */
  49028. export class PBRAnisotropicConfiguration {
  49029. private _isEnabled;
  49030. /**
  49031. * Defines if the anisotropy is enabled in the material.
  49032. */
  49033. isEnabled: boolean;
  49034. /**
  49035. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49036. */
  49037. intensity: number;
  49038. /**
  49039. * Defines if the effect is along the tangents, bitangents or in between.
  49040. * By default, the effect is "strectching" the highlights along the tangents.
  49041. */
  49042. direction: Vector2;
  49043. private _texture;
  49044. /**
  49045. * Stores the anisotropy values in a texture.
  49046. * rg is direction (like normal from -1 to 1)
  49047. * b is a intensity
  49048. */
  49049. texture: Nullable<BaseTexture>;
  49050. /** @hidden */
  49051. private _internalMarkAllSubMeshesAsTexturesDirty;
  49052. /** @hidden */
  49053. _markAllSubMeshesAsTexturesDirty(): void;
  49054. /**
  49055. * Instantiate a new istance of anisotropy configuration.
  49056. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49057. */
  49058. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49059. /**
  49060. * Specifies that the submesh is ready to be used.
  49061. * @param defines the list of "defines" to update.
  49062. * @param scene defines the scene the material belongs to.
  49063. * @returns - boolean indicating that the submesh is ready or not.
  49064. */
  49065. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49066. /**
  49067. * Checks to see if a texture is used in the material.
  49068. * @param defines the list of "defines" to update.
  49069. * @param mesh the mesh we are preparing the defines for.
  49070. * @param scene defines the scene the material belongs to.
  49071. */
  49072. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49073. /**
  49074. * Binds the material data.
  49075. * @param uniformBuffer defines the Uniform buffer to fill in.
  49076. * @param scene defines the scene the material belongs to.
  49077. * @param isFrozen defines wether the material is frozen or not.
  49078. */
  49079. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49080. /**
  49081. * Checks to see if a texture is used in the material.
  49082. * @param texture - Base texture to use.
  49083. * @returns - Boolean specifying if a texture is used in the material.
  49084. */
  49085. hasTexture(texture: BaseTexture): boolean;
  49086. /**
  49087. * Returns an array of the actively used textures.
  49088. * @param activeTextures Array of BaseTextures
  49089. */
  49090. getActiveTextures(activeTextures: BaseTexture[]): void;
  49091. /**
  49092. * Returns the animatable textures.
  49093. * @param animatables Array of animatable textures.
  49094. */
  49095. getAnimatables(animatables: IAnimatable[]): void;
  49096. /**
  49097. * Disposes the resources of the material.
  49098. * @param forceDisposeTextures - Forces the disposal of all textures.
  49099. */
  49100. dispose(forceDisposeTextures?: boolean): void;
  49101. /**
  49102. * Get the current class name of the texture useful for serialization or dynamic coding.
  49103. * @returns "PBRAnisotropicConfiguration"
  49104. */
  49105. getClassName(): string;
  49106. /**
  49107. * Add fallbacks to the effect fallbacks list.
  49108. * @param defines defines the Base texture to use.
  49109. * @param fallbacks defines the current fallback list.
  49110. * @param currentRank defines the current fallback rank.
  49111. * @returns the new fallback rank.
  49112. */
  49113. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49114. /**
  49115. * Add the required uniforms to the current list.
  49116. * @param uniforms defines the current uniform list.
  49117. */
  49118. static AddUniforms(uniforms: string[]): void;
  49119. /**
  49120. * Add the required uniforms to the current buffer.
  49121. * @param uniformBuffer defines the current uniform buffer.
  49122. */
  49123. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49124. /**
  49125. * Add the required samplers to the current list.
  49126. * @param samplers defines the current sampler list.
  49127. */
  49128. static AddSamplers(samplers: string[]): void;
  49129. /**
  49130. * Makes a duplicate of the current configuration into another one.
  49131. * @param anisotropicConfiguration define the config where to copy the info
  49132. */
  49133. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49134. /**
  49135. * Serializes this anisotropy configuration.
  49136. * @returns - An object with the serialized config.
  49137. */
  49138. serialize(): any;
  49139. /**
  49140. * Parses a anisotropy Configuration from a serialized object.
  49141. * @param source - Serialized object.
  49142. * @param scene Defines the scene we are parsing for
  49143. * @param rootUrl Defines the rootUrl to load from
  49144. */
  49145. parse(source: any, scene: Scene, rootUrl: string): void;
  49146. }
  49147. }
  49148. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49149. import { Scene } from "babylonjs/scene";
  49150. /**
  49151. * @hidden
  49152. */
  49153. export interface IMaterialBRDFDefines {
  49154. BRDF_V_HEIGHT_CORRELATED: boolean;
  49155. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49156. SPHERICAL_HARMONICS: boolean;
  49157. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49158. /** @hidden */
  49159. _areMiscDirty: boolean;
  49160. }
  49161. /**
  49162. * Define the code related to the BRDF parameters of the pbr material.
  49163. */
  49164. export class PBRBRDFConfiguration {
  49165. /**
  49166. * Default value used for the energy conservation.
  49167. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49168. */
  49169. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49170. /**
  49171. * Default value used for the Smith Visibility Height Correlated mode.
  49172. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49173. */
  49174. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49175. /**
  49176. * Default value used for the IBL diffuse part.
  49177. * This can help switching back to the polynomials mode globally which is a tiny bit
  49178. * less GPU intensive at the drawback of a lower quality.
  49179. */
  49180. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49181. /**
  49182. * Default value used for activating energy conservation for the specular workflow.
  49183. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49184. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49185. */
  49186. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49187. private _useEnergyConservation;
  49188. /**
  49189. * Defines if the material uses energy conservation.
  49190. */
  49191. useEnergyConservation: boolean;
  49192. private _useSmithVisibilityHeightCorrelated;
  49193. /**
  49194. * LEGACY Mode set to false
  49195. * Defines if the material uses height smith correlated visibility term.
  49196. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49197. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49198. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49199. * Not relying on height correlated will also disable energy conservation.
  49200. */
  49201. useSmithVisibilityHeightCorrelated: boolean;
  49202. private _useSphericalHarmonics;
  49203. /**
  49204. * LEGACY Mode set to false
  49205. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49206. * diffuse part of the IBL.
  49207. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49208. * to the ground truth.
  49209. */
  49210. useSphericalHarmonics: boolean;
  49211. private _useSpecularGlossinessInputEnergyConservation;
  49212. /**
  49213. * Defines if the material uses energy conservation, when the specular workflow is active.
  49214. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49215. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49216. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49217. */
  49218. useSpecularGlossinessInputEnergyConservation: boolean;
  49219. /** @hidden */
  49220. private _internalMarkAllSubMeshesAsMiscDirty;
  49221. /** @hidden */
  49222. _markAllSubMeshesAsMiscDirty(): void;
  49223. /**
  49224. * Instantiate a new istance of clear coat configuration.
  49225. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49226. */
  49227. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49228. /**
  49229. * Checks to see if a texture is used in the material.
  49230. * @param defines the list of "defines" to update.
  49231. */
  49232. prepareDefines(defines: IMaterialBRDFDefines): void;
  49233. /**
  49234. * Get the current class name of the texture useful for serialization or dynamic coding.
  49235. * @returns "PBRClearCoatConfiguration"
  49236. */
  49237. getClassName(): string;
  49238. /**
  49239. * Makes a duplicate of the current configuration into another one.
  49240. * @param brdfConfiguration define the config where to copy the info
  49241. */
  49242. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49243. /**
  49244. * Serializes this BRDF configuration.
  49245. * @returns - An object with the serialized config.
  49246. */
  49247. serialize(): any;
  49248. /**
  49249. * Parses a anisotropy Configuration from a serialized object.
  49250. * @param source - Serialized object.
  49251. * @param scene Defines the scene we are parsing for
  49252. * @param rootUrl Defines the rootUrl to load from
  49253. */
  49254. parse(source: any, scene: Scene, rootUrl: string): void;
  49255. }
  49256. }
  49257. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49258. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49259. import { Color3 } from "babylonjs/Maths/math.color";
  49260. import { Scene } from "babylonjs/scene";
  49261. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49262. import { Nullable } from "babylonjs/types";
  49263. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49264. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49265. /**
  49266. * @hidden
  49267. */
  49268. export interface IMaterialSheenDefines {
  49269. SHEEN: boolean;
  49270. SHEEN_TEXTURE: boolean;
  49271. SHEEN_TEXTUREDIRECTUV: number;
  49272. SHEEN_LINKWITHALBEDO: boolean;
  49273. /** @hidden */
  49274. _areTexturesDirty: boolean;
  49275. }
  49276. /**
  49277. * Define the code related to the Sheen parameters of the pbr material.
  49278. */
  49279. export class PBRSheenConfiguration {
  49280. private _isEnabled;
  49281. /**
  49282. * Defines if the material uses sheen.
  49283. */
  49284. isEnabled: boolean;
  49285. private _linkSheenWithAlbedo;
  49286. /**
  49287. * Defines if the sheen is linked to the sheen color.
  49288. */
  49289. linkSheenWithAlbedo: boolean;
  49290. /**
  49291. * Defines the sheen intensity.
  49292. */
  49293. intensity: number;
  49294. /**
  49295. * Defines the sheen color.
  49296. */
  49297. color: Color3;
  49298. private _texture;
  49299. /**
  49300. * Stores the sheen tint values in a texture.
  49301. * rgb is tint
  49302. * a is a intensity
  49303. */
  49304. texture: Nullable<BaseTexture>;
  49305. /** @hidden */
  49306. private _internalMarkAllSubMeshesAsTexturesDirty;
  49307. /** @hidden */
  49308. _markAllSubMeshesAsTexturesDirty(): void;
  49309. /**
  49310. * Instantiate a new istance of clear coat configuration.
  49311. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49312. */
  49313. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49314. /**
  49315. * Specifies that the submesh is ready to be used.
  49316. * @param defines the list of "defines" to update.
  49317. * @param scene defines the scene the material belongs to.
  49318. * @returns - boolean indicating that the submesh is ready or not.
  49319. */
  49320. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49321. /**
  49322. * Checks to see if a texture is used in the material.
  49323. * @param defines the list of "defines" to update.
  49324. * @param scene defines the scene the material belongs to.
  49325. */
  49326. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49327. /**
  49328. * Binds the material data.
  49329. * @param uniformBuffer defines the Uniform buffer to fill in.
  49330. * @param scene defines the scene the material belongs to.
  49331. * @param isFrozen defines wether the material is frozen or not.
  49332. */
  49333. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49334. /**
  49335. * Checks to see if a texture is used in the material.
  49336. * @param texture - Base texture to use.
  49337. * @returns - Boolean specifying if a texture is used in the material.
  49338. */
  49339. hasTexture(texture: BaseTexture): boolean;
  49340. /**
  49341. * Returns an array of the actively used textures.
  49342. * @param activeTextures Array of BaseTextures
  49343. */
  49344. getActiveTextures(activeTextures: BaseTexture[]): void;
  49345. /**
  49346. * Returns the animatable textures.
  49347. * @param animatables Array of animatable textures.
  49348. */
  49349. getAnimatables(animatables: IAnimatable[]): void;
  49350. /**
  49351. * Disposes the resources of the material.
  49352. * @param forceDisposeTextures - Forces the disposal of all textures.
  49353. */
  49354. dispose(forceDisposeTextures?: boolean): void;
  49355. /**
  49356. * Get the current class name of the texture useful for serialization or dynamic coding.
  49357. * @returns "PBRSheenConfiguration"
  49358. */
  49359. getClassName(): string;
  49360. /**
  49361. * Add fallbacks to the effect fallbacks list.
  49362. * @param defines defines the Base texture to use.
  49363. * @param fallbacks defines the current fallback list.
  49364. * @param currentRank defines the current fallback rank.
  49365. * @returns the new fallback rank.
  49366. */
  49367. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49368. /**
  49369. * Add the required uniforms to the current list.
  49370. * @param uniforms defines the current uniform list.
  49371. */
  49372. static AddUniforms(uniforms: string[]): void;
  49373. /**
  49374. * Add the required uniforms to the current buffer.
  49375. * @param uniformBuffer defines the current uniform buffer.
  49376. */
  49377. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49378. /**
  49379. * Add the required samplers to the current list.
  49380. * @param samplers defines the current sampler list.
  49381. */
  49382. static AddSamplers(samplers: string[]): void;
  49383. /**
  49384. * Makes a duplicate of the current configuration into another one.
  49385. * @param sheenConfiguration define the config where to copy the info
  49386. */
  49387. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49388. /**
  49389. * Serializes this BRDF configuration.
  49390. * @returns - An object with the serialized config.
  49391. */
  49392. serialize(): any;
  49393. /**
  49394. * Parses a anisotropy Configuration from a serialized object.
  49395. * @param source - Serialized object.
  49396. * @param scene Defines the scene we are parsing for
  49397. * @param rootUrl Defines the rootUrl to load from
  49398. */
  49399. parse(source: any, scene: Scene, rootUrl: string): void;
  49400. }
  49401. }
  49402. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49403. import { Nullable } from "babylonjs/types";
  49404. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49405. import { Color3 } from "babylonjs/Maths/math.color";
  49406. import { SmartArray } from "babylonjs/Misc/smartArray";
  49407. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49408. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49409. import { Effect } from "babylonjs/Materials/effect";
  49410. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49411. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49412. import { Engine } from "babylonjs/Engines/engine";
  49413. import { Scene } from "babylonjs/scene";
  49414. /**
  49415. * @hidden
  49416. */
  49417. export interface IMaterialSubSurfaceDefines {
  49418. SUBSURFACE: boolean;
  49419. SS_REFRACTION: boolean;
  49420. SS_TRANSLUCENCY: boolean;
  49421. SS_SCATERRING: boolean;
  49422. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49423. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49424. SS_REFRACTIONMAP_3D: boolean;
  49425. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49426. SS_LODINREFRACTIONALPHA: boolean;
  49427. SS_GAMMAREFRACTION: boolean;
  49428. SS_RGBDREFRACTION: boolean;
  49429. SS_LINEARSPECULARREFRACTION: boolean;
  49430. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49431. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49432. /** @hidden */
  49433. _areTexturesDirty: boolean;
  49434. }
  49435. /**
  49436. * Define the code related to the sub surface parameters of the pbr material.
  49437. */
  49438. export class PBRSubSurfaceConfiguration {
  49439. private _isRefractionEnabled;
  49440. /**
  49441. * Defines if the refraction is enabled in the material.
  49442. */
  49443. isRefractionEnabled: boolean;
  49444. private _isTranslucencyEnabled;
  49445. /**
  49446. * Defines if the translucency is enabled in the material.
  49447. */
  49448. isTranslucencyEnabled: boolean;
  49449. private _isScatteringEnabled;
  49450. /**
  49451. * Defines the refraction intensity of the material.
  49452. * The refraction when enabled replaces the Diffuse part of the material.
  49453. * The intensity helps transitionning between diffuse and refraction.
  49454. */
  49455. refractionIntensity: number;
  49456. /**
  49457. * Defines the translucency intensity of the material.
  49458. * When translucency has been enabled, this defines how much of the "translucency"
  49459. * is addded to the diffuse part of the material.
  49460. */
  49461. translucencyIntensity: number;
  49462. /**
  49463. * Defines the scattering intensity of the material.
  49464. * When scattering has been enabled, this defines how much of the "scattered light"
  49465. * is addded to the diffuse part of the material.
  49466. */
  49467. scatteringIntensity: number;
  49468. private _thicknessTexture;
  49469. /**
  49470. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49471. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49472. * 0 would mean minimumThickness
  49473. * 1 would mean maximumThickness
  49474. * The other channels might be use as a mask to vary the different effects intensity.
  49475. */
  49476. thicknessTexture: Nullable<BaseTexture>;
  49477. private _refractionTexture;
  49478. /**
  49479. * Defines the texture to use for refraction.
  49480. */
  49481. refractionTexture: Nullable<BaseTexture>;
  49482. private _indexOfRefraction;
  49483. /**
  49484. * Defines the index of refraction used in the material.
  49485. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49486. */
  49487. indexOfRefraction: number;
  49488. private _invertRefractionY;
  49489. /**
  49490. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49491. */
  49492. invertRefractionY: boolean;
  49493. private _linkRefractionWithTransparency;
  49494. /**
  49495. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49496. * Materials half opaque for instance using refraction could benefit from this control.
  49497. */
  49498. linkRefractionWithTransparency: boolean;
  49499. /**
  49500. * Defines the minimum thickness stored in the thickness map.
  49501. * If no thickness map is defined, this value will be used to simulate thickness.
  49502. */
  49503. minimumThickness: number;
  49504. /**
  49505. * Defines the maximum thickness stored in the thickness map.
  49506. */
  49507. maximumThickness: number;
  49508. /**
  49509. * Defines the volume tint of the material.
  49510. * This is used for both translucency and scattering.
  49511. */
  49512. tintColor: Color3;
  49513. /**
  49514. * Defines the distance at which the tint color should be found in the media.
  49515. * This is used for refraction only.
  49516. */
  49517. tintColorAtDistance: number;
  49518. /**
  49519. * Defines how far each channel transmit through the media.
  49520. * It is defined as a color to simplify it selection.
  49521. */
  49522. diffusionDistance: Color3;
  49523. private _useMaskFromThicknessTexture;
  49524. /**
  49525. * Stores the intensity of the different subsurface effects in the thickness texture.
  49526. * * the green channel is the translucency intensity.
  49527. * * the blue channel is the scattering intensity.
  49528. * * the alpha channel is the refraction intensity.
  49529. */
  49530. useMaskFromThicknessTexture: boolean;
  49531. /** @hidden */
  49532. private _internalMarkAllSubMeshesAsTexturesDirty;
  49533. /** @hidden */
  49534. _markAllSubMeshesAsTexturesDirty(): void;
  49535. /**
  49536. * Instantiate a new istance of sub surface configuration.
  49537. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49538. */
  49539. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49540. /**
  49541. * Gets wehter the submesh is ready to be used or not.
  49542. * @param defines the list of "defines" to update.
  49543. * @param scene defines the scene the material belongs to.
  49544. * @returns - boolean indicating that the submesh is ready or not.
  49545. */
  49546. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49547. /**
  49548. * Checks to see if a texture is used in the material.
  49549. * @param defines the list of "defines" to update.
  49550. * @param scene defines the scene to the material belongs to.
  49551. */
  49552. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49553. /**
  49554. * Binds the material data.
  49555. * @param uniformBuffer defines the Uniform buffer to fill in.
  49556. * @param scene defines the scene the material belongs to.
  49557. * @param engine defines the engine the material belongs to.
  49558. * @param isFrozen defines wether the material is frozen or not.
  49559. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49560. */
  49561. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49562. /**
  49563. * Unbinds the material from the mesh.
  49564. * @param activeEffect defines the effect that should be unbound from.
  49565. * @returns true if unbound, otherwise false
  49566. */
  49567. unbind(activeEffect: Effect): boolean;
  49568. /**
  49569. * Returns the texture used for refraction or null if none is used.
  49570. * @param scene defines the scene the material belongs to.
  49571. * @returns - Refraction texture if present. If no refraction texture and refraction
  49572. * is linked with transparency, returns environment texture. Otherwise, returns null.
  49573. */
  49574. private _getRefractionTexture;
  49575. /**
  49576. * Returns true if alpha blending should be disabled.
  49577. */
  49578. readonly disableAlphaBlending: boolean;
  49579. /**
  49580. * Fills the list of render target textures.
  49581. * @param renderTargets the list of render targets to update
  49582. */
  49583. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  49584. /**
  49585. * Checks to see if a texture is used in the material.
  49586. * @param texture - Base texture to use.
  49587. * @returns - Boolean specifying if a texture is used in the material.
  49588. */
  49589. hasTexture(texture: BaseTexture): boolean;
  49590. /**
  49591. * Gets a boolean indicating that current material needs to register RTT
  49592. * @returns true if this uses a render target otherwise false.
  49593. */
  49594. hasRenderTargetTextures(): boolean;
  49595. /**
  49596. * Returns an array of the actively used textures.
  49597. * @param activeTextures Array of BaseTextures
  49598. */
  49599. getActiveTextures(activeTextures: BaseTexture[]): void;
  49600. /**
  49601. * Returns the animatable textures.
  49602. * @param animatables Array of animatable textures.
  49603. */
  49604. getAnimatables(animatables: IAnimatable[]): void;
  49605. /**
  49606. * Disposes the resources of the material.
  49607. * @param forceDisposeTextures - Forces the disposal of all textures.
  49608. */
  49609. dispose(forceDisposeTextures?: boolean): void;
  49610. /**
  49611. * Get the current class name of the texture useful for serialization or dynamic coding.
  49612. * @returns "PBRSubSurfaceConfiguration"
  49613. */
  49614. getClassName(): string;
  49615. /**
  49616. * Add fallbacks to the effect fallbacks list.
  49617. * @param defines defines the Base texture to use.
  49618. * @param fallbacks defines the current fallback list.
  49619. * @param currentRank defines the current fallback rank.
  49620. * @returns the new fallback rank.
  49621. */
  49622. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49623. /**
  49624. * Add the required uniforms to the current list.
  49625. * @param uniforms defines the current uniform list.
  49626. */
  49627. static AddUniforms(uniforms: string[]): void;
  49628. /**
  49629. * Add the required samplers to the current list.
  49630. * @param samplers defines the current sampler list.
  49631. */
  49632. static AddSamplers(samplers: string[]): void;
  49633. /**
  49634. * Add the required uniforms to the current buffer.
  49635. * @param uniformBuffer defines the current uniform buffer.
  49636. */
  49637. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49638. /**
  49639. * Makes a duplicate of the current configuration into another one.
  49640. * @param configuration define the config where to copy the info
  49641. */
  49642. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  49643. /**
  49644. * Serializes this Sub Surface configuration.
  49645. * @returns - An object with the serialized config.
  49646. */
  49647. serialize(): any;
  49648. /**
  49649. * Parses a anisotropy Configuration from a serialized object.
  49650. * @param source - Serialized object.
  49651. * @param scene Defines the scene we are parsing for
  49652. * @param rootUrl Defines the rootUrl to load from
  49653. */
  49654. parse(source: any, scene: Scene, rootUrl: string): void;
  49655. }
  49656. }
  49657. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  49658. /** @hidden */
  49659. export var pbrFragmentDeclaration: {
  49660. name: string;
  49661. shader: string;
  49662. };
  49663. }
  49664. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  49665. /** @hidden */
  49666. export var pbrUboDeclaration: {
  49667. name: string;
  49668. shader: string;
  49669. };
  49670. }
  49671. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  49672. /** @hidden */
  49673. export var pbrFragmentExtraDeclaration: {
  49674. name: string;
  49675. shader: string;
  49676. };
  49677. }
  49678. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  49679. /** @hidden */
  49680. export var pbrFragmentSamplersDeclaration: {
  49681. name: string;
  49682. shader: string;
  49683. };
  49684. }
  49685. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  49686. /** @hidden */
  49687. export var pbrHelperFunctions: {
  49688. name: string;
  49689. shader: string;
  49690. };
  49691. }
  49692. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  49693. /** @hidden */
  49694. export var harmonicsFunctions: {
  49695. name: string;
  49696. shader: string;
  49697. };
  49698. }
  49699. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  49700. /** @hidden */
  49701. export var pbrDirectLightingSetupFunctions: {
  49702. name: string;
  49703. shader: string;
  49704. };
  49705. }
  49706. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  49707. /** @hidden */
  49708. export var pbrDirectLightingFalloffFunctions: {
  49709. name: string;
  49710. shader: string;
  49711. };
  49712. }
  49713. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  49714. /** @hidden */
  49715. export var pbrBRDFFunctions: {
  49716. name: string;
  49717. shader: string;
  49718. };
  49719. }
  49720. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  49721. /** @hidden */
  49722. export var pbrDirectLightingFunctions: {
  49723. name: string;
  49724. shader: string;
  49725. };
  49726. }
  49727. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  49728. /** @hidden */
  49729. export var pbrIBLFunctions: {
  49730. name: string;
  49731. shader: string;
  49732. };
  49733. }
  49734. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  49735. /** @hidden */
  49736. export var pbrDebug: {
  49737. name: string;
  49738. shader: string;
  49739. };
  49740. }
  49741. declare module "babylonjs/Shaders/pbr.fragment" {
  49742. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  49743. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49744. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  49745. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49746. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49747. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  49748. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  49749. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  49750. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49751. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  49752. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49753. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  49754. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  49755. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  49756. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49757. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  49758. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  49759. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  49760. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  49761. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  49762. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  49763. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  49764. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  49765. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  49766. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  49767. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  49768. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  49769. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  49770. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  49771. /** @hidden */
  49772. export var pbrPixelShader: {
  49773. name: string;
  49774. shader: string;
  49775. };
  49776. }
  49777. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  49778. /** @hidden */
  49779. export var pbrVertexDeclaration: {
  49780. name: string;
  49781. shader: string;
  49782. };
  49783. }
  49784. declare module "babylonjs/Shaders/pbr.vertex" {
  49785. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  49786. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49787. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49788. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49789. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49790. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49791. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  49792. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  49793. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  49794. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49795. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49796. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49797. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49798. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49799. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49800. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49801. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49802. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  49803. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  49804. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  49805. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  49806. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  49807. /** @hidden */
  49808. export var pbrVertexShader: {
  49809. name: string;
  49810. shader: string;
  49811. };
  49812. }
  49813. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  49814. import { Nullable } from "babylonjs/types";
  49815. import { Scene } from "babylonjs/scene";
  49816. import { Matrix } from "babylonjs/Maths/math.vector";
  49817. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49818. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49819. import { Mesh } from "babylonjs/Meshes/mesh";
  49820. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  49821. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  49822. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  49823. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  49824. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  49825. import { Color3 } from "babylonjs/Maths/math.color";
  49826. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  49827. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  49828. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  49829. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  49830. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49831. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49832. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  49833. import "babylonjs/Shaders/pbr.fragment";
  49834. import "babylonjs/Shaders/pbr.vertex";
  49835. /**
  49836. * Manages the defines for the PBR Material.
  49837. * @hidden
  49838. */
  49839. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  49840. PBR: boolean;
  49841. MAINUV1: boolean;
  49842. MAINUV2: boolean;
  49843. UV1: boolean;
  49844. UV2: boolean;
  49845. ALBEDO: boolean;
  49846. ALBEDODIRECTUV: number;
  49847. VERTEXCOLOR: boolean;
  49848. AMBIENT: boolean;
  49849. AMBIENTDIRECTUV: number;
  49850. AMBIENTINGRAYSCALE: boolean;
  49851. OPACITY: boolean;
  49852. VERTEXALPHA: boolean;
  49853. OPACITYDIRECTUV: number;
  49854. OPACITYRGB: boolean;
  49855. ALPHATEST: boolean;
  49856. DEPTHPREPASS: boolean;
  49857. ALPHABLEND: boolean;
  49858. ALPHAFROMALBEDO: boolean;
  49859. ALPHATESTVALUE: string;
  49860. SPECULAROVERALPHA: boolean;
  49861. RADIANCEOVERALPHA: boolean;
  49862. ALPHAFRESNEL: boolean;
  49863. LINEARALPHAFRESNEL: boolean;
  49864. PREMULTIPLYALPHA: boolean;
  49865. EMISSIVE: boolean;
  49866. EMISSIVEDIRECTUV: number;
  49867. REFLECTIVITY: boolean;
  49868. REFLECTIVITYDIRECTUV: number;
  49869. SPECULARTERM: boolean;
  49870. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  49871. MICROSURFACEAUTOMATIC: boolean;
  49872. LODBASEDMICROSFURACE: boolean;
  49873. MICROSURFACEMAP: boolean;
  49874. MICROSURFACEMAPDIRECTUV: number;
  49875. METALLICWORKFLOW: boolean;
  49876. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  49877. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  49878. METALLNESSSTOREINMETALMAPBLUE: boolean;
  49879. AOSTOREINMETALMAPRED: boolean;
  49880. METALLICF0FACTORFROMMETALLICMAP: boolean;
  49881. ENVIRONMENTBRDF: boolean;
  49882. ENVIRONMENTBRDF_RGBD: boolean;
  49883. NORMAL: boolean;
  49884. TANGENT: boolean;
  49885. BUMP: boolean;
  49886. BUMPDIRECTUV: number;
  49887. OBJECTSPACE_NORMALMAP: boolean;
  49888. PARALLAX: boolean;
  49889. PARALLAXOCCLUSION: boolean;
  49890. NORMALXYSCALE: boolean;
  49891. LIGHTMAP: boolean;
  49892. LIGHTMAPDIRECTUV: number;
  49893. USELIGHTMAPASSHADOWMAP: boolean;
  49894. GAMMALIGHTMAP: boolean;
  49895. RGBDLIGHTMAP: boolean;
  49896. REFLECTION: boolean;
  49897. REFLECTIONMAP_3D: boolean;
  49898. REFLECTIONMAP_SPHERICAL: boolean;
  49899. REFLECTIONMAP_PLANAR: boolean;
  49900. REFLECTIONMAP_CUBIC: boolean;
  49901. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  49902. REFLECTIONMAP_PROJECTION: boolean;
  49903. REFLECTIONMAP_SKYBOX: boolean;
  49904. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  49905. REFLECTIONMAP_EXPLICIT: boolean;
  49906. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  49907. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  49908. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  49909. INVERTCUBICMAP: boolean;
  49910. USESPHERICALFROMREFLECTIONMAP: boolean;
  49911. USEIRRADIANCEMAP: boolean;
  49912. SPHERICAL_HARMONICS: boolean;
  49913. USESPHERICALINVERTEX: boolean;
  49914. REFLECTIONMAP_OPPOSITEZ: boolean;
  49915. LODINREFLECTIONALPHA: boolean;
  49916. GAMMAREFLECTION: boolean;
  49917. RGBDREFLECTION: boolean;
  49918. LINEARSPECULARREFLECTION: boolean;
  49919. RADIANCEOCCLUSION: boolean;
  49920. HORIZONOCCLUSION: boolean;
  49921. INSTANCES: boolean;
  49922. NUM_BONE_INFLUENCERS: number;
  49923. BonesPerMesh: number;
  49924. BONETEXTURE: boolean;
  49925. NONUNIFORMSCALING: boolean;
  49926. MORPHTARGETS: boolean;
  49927. MORPHTARGETS_NORMAL: boolean;
  49928. MORPHTARGETS_TANGENT: boolean;
  49929. MORPHTARGETS_UV: boolean;
  49930. NUM_MORPH_INFLUENCERS: number;
  49931. IMAGEPROCESSING: boolean;
  49932. VIGNETTE: boolean;
  49933. VIGNETTEBLENDMODEMULTIPLY: boolean;
  49934. VIGNETTEBLENDMODEOPAQUE: boolean;
  49935. TONEMAPPING: boolean;
  49936. TONEMAPPING_ACES: boolean;
  49937. CONTRAST: boolean;
  49938. COLORCURVES: boolean;
  49939. COLORGRADING: boolean;
  49940. COLORGRADING3D: boolean;
  49941. SAMPLER3DGREENDEPTH: boolean;
  49942. SAMPLER3DBGRMAP: boolean;
  49943. IMAGEPROCESSINGPOSTPROCESS: boolean;
  49944. EXPOSURE: boolean;
  49945. MULTIVIEW: boolean;
  49946. USEPHYSICALLIGHTFALLOFF: boolean;
  49947. USEGLTFLIGHTFALLOFF: boolean;
  49948. TWOSIDEDLIGHTING: boolean;
  49949. SHADOWFLOAT: boolean;
  49950. CLIPPLANE: boolean;
  49951. CLIPPLANE2: boolean;
  49952. CLIPPLANE3: boolean;
  49953. CLIPPLANE4: boolean;
  49954. POINTSIZE: boolean;
  49955. FOG: boolean;
  49956. LOGARITHMICDEPTH: boolean;
  49957. FORCENORMALFORWARD: boolean;
  49958. SPECULARAA: boolean;
  49959. CLEARCOAT: boolean;
  49960. CLEARCOAT_DEFAULTIOR: boolean;
  49961. CLEARCOAT_TEXTURE: boolean;
  49962. CLEARCOAT_TEXTUREDIRECTUV: number;
  49963. CLEARCOAT_BUMP: boolean;
  49964. CLEARCOAT_BUMPDIRECTUV: number;
  49965. CLEARCOAT_TINT: boolean;
  49966. CLEARCOAT_TINT_TEXTURE: boolean;
  49967. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49968. ANISOTROPIC: boolean;
  49969. ANISOTROPIC_TEXTURE: boolean;
  49970. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49971. BRDF_V_HEIGHT_CORRELATED: boolean;
  49972. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49973. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49974. SHEEN: boolean;
  49975. SHEEN_TEXTURE: boolean;
  49976. SHEEN_TEXTUREDIRECTUV: number;
  49977. SHEEN_LINKWITHALBEDO: boolean;
  49978. SUBSURFACE: boolean;
  49979. SS_REFRACTION: boolean;
  49980. SS_TRANSLUCENCY: boolean;
  49981. SS_SCATERRING: boolean;
  49982. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49983. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49984. SS_REFRACTIONMAP_3D: boolean;
  49985. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49986. SS_LODINREFRACTIONALPHA: boolean;
  49987. SS_GAMMAREFRACTION: boolean;
  49988. SS_RGBDREFRACTION: boolean;
  49989. SS_LINEARSPECULARREFRACTION: boolean;
  49990. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49991. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49992. UNLIT: boolean;
  49993. DEBUGMODE: number;
  49994. /**
  49995. * Initializes the PBR Material defines.
  49996. */
  49997. constructor();
  49998. /**
  49999. * Resets the PBR Material defines.
  50000. */
  50001. reset(): void;
  50002. }
  50003. /**
  50004. * The Physically based material base class of BJS.
  50005. *
  50006. * This offers the main features of a standard PBR material.
  50007. * For more information, please refer to the documentation :
  50008. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50009. */
  50010. export abstract class PBRBaseMaterial extends PushMaterial {
  50011. /**
  50012. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50013. */
  50014. static readonly PBRMATERIAL_OPAQUE: number;
  50015. /**
  50016. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50017. */
  50018. static readonly PBRMATERIAL_ALPHATEST: number;
  50019. /**
  50020. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50021. */
  50022. static readonly PBRMATERIAL_ALPHABLEND: number;
  50023. /**
  50024. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50025. * They are also discarded below the alpha cutoff threshold to improve performances.
  50026. */
  50027. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50028. /**
  50029. * Defines the default value of how much AO map is occluding the analytical lights
  50030. * (point spot...).
  50031. */
  50032. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50033. /**
  50034. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50035. */
  50036. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50037. /**
  50038. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50039. * to enhance interoperability with other engines.
  50040. */
  50041. static readonly LIGHTFALLOFF_GLTF: number;
  50042. /**
  50043. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50044. * to enhance interoperability with other materials.
  50045. */
  50046. static readonly LIGHTFALLOFF_STANDARD: number;
  50047. /**
  50048. * Intensity of the direct lights e.g. the four lights available in your scene.
  50049. * This impacts both the direct diffuse and specular highlights.
  50050. */
  50051. protected _directIntensity: number;
  50052. /**
  50053. * Intensity of the emissive part of the material.
  50054. * This helps controlling the emissive effect without modifying the emissive color.
  50055. */
  50056. protected _emissiveIntensity: number;
  50057. /**
  50058. * Intensity of the environment e.g. how much the environment will light the object
  50059. * either through harmonics for rough material or through the refelction for shiny ones.
  50060. */
  50061. protected _environmentIntensity: number;
  50062. /**
  50063. * This is a special control allowing the reduction of the specular highlights coming from the
  50064. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50065. */
  50066. protected _specularIntensity: number;
  50067. /**
  50068. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50069. */
  50070. private _lightingInfos;
  50071. /**
  50072. * Debug Control allowing disabling the bump map on this material.
  50073. */
  50074. protected _disableBumpMap: boolean;
  50075. /**
  50076. * AKA Diffuse Texture in standard nomenclature.
  50077. */
  50078. protected _albedoTexture: Nullable<BaseTexture>;
  50079. /**
  50080. * AKA Occlusion Texture in other nomenclature.
  50081. */
  50082. protected _ambientTexture: Nullable<BaseTexture>;
  50083. /**
  50084. * AKA Occlusion Texture Intensity in other nomenclature.
  50085. */
  50086. protected _ambientTextureStrength: number;
  50087. /**
  50088. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50089. * 1 means it completely occludes it
  50090. * 0 mean it has no impact
  50091. */
  50092. protected _ambientTextureImpactOnAnalyticalLights: number;
  50093. /**
  50094. * Stores the alpha values in a texture.
  50095. */
  50096. protected _opacityTexture: Nullable<BaseTexture>;
  50097. /**
  50098. * Stores the reflection values in a texture.
  50099. */
  50100. protected _reflectionTexture: Nullable<BaseTexture>;
  50101. /**
  50102. * Stores the emissive values in a texture.
  50103. */
  50104. protected _emissiveTexture: Nullable<BaseTexture>;
  50105. /**
  50106. * AKA Specular texture in other nomenclature.
  50107. */
  50108. protected _reflectivityTexture: Nullable<BaseTexture>;
  50109. /**
  50110. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50111. */
  50112. protected _metallicTexture: Nullable<BaseTexture>;
  50113. /**
  50114. * Specifies the metallic scalar of the metallic/roughness workflow.
  50115. * Can also be used to scale the metalness values of the metallic texture.
  50116. */
  50117. protected _metallic: Nullable<number>;
  50118. /**
  50119. * Specifies the roughness scalar of the metallic/roughness workflow.
  50120. * Can also be used to scale the roughness values of the metallic texture.
  50121. */
  50122. protected _roughness: Nullable<number>;
  50123. /**
  50124. * Specifies the an F0 factor to help configuring the material F0.
  50125. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50126. * to 0.5 the previously hard coded value stays the same.
  50127. * Can also be used to scale the F0 values of the metallic texture.
  50128. */
  50129. protected _metallicF0Factor: number;
  50130. /**
  50131. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50132. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50133. * your expectation as it multiplies with the texture data.
  50134. */
  50135. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50136. /**
  50137. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50138. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50139. */
  50140. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50141. /**
  50142. * Stores surface normal data used to displace a mesh in a texture.
  50143. */
  50144. protected _bumpTexture: Nullable<BaseTexture>;
  50145. /**
  50146. * Stores the pre-calculated light information of a mesh in a texture.
  50147. */
  50148. protected _lightmapTexture: Nullable<BaseTexture>;
  50149. /**
  50150. * The color of a material in ambient lighting.
  50151. */
  50152. protected _ambientColor: Color3;
  50153. /**
  50154. * AKA Diffuse Color in other nomenclature.
  50155. */
  50156. protected _albedoColor: Color3;
  50157. /**
  50158. * AKA Specular Color in other nomenclature.
  50159. */
  50160. protected _reflectivityColor: Color3;
  50161. /**
  50162. * The color applied when light is reflected from a material.
  50163. */
  50164. protected _reflectionColor: Color3;
  50165. /**
  50166. * The color applied when light is emitted from a material.
  50167. */
  50168. protected _emissiveColor: Color3;
  50169. /**
  50170. * AKA Glossiness in other nomenclature.
  50171. */
  50172. protected _microSurface: number;
  50173. /**
  50174. * Specifies that the material will use the light map as a show map.
  50175. */
  50176. protected _useLightmapAsShadowmap: boolean;
  50177. /**
  50178. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50179. * makes the reflect vector face the model (under horizon).
  50180. */
  50181. protected _useHorizonOcclusion: boolean;
  50182. /**
  50183. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50184. * too much the area relying on ambient texture to define their ambient occlusion.
  50185. */
  50186. protected _useRadianceOcclusion: boolean;
  50187. /**
  50188. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50189. */
  50190. protected _useAlphaFromAlbedoTexture: boolean;
  50191. /**
  50192. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50193. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50194. */
  50195. protected _useSpecularOverAlpha: boolean;
  50196. /**
  50197. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50198. */
  50199. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50200. /**
  50201. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50202. */
  50203. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50204. /**
  50205. * Specifies if the metallic texture contains the roughness information in its green channel.
  50206. */
  50207. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50208. /**
  50209. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50210. */
  50211. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50212. /**
  50213. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50214. */
  50215. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50216. /**
  50217. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50218. */
  50219. protected _useAmbientInGrayScale: boolean;
  50220. /**
  50221. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50222. * The material will try to infer what glossiness each pixel should be.
  50223. */
  50224. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50225. /**
  50226. * Defines the falloff type used in this material.
  50227. * It by default is Physical.
  50228. */
  50229. protected _lightFalloff: number;
  50230. /**
  50231. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50232. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50233. */
  50234. protected _useRadianceOverAlpha: boolean;
  50235. /**
  50236. * Allows using an object space normal map (instead of tangent space).
  50237. */
  50238. protected _useObjectSpaceNormalMap: boolean;
  50239. /**
  50240. * Allows using the bump map in parallax mode.
  50241. */
  50242. protected _useParallax: boolean;
  50243. /**
  50244. * Allows using the bump map in parallax occlusion mode.
  50245. */
  50246. protected _useParallaxOcclusion: boolean;
  50247. /**
  50248. * Controls the scale bias of the parallax mode.
  50249. */
  50250. protected _parallaxScaleBias: number;
  50251. /**
  50252. * If sets to true, disables all the lights affecting the material.
  50253. */
  50254. protected _disableLighting: boolean;
  50255. /**
  50256. * Number of Simultaneous lights allowed on the material.
  50257. */
  50258. protected _maxSimultaneousLights: number;
  50259. /**
  50260. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50261. */
  50262. protected _invertNormalMapX: boolean;
  50263. /**
  50264. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50265. */
  50266. protected _invertNormalMapY: boolean;
  50267. /**
  50268. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50269. */
  50270. protected _twoSidedLighting: boolean;
  50271. /**
  50272. * Defines the alpha limits in alpha test mode.
  50273. */
  50274. protected _alphaCutOff: number;
  50275. /**
  50276. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50277. */
  50278. protected _forceAlphaTest: boolean;
  50279. /**
  50280. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50281. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50282. */
  50283. protected _useAlphaFresnel: boolean;
  50284. /**
  50285. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50286. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50287. */
  50288. protected _useLinearAlphaFresnel: boolean;
  50289. /**
  50290. * The transparency mode of the material.
  50291. */
  50292. protected _transparencyMode: Nullable<number>;
  50293. /**
  50294. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50295. * from cos thetav and roughness:
  50296. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50297. */
  50298. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50299. /**
  50300. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50301. */
  50302. protected _forceIrradianceInFragment: boolean;
  50303. /**
  50304. * Force normal to face away from face.
  50305. */
  50306. protected _forceNormalForward: boolean;
  50307. /**
  50308. * Enables specular anti aliasing in the PBR shader.
  50309. * It will both interacts on the Geometry for analytical and IBL lighting.
  50310. * It also prefilter the roughness map based on the bump values.
  50311. */
  50312. protected _enableSpecularAntiAliasing: boolean;
  50313. /**
  50314. * Default configuration related to image processing available in the PBR Material.
  50315. */
  50316. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50317. /**
  50318. * Keep track of the image processing observer to allow dispose and replace.
  50319. */
  50320. private _imageProcessingObserver;
  50321. /**
  50322. * Attaches a new image processing configuration to the PBR Material.
  50323. * @param configuration
  50324. */
  50325. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50326. /**
  50327. * Stores the available render targets.
  50328. */
  50329. private _renderTargets;
  50330. /**
  50331. * Sets the global ambient color for the material used in lighting calculations.
  50332. */
  50333. private _globalAmbientColor;
  50334. /**
  50335. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50336. */
  50337. private _useLogarithmicDepth;
  50338. /**
  50339. * If set to true, no lighting calculations will be applied.
  50340. */
  50341. private _unlit;
  50342. private _debugMode;
  50343. /**
  50344. * @hidden
  50345. * This is reserved for the inspector.
  50346. * Defines the material debug mode.
  50347. * It helps seeing only some components of the material while troubleshooting.
  50348. */
  50349. debugMode: number;
  50350. /**
  50351. * @hidden
  50352. * This is reserved for the inspector.
  50353. * Specify from where on screen the debug mode should start.
  50354. * The value goes from -1 (full screen) to 1 (not visible)
  50355. * It helps with side by side comparison against the final render
  50356. * This defaults to -1
  50357. */
  50358. private debugLimit;
  50359. /**
  50360. * @hidden
  50361. * This is reserved for the inspector.
  50362. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50363. * You can use the factor to better multiply the final value.
  50364. */
  50365. private debugFactor;
  50366. /**
  50367. * Defines the clear coat layer parameters for the material.
  50368. */
  50369. readonly clearCoat: PBRClearCoatConfiguration;
  50370. /**
  50371. * Defines the anisotropic parameters for the material.
  50372. */
  50373. readonly anisotropy: PBRAnisotropicConfiguration;
  50374. /**
  50375. * Defines the BRDF parameters for the material.
  50376. */
  50377. readonly brdf: PBRBRDFConfiguration;
  50378. /**
  50379. * Defines the Sheen parameters for the material.
  50380. */
  50381. readonly sheen: PBRSheenConfiguration;
  50382. /**
  50383. * Defines the SubSurface parameters for the material.
  50384. */
  50385. readonly subSurface: PBRSubSurfaceConfiguration;
  50386. /**
  50387. * Custom callback helping to override the default shader used in the material.
  50388. */
  50389. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50390. protected _rebuildInParallel: boolean;
  50391. /**
  50392. * Instantiates a new PBRMaterial instance.
  50393. *
  50394. * @param name The material name
  50395. * @param scene The scene the material will be use in.
  50396. */
  50397. constructor(name: string, scene: Scene);
  50398. /**
  50399. * Gets a boolean indicating that current material needs to register RTT
  50400. */
  50401. readonly hasRenderTargetTextures: boolean;
  50402. /**
  50403. * Gets the name of the material class.
  50404. */
  50405. getClassName(): string;
  50406. /**
  50407. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50408. */
  50409. /**
  50410. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50411. */
  50412. useLogarithmicDepth: boolean;
  50413. /**
  50414. * Gets the current transparency mode.
  50415. */
  50416. /**
  50417. * Sets the transparency mode of the material.
  50418. *
  50419. * | Value | Type | Description |
  50420. * | ----- | ----------------------------------- | ----------- |
  50421. * | 0 | OPAQUE | |
  50422. * | 1 | ALPHATEST | |
  50423. * | 2 | ALPHABLEND | |
  50424. * | 3 | ALPHATESTANDBLEND | |
  50425. *
  50426. */
  50427. transparencyMode: Nullable<number>;
  50428. /**
  50429. * Returns true if alpha blending should be disabled.
  50430. */
  50431. private readonly _disableAlphaBlending;
  50432. /**
  50433. * Specifies whether or not this material should be rendered in alpha blend mode.
  50434. */
  50435. needAlphaBlending(): boolean;
  50436. /**
  50437. * Specifies if the mesh will require alpha blending.
  50438. * @param mesh - BJS mesh.
  50439. */
  50440. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50441. /**
  50442. * Specifies whether or not this material should be rendered in alpha test mode.
  50443. */
  50444. needAlphaTesting(): boolean;
  50445. /**
  50446. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50447. */
  50448. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50449. /**
  50450. * Gets the texture used for the alpha test.
  50451. */
  50452. getAlphaTestTexture(): Nullable<BaseTexture>;
  50453. /**
  50454. * Specifies that the submesh is ready to be used.
  50455. * @param mesh - BJS mesh.
  50456. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50457. * @param useInstances - Specifies that instances should be used.
  50458. * @returns - boolean indicating that the submesh is ready or not.
  50459. */
  50460. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50461. /**
  50462. * Specifies if the material uses metallic roughness workflow.
  50463. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50464. */
  50465. isMetallicWorkflow(): boolean;
  50466. private _prepareEffect;
  50467. private _prepareDefines;
  50468. /**
  50469. * Force shader compilation
  50470. */
  50471. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50472. /**
  50473. * Initializes the uniform buffer layout for the shader.
  50474. */
  50475. buildUniformLayout(): void;
  50476. /**
  50477. * Unbinds the material from the mesh
  50478. */
  50479. unbind(): void;
  50480. /**
  50481. * Binds the submesh data.
  50482. * @param world - The world matrix.
  50483. * @param mesh - The BJS mesh.
  50484. * @param subMesh - A submesh of the BJS mesh.
  50485. */
  50486. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50487. /**
  50488. * Returns the animatable textures.
  50489. * @returns - Array of animatable textures.
  50490. */
  50491. getAnimatables(): IAnimatable[];
  50492. /**
  50493. * Returns the texture used for reflections.
  50494. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50495. */
  50496. private _getReflectionTexture;
  50497. /**
  50498. * Returns an array of the actively used textures.
  50499. * @returns - Array of BaseTextures
  50500. */
  50501. getActiveTextures(): BaseTexture[];
  50502. /**
  50503. * Checks to see if a texture is used in the material.
  50504. * @param texture - Base texture to use.
  50505. * @returns - Boolean specifying if a texture is used in the material.
  50506. */
  50507. hasTexture(texture: BaseTexture): boolean;
  50508. /**
  50509. * Disposes the resources of the material.
  50510. * @param forceDisposeEffect - Forces the disposal of effects.
  50511. * @param forceDisposeTextures - Forces the disposal of all textures.
  50512. */
  50513. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50514. }
  50515. }
  50516. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50517. import { Nullable } from "babylonjs/types";
  50518. import { Scene } from "babylonjs/scene";
  50519. import { Color3 } from "babylonjs/Maths/math.color";
  50520. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50521. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50522. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50523. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50524. /**
  50525. * The Physically based material of BJS.
  50526. *
  50527. * This offers the main features of a standard PBR material.
  50528. * For more information, please refer to the documentation :
  50529. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50530. */
  50531. export class PBRMaterial extends PBRBaseMaterial {
  50532. /**
  50533. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50534. */
  50535. static readonly PBRMATERIAL_OPAQUE: number;
  50536. /**
  50537. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50538. */
  50539. static readonly PBRMATERIAL_ALPHATEST: number;
  50540. /**
  50541. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50542. */
  50543. static readonly PBRMATERIAL_ALPHABLEND: number;
  50544. /**
  50545. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50546. * They are also discarded below the alpha cutoff threshold to improve performances.
  50547. */
  50548. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50549. /**
  50550. * Defines the default value of how much AO map is occluding the analytical lights
  50551. * (point spot...).
  50552. */
  50553. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50554. /**
  50555. * Intensity of the direct lights e.g. the four lights available in your scene.
  50556. * This impacts both the direct diffuse and specular highlights.
  50557. */
  50558. directIntensity: number;
  50559. /**
  50560. * Intensity of the emissive part of the material.
  50561. * This helps controlling the emissive effect without modifying the emissive color.
  50562. */
  50563. emissiveIntensity: number;
  50564. /**
  50565. * Intensity of the environment e.g. how much the environment will light the object
  50566. * either through harmonics for rough material or through the refelction for shiny ones.
  50567. */
  50568. environmentIntensity: number;
  50569. /**
  50570. * This is a special control allowing the reduction of the specular highlights coming from the
  50571. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50572. */
  50573. specularIntensity: number;
  50574. /**
  50575. * Debug Control allowing disabling the bump map on this material.
  50576. */
  50577. disableBumpMap: boolean;
  50578. /**
  50579. * AKA Diffuse Texture in standard nomenclature.
  50580. */
  50581. albedoTexture: BaseTexture;
  50582. /**
  50583. * AKA Occlusion Texture in other nomenclature.
  50584. */
  50585. ambientTexture: BaseTexture;
  50586. /**
  50587. * AKA Occlusion Texture Intensity in other nomenclature.
  50588. */
  50589. ambientTextureStrength: number;
  50590. /**
  50591. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50592. * 1 means it completely occludes it
  50593. * 0 mean it has no impact
  50594. */
  50595. ambientTextureImpactOnAnalyticalLights: number;
  50596. /**
  50597. * Stores the alpha values in a texture.
  50598. */
  50599. opacityTexture: BaseTexture;
  50600. /**
  50601. * Stores the reflection values in a texture.
  50602. */
  50603. reflectionTexture: Nullable<BaseTexture>;
  50604. /**
  50605. * Stores the emissive values in a texture.
  50606. */
  50607. emissiveTexture: BaseTexture;
  50608. /**
  50609. * AKA Specular texture in other nomenclature.
  50610. */
  50611. reflectivityTexture: BaseTexture;
  50612. /**
  50613. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50614. */
  50615. metallicTexture: BaseTexture;
  50616. /**
  50617. * Specifies the metallic scalar of the metallic/roughness workflow.
  50618. * Can also be used to scale the metalness values of the metallic texture.
  50619. */
  50620. metallic: Nullable<number>;
  50621. /**
  50622. * Specifies the roughness scalar of the metallic/roughness workflow.
  50623. * Can also be used to scale the roughness values of the metallic texture.
  50624. */
  50625. roughness: Nullable<number>;
  50626. /**
  50627. * Specifies the an F0 factor to help configuring the material F0.
  50628. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50629. * to 0.5 the previously hard coded value stays the same.
  50630. * Can also be used to scale the F0 values of the metallic texture.
  50631. */
  50632. metallicF0Factor: number;
  50633. /**
  50634. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50635. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50636. * your expectation as it multiplies with the texture data.
  50637. */
  50638. useMetallicF0FactorFromMetallicTexture: boolean;
  50639. /**
  50640. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50641. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50642. */
  50643. microSurfaceTexture: BaseTexture;
  50644. /**
  50645. * Stores surface normal data used to displace a mesh in a texture.
  50646. */
  50647. bumpTexture: BaseTexture;
  50648. /**
  50649. * Stores the pre-calculated light information of a mesh in a texture.
  50650. */
  50651. lightmapTexture: BaseTexture;
  50652. /**
  50653. * Stores the refracted light information in a texture.
  50654. */
  50655. refractionTexture: Nullable<BaseTexture>;
  50656. /**
  50657. * The color of a material in ambient lighting.
  50658. */
  50659. ambientColor: Color3;
  50660. /**
  50661. * AKA Diffuse Color in other nomenclature.
  50662. */
  50663. albedoColor: Color3;
  50664. /**
  50665. * AKA Specular Color in other nomenclature.
  50666. */
  50667. reflectivityColor: Color3;
  50668. /**
  50669. * The color reflected from the material.
  50670. */
  50671. reflectionColor: Color3;
  50672. /**
  50673. * The color emitted from the material.
  50674. */
  50675. emissiveColor: Color3;
  50676. /**
  50677. * AKA Glossiness in other nomenclature.
  50678. */
  50679. microSurface: number;
  50680. /**
  50681. * source material index of refraction (IOR)' / 'destination material IOR.
  50682. */
  50683. indexOfRefraction: number;
  50684. /**
  50685. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50686. */
  50687. invertRefractionY: boolean;
  50688. /**
  50689. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50690. * Materials half opaque for instance using refraction could benefit from this control.
  50691. */
  50692. linkRefractionWithTransparency: boolean;
  50693. /**
  50694. * If true, the light map contains occlusion information instead of lighting info.
  50695. */
  50696. useLightmapAsShadowmap: boolean;
  50697. /**
  50698. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50699. */
  50700. useAlphaFromAlbedoTexture: boolean;
  50701. /**
  50702. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50703. */
  50704. forceAlphaTest: boolean;
  50705. /**
  50706. * Defines the alpha limits in alpha test mode.
  50707. */
  50708. alphaCutOff: number;
  50709. /**
  50710. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  50711. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50712. */
  50713. useSpecularOverAlpha: boolean;
  50714. /**
  50715. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50716. */
  50717. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50718. /**
  50719. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50720. */
  50721. useRoughnessFromMetallicTextureAlpha: boolean;
  50722. /**
  50723. * Specifies if the metallic texture contains the roughness information in its green channel.
  50724. */
  50725. useRoughnessFromMetallicTextureGreen: boolean;
  50726. /**
  50727. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50728. */
  50729. useMetallnessFromMetallicTextureBlue: boolean;
  50730. /**
  50731. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50732. */
  50733. useAmbientOcclusionFromMetallicTextureRed: boolean;
  50734. /**
  50735. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50736. */
  50737. useAmbientInGrayScale: boolean;
  50738. /**
  50739. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50740. * The material will try to infer what glossiness each pixel should be.
  50741. */
  50742. useAutoMicroSurfaceFromReflectivityMap: boolean;
  50743. /**
  50744. * BJS is using an harcoded light falloff based on a manually sets up range.
  50745. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50746. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50747. */
  50748. /**
  50749. * BJS is using an harcoded light falloff based on a manually sets up range.
  50750. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50751. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50752. */
  50753. usePhysicalLightFalloff: boolean;
  50754. /**
  50755. * In order to support the falloff compatibility with gltf, a special mode has been added
  50756. * to reproduce the gltf light falloff.
  50757. */
  50758. /**
  50759. * In order to support the falloff compatibility with gltf, a special mode has been added
  50760. * to reproduce the gltf light falloff.
  50761. */
  50762. useGLTFLightFalloff: boolean;
  50763. /**
  50764. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50765. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50766. */
  50767. useRadianceOverAlpha: boolean;
  50768. /**
  50769. * Allows using an object space normal map (instead of tangent space).
  50770. */
  50771. useObjectSpaceNormalMap: boolean;
  50772. /**
  50773. * Allows using the bump map in parallax mode.
  50774. */
  50775. useParallax: boolean;
  50776. /**
  50777. * Allows using the bump map in parallax occlusion mode.
  50778. */
  50779. useParallaxOcclusion: boolean;
  50780. /**
  50781. * Controls the scale bias of the parallax mode.
  50782. */
  50783. parallaxScaleBias: number;
  50784. /**
  50785. * If sets to true, disables all the lights affecting the material.
  50786. */
  50787. disableLighting: boolean;
  50788. /**
  50789. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50790. */
  50791. forceIrradianceInFragment: boolean;
  50792. /**
  50793. * Number of Simultaneous lights allowed on the material.
  50794. */
  50795. maxSimultaneousLights: number;
  50796. /**
  50797. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  50798. */
  50799. invertNormalMapX: boolean;
  50800. /**
  50801. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  50802. */
  50803. invertNormalMapY: boolean;
  50804. /**
  50805. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50806. */
  50807. twoSidedLighting: boolean;
  50808. /**
  50809. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50810. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50811. */
  50812. useAlphaFresnel: boolean;
  50813. /**
  50814. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50815. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50816. */
  50817. useLinearAlphaFresnel: boolean;
  50818. /**
  50819. * Let user defines the brdf lookup texture used for IBL.
  50820. * A default 8bit version is embedded but you could point at :
  50821. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  50822. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  50823. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  50824. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  50825. */
  50826. environmentBRDFTexture: Nullable<BaseTexture>;
  50827. /**
  50828. * Force normal to face away from face.
  50829. */
  50830. forceNormalForward: boolean;
  50831. /**
  50832. * Enables specular anti aliasing in the PBR shader.
  50833. * It will both interacts on the Geometry for analytical and IBL lighting.
  50834. * It also prefilter the roughness map based on the bump values.
  50835. */
  50836. enableSpecularAntiAliasing: boolean;
  50837. /**
  50838. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50839. * makes the reflect vector face the model (under horizon).
  50840. */
  50841. useHorizonOcclusion: boolean;
  50842. /**
  50843. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50844. * too much the area relying on ambient texture to define their ambient occlusion.
  50845. */
  50846. useRadianceOcclusion: boolean;
  50847. /**
  50848. * If set to true, no lighting calculations will be applied.
  50849. */
  50850. unlit: boolean;
  50851. /**
  50852. * Gets the image processing configuration used either in this material.
  50853. */
  50854. /**
  50855. * Sets the Default image processing configuration used either in the this material.
  50856. *
  50857. * If sets to null, the scene one is in use.
  50858. */
  50859. imageProcessingConfiguration: ImageProcessingConfiguration;
  50860. /**
  50861. * Gets wether the color curves effect is enabled.
  50862. */
  50863. /**
  50864. * Sets wether the color curves effect is enabled.
  50865. */
  50866. cameraColorCurvesEnabled: boolean;
  50867. /**
  50868. * Gets wether the color grading effect is enabled.
  50869. */
  50870. /**
  50871. * Gets wether the color grading effect is enabled.
  50872. */
  50873. cameraColorGradingEnabled: boolean;
  50874. /**
  50875. * Gets wether tonemapping is enabled or not.
  50876. */
  50877. /**
  50878. * Sets wether tonemapping is enabled or not
  50879. */
  50880. cameraToneMappingEnabled: boolean;
  50881. /**
  50882. * The camera exposure used on this material.
  50883. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50884. * This corresponds to a photographic exposure.
  50885. */
  50886. /**
  50887. * The camera exposure used on this material.
  50888. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50889. * This corresponds to a photographic exposure.
  50890. */
  50891. cameraExposure: number;
  50892. /**
  50893. * Gets The camera contrast used on this material.
  50894. */
  50895. /**
  50896. * Sets The camera contrast used on this material.
  50897. */
  50898. cameraContrast: number;
  50899. /**
  50900. * Gets the Color Grading 2D Lookup Texture.
  50901. */
  50902. /**
  50903. * Sets the Color Grading 2D Lookup Texture.
  50904. */
  50905. cameraColorGradingTexture: Nullable<BaseTexture>;
  50906. /**
  50907. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50908. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50909. * 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;
  50910. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50911. */
  50912. /**
  50913. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50914. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50915. * 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;
  50916. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50917. */
  50918. cameraColorCurves: Nullable<ColorCurves>;
  50919. /**
  50920. * Instantiates a new PBRMaterial instance.
  50921. *
  50922. * @param name The material name
  50923. * @param scene The scene the material will be use in.
  50924. */
  50925. constructor(name: string, scene: Scene);
  50926. /**
  50927. * Returns the name of this material class.
  50928. */
  50929. getClassName(): string;
  50930. /**
  50931. * Makes a duplicate of the current material.
  50932. * @param name - name to use for the new material.
  50933. */
  50934. clone(name: string): PBRMaterial;
  50935. /**
  50936. * Serializes this PBR Material.
  50937. * @returns - An object with the serialized material.
  50938. */
  50939. serialize(): any;
  50940. /**
  50941. * Parses a PBR Material from a serialized object.
  50942. * @param source - Serialized object.
  50943. * @param scene - BJS scene instance.
  50944. * @param rootUrl - url for the scene object
  50945. * @returns - PBRMaterial
  50946. */
  50947. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  50948. }
  50949. }
  50950. declare module "babylonjs/Misc/dds" {
  50951. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  50952. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50953. import { Nullable } from "babylonjs/types";
  50954. import { Scene } from "babylonjs/scene";
  50955. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  50956. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  50957. /**
  50958. * Direct draw surface info
  50959. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  50960. */
  50961. export interface DDSInfo {
  50962. /**
  50963. * Width of the texture
  50964. */
  50965. width: number;
  50966. /**
  50967. * Width of the texture
  50968. */
  50969. height: number;
  50970. /**
  50971. * Number of Mipmaps for the texture
  50972. * @see https://en.wikipedia.org/wiki/Mipmap
  50973. */
  50974. mipmapCount: number;
  50975. /**
  50976. * If the textures format is a known fourCC format
  50977. * @see https://www.fourcc.org/
  50978. */
  50979. isFourCC: boolean;
  50980. /**
  50981. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  50982. */
  50983. isRGB: boolean;
  50984. /**
  50985. * If the texture is a lumincance format
  50986. */
  50987. isLuminance: boolean;
  50988. /**
  50989. * If this is a cube texture
  50990. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50991. */
  50992. isCube: boolean;
  50993. /**
  50994. * If the texture is a compressed format eg. FOURCC_DXT1
  50995. */
  50996. isCompressed: boolean;
  50997. /**
  50998. * The dxgiFormat of the texture
  50999. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51000. */
  51001. dxgiFormat: number;
  51002. /**
  51003. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51004. */
  51005. textureType: number;
  51006. /**
  51007. * Sphericle polynomial created for the dds texture
  51008. */
  51009. sphericalPolynomial?: SphericalPolynomial;
  51010. }
  51011. /**
  51012. * Class used to provide DDS decompression tools
  51013. */
  51014. export class DDSTools {
  51015. /**
  51016. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51017. */
  51018. static StoreLODInAlphaChannel: boolean;
  51019. /**
  51020. * Gets DDS information from an array buffer
  51021. * @param arrayBuffer defines the array buffer to read data from
  51022. * @returns the DDS information
  51023. */
  51024. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51025. private static _FloatView;
  51026. private static _Int32View;
  51027. private static _ToHalfFloat;
  51028. private static _FromHalfFloat;
  51029. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51030. private static _GetHalfFloatRGBAArrayBuffer;
  51031. private static _GetFloatRGBAArrayBuffer;
  51032. private static _GetFloatAsUIntRGBAArrayBuffer;
  51033. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51034. private static _GetRGBAArrayBuffer;
  51035. private static _ExtractLongWordOrder;
  51036. private static _GetRGBArrayBuffer;
  51037. private static _GetLuminanceArrayBuffer;
  51038. /**
  51039. * Uploads DDS Levels to a Babylon Texture
  51040. * @hidden
  51041. */
  51042. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51043. }
  51044. module "babylonjs/Engines/thinEngine" {
  51045. interface ThinEngine {
  51046. /**
  51047. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51048. * @param rootUrl defines the url where the file to load is located
  51049. * @param scene defines the current scene
  51050. * @param lodScale defines scale to apply to the mip map selection
  51051. * @param lodOffset defines offset to apply to the mip map selection
  51052. * @param onLoad defines an optional callback raised when the texture is loaded
  51053. * @param onError defines an optional callback raised if there is an issue to load the texture
  51054. * @param format defines the format of the data
  51055. * @param forcedExtension defines the extension to use to pick the right loader
  51056. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51057. * @returns the cube texture as an InternalTexture
  51058. */
  51059. 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;
  51060. }
  51061. }
  51062. }
  51063. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51064. import { Nullable } from "babylonjs/types";
  51065. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51066. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51067. /**
  51068. * Implementation of the DDS Texture Loader.
  51069. * @hidden
  51070. */
  51071. export class _DDSTextureLoader implements IInternalTextureLoader {
  51072. /**
  51073. * Defines wether the loader supports cascade loading the different faces.
  51074. */
  51075. readonly supportCascades: boolean;
  51076. /**
  51077. * This returns if the loader support the current file information.
  51078. * @param extension defines the file extension of the file being loaded
  51079. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51080. * @param fallback defines the fallback internal texture if any
  51081. * @param isBase64 defines whether the texture is encoded as a base64
  51082. * @param isBuffer defines whether the texture data are stored as a buffer
  51083. * @returns true if the loader can load the specified file
  51084. */
  51085. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51086. /**
  51087. * Transform the url before loading if required.
  51088. * @param rootUrl the url of the texture
  51089. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51090. * @returns the transformed texture
  51091. */
  51092. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51093. /**
  51094. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51095. * @param rootUrl the url of the texture
  51096. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51097. * @returns the fallback texture
  51098. */
  51099. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51100. /**
  51101. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51102. * @param data contains the texture data
  51103. * @param texture defines the BabylonJS internal texture
  51104. * @param createPolynomials will be true if polynomials have been requested
  51105. * @param onLoad defines the callback to trigger once the texture is ready
  51106. * @param onError defines the callback to trigger in case of error
  51107. */
  51108. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51109. /**
  51110. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51111. * @param data contains the texture data
  51112. * @param texture defines the BabylonJS internal texture
  51113. * @param callback defines the method to call once ready to upload
  51114. */
  51115. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51116. }
  51117. }
  51118. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51119. import { Nullable } from "babylonjs/types";
  51120. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51121. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51122. /**
  51123. * Implementation of the ENV Texture Loader.
  51124. * @hidden
  51125. */
  51126. export class _ENVTextureLoader implements IInternalTextureLoader {
  51127. /**
  51128. * Defines wether the loader supports cascade loading the different faces.
  51129. */
  51130. readonly supportCascades: boolean;
  51131. /**
  51132. * This returns if the loader support the current file information.
  51133. * @param extension defines the file extension of the file being loaded
  51134. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51135. * @param fallback defines the fallback internal texture if any
  51136. * @param isBase64 defines whether the texture is encoded as a base64
  51137. * @param isBuffer defines whether the texture data are stored as a buffer
  51138. * @returns true if the loader can load the specified file
  51139. */
  51140. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51141. /**
  51142. * Transform the url before loading if required.
  51143. * @param rootUrl the url of the texture
  51144. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51145. * @returns the transformed texture
  51146. */
  51147. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51148. /**
  51149. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51150. * @param rootUrl the url of the texture
  51151. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51152. * @returns the fallback texture
  51153. */
  51154. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51155. /**
  51156. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51157. * @param data contains the texture data
  51158. * @param texture defines the BabylonJS internal texture
  51159. * @param createPolynomials will be true if polynomials have been requested
  51160. * @param onLoad defines the callback to trigger once the texture is ready
  51161. * @param onError defines the callback to trigger in case of error
  51162. */
  51163. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51164. /**
  51165. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51166. * @param data contains the texture data
  51167. * @param texture defines the BabylonJS internal texture
  51168. * @param callback defines the method to call once ready to upload
  51169. */
  51170. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51171. }
  51172. }
  51173. declare module "babylonjs/Misc/khronosTextureContainer" {
  51174. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51175. /**
  51176. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51177. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51178. */
  51179. export class KhronosTextureContainer {
  51180. /** contents of the KTX container file */
  51181. arrayBuffer: any;
  51182. private static HEADER_LEN;
  51183. private static COMPRESSED_2D;
  51184. private static COMPRESSED_3D;
  51185. private static TEX_2D;
  51186. private static TEX_3D;
  51187. /**
  51188. * Gets the openGL type
  51189. */
  51190. glType: number;
  51191. /**
  51192. * Gets the openGL type size
  51193. */
  51194. glTypeSize: number;
  51195. /**
  51196. * Gets the openGL format
  51197. */
  51198. glFormat: number;
  51199. /**
  51200. * Gets the openGL internal format
  51201. */
  51202. glInternalFormat: number;
  51203. /**
  51204. * Gets the base internal format
  51205. */
  51206. glBaseInternalFormat: number;
  51207. /**
  51208. * Gets image width in pixel
  51209. */
  51210. pixelWidth: number;
  51211. /**
  51212. * Gets image height in pixel
  51213. */
  51214. pixelHeight: number;
  51215. /**
  51216. * Gets image depth in pixels
  51217. */
  51218. pixelDepth: number;
  51219. /**
  51220. * Gets the number of array elements
  51221. */
  51222. numberOfArrayElements: number;
  51223. /**
  51224. * Gets the number of faces
  51225. */
  51226. numberOfFaces: number;
  51227. /**
  51228. * Gets the number of mipmap levels
  51229. */
  51230. numberOfMipmapLevels: number;
  51231. /**
  51232. * Gets the bytes of key value data
  51233. */
  51234. bytesOfKeyValueData: number;
  51235. /**
  51236. * Gets the load type
  51237. */
  51238. loadType: number;
  51239. /**
  51240. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51241. */
  51242. isInvalid: boolean;
  51243. /**
  51244. * Creates a new KhronosTextureContainer
  51245. * @param arrayBuffer contents of the KTX container file
  51246. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51247. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51248. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51249. */
  51250. constructor(
  51251. /** contents of the KTX container file */
  51252. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51253. /**
  51254. * Uploads KTX content to a Babylon Texture.
  51255. * It is assumed that the texture has already been created & is currently bound
  51256. * @hidden
  51257. */
  51258. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51259. private _upload2DCompressedLevels;
  51260. }
  51261. }
  51262. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51263. import { Nullable } from "babylonjs/types";
  51264. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51265. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51266. /**
  51267. * Implementation of the KTX Texture Loader.
  51268. * @hidden
  51269. */
  51270. export class _KTXTextureLoader implements IInternalTextureLoader {
  51271. /**
  51272. * Defines wether the loader supports cascade loading the different faces.
  51273. */
  51274. readonly supportCascades: boolean;
  51275. /**
  51276. * This returns if the loader support the current file information.
  51277. * @param extension defines the file extension of the file being loaded
  51278. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51279. * @param fallback defines the fallback internal texture if any
  51280. * @param isBase64 defines whether the texture is encoded as a base64
  51281. * @param isBuffer defines whether the texture data are stored as a buffer
  51282. * @returns true if the loader can load the specified file
  51283. */
  51284. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51285. /**
  51286. * Transform the url before loading if required.
  51287. * @param rootUrl the url of the texture
  51288. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51289. * @returns the transformed texture
  51290. */
  51291. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51292. /**
  51293. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51294. * @param rootUrl the url of the texture
  51295. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51296. * @returns the fallback texture
  51297. */
  51298. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51299. /**
  51300. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51301. * @param data contains the texture data
  51302. * @param texture defines the BabylonJS internal texture
  51303. * @param createPolynomials will be true if polynomials have been requested
  51304. * @param onLoad defines the callback to trigger once the texture is ready
  51305. * @param onError defines the callback to trigger in case of error
  51306. */
  51307. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51308. /**
  51309. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51310. * @param data contains the texture data
  51311. * @param texture defines the BabylonJS internal texture
  51312. * @param callback defines the method to call once ready to upload
  51313. */
  51314. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51315. }
  51316. }
  51317. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  51318. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  51319. import { Scene } from "babylonjs/scene";
  51320. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  51321. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  51322. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  51323. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  51324. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  51325. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  51326. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51327. /**
  51328. * Options for the default xr helper
  51329. */
  51330. export class WebXRDefaultExperienceOptions {
  51331. /**
  51332. * Floor meshes that should be used for teleporting
  51333. */
  51334. floorMeshes: Array<AbstractMesh>;
  51335. /**
  51336. * Enable or disable default UI to enter XR
  51337. */
  51338. disableDefaultUI: boolean;
  51339. }
  51340. /**
  51341. * Default experience which provides a similar setup to the previous webVRExperience
  51342. */
  51343. export class WebXRDefaultExperience {
  51344. /**
  51345. * Base experience
  51346. */
  51347. baseExperience: WebXRExperienceHelper;
  51348. /**
  51349. * Input experience extension
  51350. */
  51351. input: WebXRInput;
  51352. /**
  51353. * Loads the controller models
  51354. */
  51355. controllerModelLoader: WebXRControllerModelLoader;
  51356. /**
  51357. * Enables laser pointer and selection
  51358. */
  51359. pointerSelection: WebXRControllerPointerSelection;
  51360. /**
  51361. * Enables teleportation
  51362. */
  51363. teleportation: WebXRControllerTeleportation;
  51364. /**
  51365. * Enables ui for enetering/exiting xr
  51366. */
  51367. enterExitUI: WebXREnterExitUI;
  51368. /**
  51369. * Default target xr should render to
  51370. */
  51371. renderTarget: WebXRRenderTarget;
  51372. /**
  51373. * Creates the default xr experience
  51374. * @param scene scene
  51375. * @param options options for basic configuration
  51376. * @returns resulting WebXRDefaultExperience
  51377. */
  51378. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51379. private constructor();
  51380. /**
  51381. * DIsposes of the experience helper
  51382. */
  51383. dispose(): void;
  51384. }
  51385. }
  51386. declare module "babylonjs/Helpers/sceneHelpers" {
  51387. import { Nullable } from "babylonjs/types";
  51388. import { Mesh } from "babylonjs/Meshes/mesh";
  51389. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51390. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51391. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51392. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51393. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51394. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51395. import "babylonjs/Meshes/Builders/boxBuilder";
  51396. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51397. /** @hidden */
  51398. export var _forceSceneHelpersToBundle: boolean;
  51399. module "babylonjs/scene" {
  51400. interface Scene {
  51401. /**
  51402. * Creates a default light for the scene.
  51403. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51404. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51405. */
  51406. createDefaultLight(replace?: boolean): void;
  51407. /**
  51408. * Creates a default camera for the scene.
  51409. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51410. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51411. * @param replace has default false, when true replaces the active camera in the scene
  51412. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51413. */
  51414. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51415. /**
  51416. * Creates a default camera and a default light.
  51417. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51418. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51419. * @param replace has the default false, when true replaces the active camera/light in the scene
  51420. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51421. */
  51422. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51423. /**
  51424. * Creates a new sky box
  51425. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51426. * @param environmentTexture defines the texture to use as environment texture
  51427. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51428. * @param scale defines the overall scale of the skybox
  51429. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51430. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51431. * @returns a new mesh holding the sky box
  51432. */
  51433. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51434. /**
  51435. * Creates a new environment
  51436. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51437. * @param options defines the options you can use to configure the environment
  51438. * @returns the new EnvironmentHelper
  51439. */
  51440. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51441. /**
  51442. * Creates a new VREXperienceHelper
  51443. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51444. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51445. * @returns a new VREXperienceHelper
  51446. */
  51447. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51448. /**
  51449. * Creates a new WebXRDefaultExperience
  51450. * @see http://doc.babylonjs.com/how_to/webxr
  51451. * @param options experience options
  51452. * @returns a promise for a new WebXRDefaultExperience
  51453. */
  51454. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51455. }
  51456. }
  51457. }
  51458. declare module "babylonjs/Helpers/videoDome" {
  51459. import { Scene } from "babylonjs/scene";
  51460. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51461. import { Mesh } from "babylonjs/Meshes/mesh";
  51462. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51463. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51464. import "babylonjs/Meshes/Builders/sphereBuilder";
  51465. /**
  51466. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51467. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51468. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51469. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51470. */
  51471. export class VideoDome extends TransformNode {
  51472. /**
  51473. * Define the video source as a Monoscopic panoramic 360 video.
  51474. */
  51475. static readonly MODE_MONOSCOPIC: number;
  51476. /**
  51477. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51478. */
  51479. static readonly MODE_TOPBOTTOM: number;
  51480. /**
  51481. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51482. */
  51483. static readonly MODE_SIDEBYSIDE: number;
  51484. private _halfDome;
  51485. private _useDirectMapping;
  51486. /**
  51487. * The video texture being displayed on the sphere
  51488. */
  51489. protected _videoTexture: VideoTexture;
  51490. /**
  51491. * Gets the video texture being displayed on the sphere
  51492. */
  51493. readonly videoTexture: VideoTexture;
  51494. /**
  51495. * The skybox material
  51496. */
  51497. protected _material: BackgroundMaterial;
  51498. /**
  51499. * The surface used for the skybox
  51500. */
  51501. protected _mesh: Mesh;
  51502. /**
  51503. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51504. */
  51505. private _halfDomeMask;
  51506. /**
  51507. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51508. * Also see the options.resolution property.
  51509. */
  51510. fovMultiplier: number;
  51511. private _videoMode;
  51512. /**
  51513. * Gets or set the current video mode for the video. It can be:
  51514. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51515. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51516. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51517. */
  51518. videoMode: number;
  51519. /**
  51520. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51521. *
  51522. */
  51523. /**
  51524. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51525. */
  51526. halfDome: boolean;
  51527. /**
  51528. * Oberserver used in Stereoscopic VR Mode.
  51529. */
  51530. private _onBeforeCameraRenderObserver;
  51531. /**
  51532. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51533. * @param name Element's name, child elements will append suffixes for their own names.
  51534. * @param urlsOrVideo defines the url(s) or the video element to use
  51535. * @param options An object containing optional or exposed sub element properties
  51536. */
  51537. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51538. resolution?: number;
  51539. clickToPlay?: boolean;
  51540. autoPlay?: boolean;
  51541. loop?: boolean;
  51542. size?: number;
  51543. poster?: string;
  51544. faceForward?: boolean;
  51545. useDirectMapping?: boolean;
  51546. halfDomeMode?: boolean;
  51547. }, scene: Scene);
  51548. private _changeVideoMode;
  51549. /**
  51550. * Releases resources associated with this node.
  51551. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51552. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51553. */
  51554. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51555. }
  51556. }
  51557. declare module "babylonjs/Helpers/index" {
  51558. export * from "babylonjs/Helpers/environmentHelper";
  51559. export * from "babylonjs/Helpers/photoDome";
  51560. export * from "babylonjs/Helpers/sceneHelpers";
  51561. export * from "babylonjs/Helpers/videoDome";
  51562. }
  51563. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51564. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51565. import { IDisposable } from "babylonjs/scene";
  51566. import { Engine } from "babylonjs/Engines/engine";
  51567. /**
  51568. * This class can be used to get instrumentation data from a Babylon engine
  51569. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51570. */
  51571. export class EngineInstrumentation implements IDisposable {
  51572. /**
  51573. * Define the instrumented engine.
  51574. */
  51575. engine: Engine;
  51576. private _captureGPUFrameTime;
  51577. private _gpuFrameTimeToken;
  51578. private _gpuFrameTime;
  51579. private _captureShaderCompilationTime;
  51580. private _shaderCompilationTime;
  51581. private _onBeginFrameObserver;
  51582. private _onEndFrameObserver;
  51583. private _onBeforeShaderCompilationObserver;
  51584. private _onAfterShaderCompilationObserver;
  51585. /**
  51586. * Gets the perf counter used for GPU frame time
  51587. */
  51588. readonly gpuFrameTimeCounter: PerfCounter;
  51589. /**
  51590. * Gets the GPU frame time capture status
  51591. */
  51592. /**
  51593. * Enable or disable the GPU frame time capture
  51594. */
  51595. captureGPUFrameTime: boolean;
  51596. /**
  51597. * Gets the perf counter used for shader compilation time
  51598. */
  51599. readonly shaderCompilationTimeCounter: PerfCounter;
  51600. /**
  51601. * Gets the shader compilation time capture status
  51602. */
  51603. /**
  51604. * Enable or disable the shader compilation time capture
  51605. */
  51606. captureShaderCompilationTime: boolean;
  51607. /**
  51608. * Instantiates a new engine instrumentation.
  51609. * This class can be used to get instrumentation data from a Babylon engine
  51610. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51611. * @param engine Defines the engine to instrument
  51612. */
  51613. constructor(
  51614. /**
  51615. * Define the instrumented engine.
  51616. */
  51617. engine: Engine);
  51618. /**
  51619. * Dispose and release associated resources.
  51620. */
  51621. dispose(): void;
  51622. }
  51623. }
  51624. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51625. import { Scene, IDisposable } from "babylonjs/scene";
  51626. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51627. /**
  51628. * This class can be used to get instrumentation data from a Babylon engine
  51629. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51630. */
  51631. export class SceneInstrumentation implements IDisposable {
  51632. /**
  51633. * Defines the scene to instrument
  51634. */
  51635. scene: Scene;
  51636. private _captureActiveMeshesEvaluationTime;
  51637. private _activeMeshesEvaluationTime;
  51638. private _captureRenderTargetsRenderTime;
  51639. private _renderTargetsRenderTime;
  51640. private _captureFrameTime;
  51641. private _frameTime;
  51642. private _captureRenderTime;
  51643. private _renderTime;
  51644. private _captureInterFrameTime;
  51645. private _interFrameTime;
  51646. private _captureParticlesRenderTime;
  51647. private _particlesRenderTime;
  51648. private _captureSpritesRenderTime;
  51649. private _spritesRenderTime;
  51650. private _capturePhysicsTime;
  51651. private _physicsTime;
  51652. private _captureAnimationsTime;
  51653. private _animationsTime;
  51654. private _captureCameraRenderTime;
  51655. private _cameraRenderTime;
  51656. private _onBeforeActiveMeshesEvaluationObserver;
  51657. private _onAfterActiveMeshesEvaluationObserver;
  51658. private _onBeforeRenderTargetsRenderObserver;
  51659. private _onAfterRenderTargetsRenderObserver;
  51660. private _onAfterRenderObserver;
  51661. private _onBeforeDrawPhaseObserver;
  51662. private _onAfterDrawPhaseObserver;
  51663. private _onBeforeAnimationsObserver;
  51664. private _onBeforeParticlesRenderingObserver;
  51665. private _onAfterParticlesRenderingObserver;
  51666. private _onBeforeSpritesRenderingObserver;
  51667. private _onAfterSpritesRenderingObserver;
  51668. private _onBeforePhysicsObserver;
  51669. private _onAfterPhysicsObserver;
  51670. private _onAfterAnimationsObserver;
  51671. private _onBeforeCameraRenderObserver;
  51672. private _onAfterCameraRenderObserver;
  51673. /**
  51674. * Gets the perf counter used for active meshes evaluation time
  51675. */
  51676. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  51677. /**
  51678. * Gets the active meshes evaluation time capture status
  51679. */
  51680. /**
  51681. * Enable or disable the active meshes evaluation time capture
  51682. */
  51683. captureActiveMeshesEvaluationTime: boolean;
  51684. /**
  51685. * Gets the perf counter used for render targets render time
  51686. */
  51687. readonly renderTargetsRenderTimeCounter: PerfCounter;
  51688. /**
  51689. * Gets the render targets render time capture status
  51690. */
  51691. /**
  51692. * Enable or disable the render targets render time capture
  51693. */
  51694. captureRenderTargetsRenderTime: boolean;
  51695. /**
  51696. * Gets the perf counter used for particles render time
  51697. */
  51698. readonly particlesRenderTimeCounter: PerfCounter;
  51699. /**
  51700. * Gets the particles render time capture status
  51701. */
  51702. /**
  51703. * Enable or disable the particles render time capture
  51704. */
  51705. captureParticlesRenderTime: boolean;
  51706. /**
  51707. * Gets the perf counter used for sprites render time
  51708. */
  51709. readonly spritesRenderTimeCounter: PerfCounter;
  51710. /**
  51711. * Gets the sprites render time capture status
  51712. */
  51713. /**
  51714. * Enable or disable the sprites render time capture
  51715. */
  51716. captureSpritesRenderTime: boolean;
  51717. /**
  51718. * Gets the perf counter used for physics time
  51719. */
  51720. readonly physicsTimeCounter: PerfCounter;
  51721. /**
  51722. * Gets the physics time capture status
  51723. */
  51724. /**
  51725. * Enable or disable the physics time capture
  51726. */
  51727. capturePhysicsTime: boolean;
  51728. /**
  51729. * Gets the perf counter used for animations time
  51730. */
  51731. readonly animationsTimeCounter: PerfCounter;
  51732. /**
  51733. * Gets the animations time capture status
  51734. */
  51735. /**
  51736. * Enable or disable the animations time capture
  51737. */
  51738. captureAnimationsTime: boolean;
  51739. /**
  51740. * Gets the perf counter used for frame time capture
  51741. */
  51742. readonly frameTimeCounter: PerfCounter;
  51743. /**
  51744. * Gets the frame time capture status
  51745. */
  51746. /**
  51747. * Enable or disable the frame time capture
  51748. */
  51749. captureFrameTime: boolean;
  51750. /**
  51751. * Gets the perf counter used for inter-frames time capture
  51752. */
  51753. readonly interFrameTimeCounter: PerfCounter;
  51754. /**
  51755. * Gets the inter-frames time capture status
  51756. */
  51757. /**
  51758. * Enable or disable the inter-frames time capture
  51759. */
  51760. captureInterFrameTime: boolean;
  51761. /**
  51762. * Gets the perf counter used for render time capture
  51763. */
  51764. readonly renderTimeCounter: PerfCounter;
  51765. /**
  51766. * Gets the render time capture status
  51767. */
  51768. /**
  51769. * Enable or disable the render time capture
  51770. */
  51771. captureRenderTime: boolean;
  51772. /**
  51773. * Gets the perf counter used for camera render time capture
  51774. */
  51775. readonly cameraRenderTimeCounter: PerfCounter;
  51776. /**
  51777. * Gets the camera render time capture status
  51778. */
  51779. /**
  51780. * Enable or disable the camera render time capture
  51781. */
  51782. captureCameraRenderTime: boolean;
  51783. /**
  51784. * Gets the perf counter used for draw calls
  51785. */
  51786. readonly drawCallsCounter: PerfCounter;
  51787. /**
  51788. * Instantiates a new scene instrumentation.
  51789. * This class can be used to get instrumentation data from a Babylon engine
  51790. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51791. * @param scene Defines the scene to instrument
  51792. */
  51793. constructor(
  51794. /**
  51795. * Defines the scene to instrument
  51796. */
  51797. scene: Scene);
  51798. /**
  51799. * Dispose and release associated resources.
  51800. */
  51801. dispose(): void;
  51802. }
  51803. }
  51804. declare module "babylonjs/Instrumentation/index" {
  51805. export * from "babylonjs/Instrumentation/engineInstrumentation";
  51806. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  51807. export * from "babylonjs/Instrumentation/timeToken";
  51808. }
  51809. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  51810. /** @hidden */
  51811. export var glowMapGenerationPixelShader: {
  51812. name: string;
  51813. shader: string;
  51814. };
  51815. }
  51816. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  51817. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  51818. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  51819. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  51820. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  51821. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  51822. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  51823. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  51824. /** @hidden */
  51825. export var glowMapGenerationVertexShader: {
  51826. name: string;
  51827. shader: string;
  51828. };
  51829. }
  51830. declare module "babylonjs/Layers/effectLayer" {
  51831. import { Observable } from "babylonjs/Misc/observable";
  51832. import { Nullable } from "babylonjs/types";
  51833. import { Camera } from "babylonjs/Cameras/camera";
  51834. import { Scene } from "babylonjs/scene";
  51835. import { ISize } from "babylonjs/Maths/math.size";
  51836. import { Color4 } from "babylonjs/Maths/math.color";
  51837. import { Engine } from "babylonjs/Engines/engine";
  51838. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51839. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51840. import { Mesh } from "babylonjs/Meshes/mesh";
  51841. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  51842. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51843. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51844. import { Effect } from "babylonjs/Materials/effect";
  51845. import { Material } from "babylonjs/Materials/material";
  51846. import "babylonjs/Shaders/glowMapGeneration.fragment";
  51847. import "babylonjs/Shaders/glowMapGeneration.vertex";
  51848. /**
  51849. * Effect layer options. This helps customizing the behaviour
  51850. * of the effect layer.
  51851. */
  51852. export interface IEffectLayerOptions {
  51853. /**
  51854. * Multiplication factor apply to the canvas size to compute the render target size
  51855. * used to generated the objects (the smaller the faster).
  51856. */
  51857. mainTextureRatio: number;
  51858. /**
  51859. * Enforces a fixed size texture to ensure effect stability across devices.
  51860. */
  51861. mainTextureFixedSize?: number;
  51862. /**
  51863. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  51864. */
  51865. alphaBlendingMode: number;
  51866. /**
  51867. * The camera attached to the layer.
  51868. */
  51869. camera: Nullable<Camera>;
  51870. /**
  51871. * The rendering group to draw the layer in.
  51872. */
  51873. renderingGroupId: number;
  51874. }
  51875. /**
  51876. * The effect layer Helps adding post process effect blended with the main pass.
  51877. *
  51878. * This can be for instance use to generate glow or higlight effects on the scene.
  51879. *
  51880. * The effect layer class can not be used directly and is intented to inherited from to be
  51881. * customized per effects.
  51882. */
  51883. export abstract class EffectLayer {
  51884. private _vertexBuffers;
  51885. private _indexBuffer;
  51886. private _cachedDefines;
  51887. private _effectLayerMapGenerationEffect;
  51888. private _effectLayerOptions;
  51889. private _mergeEffect;
  51890. protected _scene: Scene;
  51891. protected _engine: Engine;
  51892. protected _maxSize: number;
  51893. protected _mainTextureDesiredSize: ISize;
  51894. protected _mainTexture: RenderTargetTexture;
  51895. protected _shouldRender: boolean;
  51896. protected _postProcesses: PostProcess[];
  51897. protected _textures: BaseTexture[];
  51898. protected _emissiveTextureAndColor: {
  51899. texture: Nullable<BaseTexture>;
  51900. color: Color4;
  51901. };
  51902. /**
  51903. * The name of the layer
  51904. */
  51905. name: string;
  51906. /**
  51907. * The clear color of the texture used to generate the glow map.
  51908. */
  51909. neutralColor: Color4;
  51910. /**
  51911. * Specifies wether the highlight layer is enabled or not.
  51912. */
  51913. isEnabled: boolean;
  51914. /**
  51915. * Gets the camera attached to the layer.
  51916. */
  51917. readonly camera: Nullable<Camera>;
  51918. /**
  51919. * Gets the rendering group id the layer should render in.
  51920. */
  51921. renderingGroupId: number;
  51922. /**
  51923. * An event triggered when the effect layer has been disposed.
  51924. */
  51925. onDisposeObservable: Observable<EffectLayer>;
  51926. /**
  51927. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  51928. */
  51929. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  51930. /**
  51931. * An event triggered when the generated texture is being merged in the scene.
  51932. */
  51933. onBeforeComposeObservable: Observable<EffectLayer>;
  51934. /**
  51935. * An event triggered when the mesh is rendered into the effect render target.
  51936. */
  51937. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  51938. /**
  51939. * An event triggered after the mesh has been rendered into the effect render target.
  51940. */
  51941. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  51942. /**
  51943. * An event triggered when the generated texture has been merged in the scene.
  51944. */
  51945. onAfterComposeObservable: Observable<EffectLayer>;
  51946. /**
  51947. * An event triggered when the efffect layer changes its size.
  51948. */
  51949. onSizeChangedObservable: Observable<EffectLayer>;
  51950. /** @hidden */
  51951. static _SceneComponentInitialization: (scene: Scene) => void;
  51952. /**
  51953. * Instantiates a new effect Layer and references it in the scene.
  51954. * @param name The name of the layer
  51955. * @param scene The scene to use the layer in
  51956. */
  51957. constructor(
  51958. /** The Friendly of the effect in the scene */
  51959. name: string, scene: Scene);
  51960. /**
  51961. * Get the effect name of the layer.
  51962. * @return The effect name
  51963. */
  51964. abstract getEffectName(): string;
  51965. /**
  51966. * Checks for the readiness of the element composing the layer.
  51967. * @param subMesh the mesh to check for
  51968. * @param useInstances specify wether or not to use instances to render the mesh
  51969. * @return true if ready otherwise, false
  51970. */
  51971. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51972. /**
  51973. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51974. * @returns true if the effect requires stencil during the main canvas render pass.
  51975. */
  51976. abstract needStencil(): boolean;
  51977. /**
  51978. * Create the merge effect. This is the shader use to blit the information back
  51979. * to the main canvas at the end of the scene rendering.
  51980. * @returns The effect containing the shader used to merge the effect on the main canvas
  51981. */
  51982. protected abstract _createMergeEffect(): Effect;
  51983. /**
  51984. * Creates the render target textures and post processes used in the effect layer.
  51985. */
  51986. protected abstract _createTextureAndPostProcesses(): void;
  51987. /**
  51988. * Implementation specific of rendering the generating effect on the main canvas.
  51989. * @param effect The effect used to render through
  51990. */
  51991. protected abstract _internalRender(effect: Effect): void;
  51992. /**
  51993. * Sets the required values for both the emissive texture and and the main color.
  51994. */
  51995. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51996. /**
  51997. * Free any resources and references associated to a mesh.
  51998. * Internal use
  51999. * @param mesh The mesh to free.
  52000. */
  52001. abstract _disposeMesh(mesh: Mesh): void;
  52002. /**
  52003. * Serializes this layer (Glow or Highlight for example)
  52004. * @returns a serialized layer object
  52005. */
  52006. abstract serialize?(): any;
  52007. /**
  52008. * Initializes the effect layer with the required options.
  52009. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52010. */
  52011. protected _init(options: Partial<IEffectLayerOptions>): void;
  52012. /**
  52013. * Generates the index buffer of the full screen quad blending to the main canvas.
  52014. */
  52015. private _generateIndexBuffer;
  52016. /**
  52017. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52018. */
  52019. private _generateVertexBuffer;
  52020. /**
  52021. * Sets the main texture desired size which is the closest power of two
  52022. * of the engine canvas size.
  52023. */
  52024. private _setMainTextureSize;
  52025. /**
  52026. * Creates the main texture for the effect layer.
  52027. */
  52028. protected _createMainTexture(): void;
  52029. /**
  52030. * Adds specific effects defines.
  52031. * @param defines The defines to add specifics to.
  52032. */
  52033. protected _addCustomEffectDefines(defines: string[]): void;
  52034. /**
  52035. * Checks for the readiness of the element composing the layer.
  52036. * @param subMesh the mesh to check for
  52037. * @param useInstances specify wether or not to use instances to render the mesh
  52038. * @param emissiveTexture the associated emissive texture used to generate the glow
  52039. * @return true if ready otherwise, false
  52040. */
  52041. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52042. /**
  52043. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52044. */
  52045. render(): void;
  52046. /**
  52047. * Determine if a given mesh will be used in the current effect.
  52048. * @param mesh mesh to test
  52049. * @returns true if the mesh will be used
  52050. */
  52051. hasMesh(mesh: AbstractMesh): boolean;
  52052. /**
  52053. * Returns true if the layer contains information to display, otherwise false.
  52054. * @returns true if the glow layer should be rendered
  52055. */
  52056. shouldRender(): boolean;
  52057. /**
  52058. * Returns true if the mesh should render, otherwise false.
  52059. * @param mesh The mesh to render
  52060. * @returns true if it should render otherwise false
  52061. */
  52062. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52063. /**
  52064. * Returns true if the mesh can be rendered, otherwise false.
  52065. * @param mesh The mesh to render
  52066. * @param material The material used on the mesh
  52067. * @returns true if it can be rendered otherwise false
  52068. */
  52069. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52070. /**
  52071. * Returns true if the mesh should render, otherwise false.
  52072. * @param mesh The mesh to render
  52073. * @returns true if it should render otherwise false
  52074. */
  52075. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52076. /**
  52077. * Renders the submesh passed in parameter to the generation map.
  52078. */
  52079. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52080. /**
  52081. * Defines wether the current material of the mesh should be use to render the effect.
  52082. * @param mesh defines the current mesh to render
  52083. */
  52084. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52085. /**
  52086. * Rebuild the required buffers.
  52087. * @hidden Internal use only.
  52088. */
  52089. _rebuild(): void;
  52090. /**
  52091. * Dispose only the render target textures and post process.
  52092. */
  52093. private _disposeTextureAndPostProcesses;
  52094. /**
  52095. * Dispose the highlight layer and free resources.
  52096. */
  52097. dispose(): void;
  52098. /**
  52099. * Gets the class name of the effect layer
  52100. * @returns the string with the class name of the effect layer
  52101. */
  52102. getClassName(): string;
  52103. /**
  52104. * Creates an effect layer from parsed effect layer data
  52105. * @param parsedEffectLayer defines effect layer data
  52106. * @param scene defines the current scene
  52107. * @param rootUrl defines the root URL containing the effect layer information
  52108. * @returns a parsed effect Layer
  52109. */
  52110. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52111. }
  52112. }
  52113. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52114. import { Scene } from "babylonjs/scene";
  52115. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52116. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52117. import { AbstractScene } from "babylonjs/abstractScene";
  52118. module "babylonjs/abstractScene" {
  52119. interface AbstractScene {
  52120. /**
  52121. * The list of effect layers (highlights/glow) added to the scene
  52122. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52123. * @see http://doc.babylonjs.com/how_to/glow_layer
  52124. */
  52125. effectLayers: Array<EffectLayer>;
  52126. /**
  52127. * Removes the given effect layer from this scene.
  52128. * @param toRemove defines the effect layer to remove
  52129. * @returns the index of the removed effect layer
  52130. */
  52131. removeEffectLayer(toRemove: EffectLayer): number;
  52132. /**
  52133. * Adds the given effect layer to this scene
  52134. * @param newEffectLayer defines the effect layer to add
  52135. */
  52136. addEffectLayer(newEffectLayer: EffectLayer): void;
  52137. }
  52138. }
  52139. /**
  52140. * Defines the layer scene component responsible to manage any effect layers
  52141. * in a given scene.
  52142. */
  52143. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52144. /**
  52145. * The component name helpfull to identify the component in the list of scene components.
  52146. */
  52147. readonly name: string;
  52148. /**
  52149. * The scene the component belongs to.
  52150. */
  52151. scene: Scene;
  52152. private _engine;
  52153. private _renderEffects;
  52154. private _needStencil;
  52155. private _previousStencilState;
  52156. /**
  52157. * Creates a new instance of the component for the given scene
  52158. * @param scene Defines the scene to register the component in
  52159. */
  52160. constructor(scene: Scene);
  52161. /**
  52162. * Registers the component in a given scene
  52163. */
  52164. register(): void;
  52165. /**
  52166. * Rebuilds the elements related to this component in case of
  52167. * context lost for instance.
  52168. */
  52169. rebuild(): void;
  52170. /**
  52171. * Serializes the component data to the specified json object
  52172. * @param serializationObject The object to serialize to
  52173. */
  52174. serialize(serializationObject: any): void;
  52175. /**
  52176. * Adds all the elements from the container to the scene
  52177. * @param container the container holding the elements
  52178. */
  52179. addFromContainer(container: AbstractScene): void;
  52180. /**
  52181. * Removes all the elements in the container from the scene
  52182. * @param container contains the elements to remove
  52183. * @param dispose if the removed element should be disposed (default: false)
  52184. */
  52185. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52186. /**
  52187. * Disposes the component and the associated ressources.
  52188. */
  52189. dispose(): void;
  52190. private _isReadyForMesh;
  52191. private _renderMainTexture;
  52192. private _setStencil;
  52193. private _setStencilBack;
  52194. private _draw;
  52195. private _drawCamera;
  52196. private _drawRenderingGroup;
  52197. }
  52198. }
  52199. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52200. /** @hidden */
  52201. export var glowMapMergePixelShader: {
  52202. name: string;
  52203. shader: string;
  52204. };
  52205. }
  52206. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52207. /** @hidden */
  52208. export var glowMapMergeVertexShader: {
  52209. name: string;
  52210. shader: string;
  52211. };
  52212. }
  52213. declare module "babylonjs/Layers/glowLayer" {
  52214. import { Nullable } from "babylonjs/types";
  52215. import { Camera } from "babylonjs/Cameras/camera";
  52216. import { Scene } from "babylonjs/scene";
  52217. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52218. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52219. import { Mesh } from "babylonjs/Meshes/mesh";
  52220. import { Texture } from "babylonjs/Materials/Textures/texture";
  52221. import { Effect } from "babylonjs/Materials/effect";
  52222. import { Material } from "babylonjs/Materials/material";
  52223. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52224. import { Color4 } from "babylonjs/Maths/math.color";
  52225. import "babylonjs/Shaders/glowMapMerge.fragment";
  52226. import "babylonjs/Shaders/glowMapMerge.vertex";
  52227. import "babylonjs/Layers/effectLayerSceneComponent";
  52228. module "babylonjs/abstractScene" {
  52229. interface AbstractScene {
  52230. /**
  52231. * Return a the first highlight layer of the scene with a given name.
  52232. * @param name The name of the highlight layer to look for.
  52233. * @return The highlight layer if found otherwise null.
  52234. */
  52235. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52236. }
  52237. }
  52238. /**
  52239. * Glow layer options. This helps customizing the behaviour
  52240. * of the glow layer.
  52241. */
  52242. export interface IGlowLayerOptions {
  52243. /**
  52244. * Multiplication factor apply to the canvas size to compute the render target size
  52245. * used to generated the glowing objects (the smaller the faster).
  52246. */
  52247. mainTextureRatio: number;
  52248. /**
  52249. * Enforces a fixed size texture to ensure resize independant blur.
  52250. */
  52251. mainTextureFixedSize?: number;
  52252. /**
  52253. * How big is the kernel of the blur texture.
  52254. */
  52255. blurKernelSize: number;
  52256. /**
  52257. * The camera attached to the layer.
  52258. */
  52259. camera: Nullable<Camera>;
  52260. /**
  52261. * Enable MSAA by chosing the number of samples.
  52262. */
  52263. mainTextureSamples?: number;
  52264. /**
  52265. * The rendering group to draw the layer in.
  52266. */
  52267. renderingGroupId: number;
  52268. }
  52269. /**
  52270. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52271. *
  52272. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52273. *
  52274. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52275. */
  52276. export class GlowLayer extends EffectLayer {
  52277. /**
  52278. * Effect Name of the layer.
  52279. */
  52280. static readonly EffectName: string;
  52281. /**
  52282. * The default blur kernel size used for the glow.
  52283. */
  52284. static DefaultBlurKernelSize: number;
  52285. /**
  52286. * The default texture size ratio used for the glow.
  52287. */
  52288. static DefaultTextureRatio: number;
  52289. /**
  52290. * Sets the kernel size of the blur.
  52291. */
  52292. /**
  52293. * Gets the kernel size of the blur.
  52294. */
  52295. blurKernelSize: number;
  52296. /**
  52297. * Sets the glow intensity.
  52298. */
  52299. /**
  52300. * Gets the glow intensity.
  52301. */
  52302. intensity: number;
  52303. private _options;
  52304. private _intensity;
  52305. private _horizontalBlurPostprocess1;
  52306. private _verticalBlurPostprocess1;
  52307. private _horizontalBlurPostprocess2;
  52308. private _verticalBlurPostprocess2;
  52309. private _blurTexture1;
  52310. private _blurTexture2;
  52311. private _postProcesses1;
  52312. private _postProcesses2;
  52313. private _includedOnlyMeshes;
  52314. private _excludedMeshes;
  52315. private _meshesUsingTheirOwnMaterials;
  52316. /**
  52317. * Callback used to let the user override the color selection on a per mesh basis
  52318. */
  52319. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52320. /**
  52321. * Callback used to let the user override the texture selection on a per mesh basis
  52322. */
  52323. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52324. /**
  52325. * Instantiates a new glow Layer and references it to the scene.
  52326. * @param name The name of the layer
  52327. * @param scene The scene to use the layer in
  52328. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52329. */
  52330. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52331. /**
  52332. * Get the effect name of the layer.
  52333. * @return The effect name
  52334. */
  52335. getEffectName(): string;
  52336. /**
  52337. * Create the merge effect. This is the shader use to blit the information back
  52338. * to the main canvas at the end of the scene rendering.
  52339. */
  52340. protected _createMergeEffect(): Effect;
  52341. /**
  52342. * Creates the render target textures and post processes used in the glow layer.
  52343. */
  52344. protected _createTextureAndPostProcesses(): void;
  52345. /**
  52346. * Checks for the readiness of the element composing the layer.
  52347. * @param subMesh the mesh to check for
  52348. * @param useInstances specify wether or not to use instances to render the mesh
  52349. * @param emissiveTexture the associated emissive texture used to generate the glow
  52350. * @return true if ready otherwise, false
  52351. */
  52352. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52353. /**
  52354. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52355. */
  52356. needStencil(): boolean;
  52357. /**
  52358. * Returns true if the mesh can be rendered, otherwise false.
  52359. * @param mesh The mesh to render
  52360. * @param material The material used on the mesh
  52361. * @returns true if it can be rendered otherwise false
  52362. */
  52363. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52364. /**
  52365. * Implementation specific of rendering the generating effect on the main canvas.
  52366. * @param effect The effect used to render through
  52367. */
  52368. protected _internalRender(effect: Effect): void;
  52369. /**
  52370. * Sets the required values for both the emissive texture and and the main color.
  52371. */
  52372. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52373. /**
  52374. * Returns true if the mesh should render, otherwise false.
  52375. * @param mesh The mesh to render
  52376. * @returns true if it should render otherwise false
  52377. */
  52378. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52379. /**
  52380. * Adds specific effects defines.
  52381. * @param defines The defines to add specifics to.
  52382. */
  52383. protected _addCustomEffectDefines(defines: string[]): void;
  52384. /**
  52385. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52386. * @param mesh The mesh to exclude from the glow layer
  52387. */
  52388. addExcludedMesh(mesh: Mesh): void;
  52389. /**
  52390. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52391. * @param mesh The mesh to remove
  52392. */
  52393. removeExcludedMesh(mesh: Mesh): void;
  52394. /**
  52395. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52396. * @param mesh The mesh to include in the glow layer
  52397. */
  52398. addIncludedOnlyMesh(mesh: Mesh): void;
  52399. /**
  52400. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52401. * @param mesh The mesh to remove
  52402. */
  52403. removeIncludedOnlyMesh(mesh: Mesh): void;
  52404. /**
  52405. * Determine if a given mesh will be used in the glow layer
  52406. * @param mesh The mesh to test
  52407. * @returns true if the mesh will be highlighted by the current glow layer
  52408. */
  52409. hasMesh(mesh: AbstractMesh): boolean;
  52410. /**
  52411. * Defines wether the current material of the mesh should be use to render the effect.
  52412. * @param mesh defines the current mesh to render
  52413. */
  52414. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52415. /**
  52416. * Add a mesh to be rendered through its own material and not with emissive only.
  52417. * @param mesh The mesh for which we need to use its material
  52418. */
  52419. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52420. /**
  52421. * Remove a mesh from being rendered through its own material and not with emissive only.
  52422. * @param mesh The mesh for which we need to not use its material
  52423. */
  52424. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52425. /**
  52426. * Free any resources and references associated to a mesh.
  52427. * Internal use
  52428. * @param mesh The mesh to free.
  52429. * @hidden
  52430. */
  52431. _disposeMesh(mesh: Mesh): void;
  52432. /**
  52433. * Gets the class name of the effect layer
  52434. * @returns the string with the class name of the effect layer
  52435. */
  52436. getClassName(): string;
  52437. /**
  52438. * Serializes this glow layer
  52439. * @returns a serialized glow layer object
  52440. */
  52441. serialize(): any;
  52442. /**
  52443. * Creates a Glow Layer from parsed glow layer data
  52444. * @param parsedGlowLayer defines glow layer data
  52445. * @param scene defines the current scene
  52446. * @param rootUrl defines the root URL containing the glow layer information
  52447. * @returns a parsed Glow Layer
  52448. */
  52449. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52450. }
  52451. }
  52452. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52453. /** @hidden */
  52454. export var glowBlurPostProcessPixelShader: {
  52455. name: string;
  52456. shader: string;
  52457. };
  52458. }
  52459. declare module "babylonjs/Layers/highlightLayer" {
  52460. import { Observable } from "babylonjs/Misc/observable";
  52461. import { Nullable } from "babylonjs/types";
  52462. import { Camera } from "babylonjs/Cameras/camera";
  52463. import { Scene } from "babylonjs/scene";
  52464. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52465. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52466. import { Mesh } from "babylonjs/Meshes/mesh";
  52467. import { Effect } from "babylonjs/Materials/effect";
  52468. import { Material } from "babylonjs/Materials/material";
  52469. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52470. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52471. import "babylonjs/Shaders/glowMapMerge.fragment";
  52472. import "babylonjs/Shaders/glowMapMerge.vertex";
  52473. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52474. module "babylonjs/abstractScene" {
  52475. interface AbstractScene {
  52476. /**
  52477. * Return a the first highlight layer of the scene with a given name.
  52478. * @param name The name of the highlight layer to look for.
  52479. * @return The highlight layer if found otherwise null.
  52480. */
  52481. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52482. }
  52483. }
  52484. /**
  52485. * Highlight layer options. This helps customizing the behaviour
  52486. * of the highlight layer.
  52487. */
  52488. export interface IHighlightLayerOptions {
  52489. /**
  52490. * Multiplication factor apply to the canvas size to compute the render target size
  52491. * used to generated the glowing objects (the smaller the faster).
  52492. */
  52493. mainTextureRatio: number;
  52494. /**
  52495. * Enforces a fixed size texture to ensure resize independant blur.
  52496. */
  52497. mainTextureFixedSize?: number;
  52498. /**
  52499. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52500. * of the picture to blur (the smaller the faster).
  52501. */
  52502. blurTextureSizeRatio: number;
  52503. /**
  52504. * How big in texel of the blur texture is the vertical blur.
  52505. */
  52506. blurVerticalSize: number;
  52507. /**
  52508. * How big in texel of the blur texture is the horizontal blur.
  52509. */
  52510. blurHorizontalSize: number;
  52511. /**
  52512. * Alpha blending mode used to apply the blur. Default is combine.
  52513. */
  52514. alphaBlendingMode: number;
  52515. /**
  52516. * The camera attached to the layer.
  52517. */
  52518. camera: Nullable<Camera>;
  52519. /**
  52520. * Should we display highlight as a solid stroke?
  52521. */
  52522. isStroke?: boolean;
  52523. /**
  52524. * The rendering group to draw the layer in.
  52525. */
  52526. renderingGroupId: number;
  52527. }
  52528. /**
  52529. * The highlight layer Helps adding a glow effect around a mesh.
  52530. *
  52531. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52532. * glowy meshes to your scene.
  52533. *
  52534. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52535. */
  52536. export class HighlightLayer extends EffectLayer {
  52537. name: string;
  52538. /**
  52539. * Effect Name of the highlight layer.
  52540. */
  52541. static readonly EffectName: string;
  52542. /**
  52543. * The neutral color used during the preparation of the glow effect.
  52544. * This is black by default as the blend operation is a blend operation.
  52545. */
  52546. static NeutralColor: Color4;
  52547. /**
  52548. * Stencil value used for glowing meshes.
  52549. */
  52550. static GlowingMeshStencilReference: number;
  52551. /**
  52552. * Stencil value used for the other meshes in the scene.
  52553. */
  52554. static NormalMeshStencilReference: number;
  52555. /**
  52556. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52557. */
  52558. innerGlow: boolean;
  52559. /**
  52560. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52561. */
  52562. outerGlow: boolean;
  52563. /**
  52564. * Specifies the horizontal size of the blur.
  52565. */
  52566. /**
  52567. * Gets the horizontal size of the blur.
  52568. */
  52569. blurHorizontalSize: number;
  52570. /**
  52571. * Specifies the vertical size of the blur.
  52572. */
  52573. /**
  52574. * Gets the vertical size of the blur.
  52575. */
  52576. blurVerticalSize: number;
  52577. /**
  52578. * An event triggered when the highlight layer is being blurred.
  52579. */
  52580. onBeforeBlurObservable: Observable<HighlightLayer>;
  52581. /**
  52582. * An event triggered when the highlight layer has been blurred.
  52583. */
  52584. onAfterBlurObservable: Observable<HighlightLayer>;
  52585. private _instanceGlowingMeshStencilReference;
  52586. private _options;
  52587. private _downSamplePostprocess;
  52588. private _horizontalBlurPostprocess;
  52589. private _verticalBlurPostprocess;
  52590. private _blurTexture;
  52591. private _meshes;
  52592. private _excludedMeshes;
  52593. /**
  52594. * Instantiates a new highlight Layer and references it to the scene..
  52595. * @param name The name of the layer
  52596. * @param scene The scene to use the layer in
  52597. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52598. */
  52599. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52600. /**
  52601. * Get the effect name of the layer.
  52602. * @return The effect name
  52603. */
  52604. getEffectName(): string;
  52605. /**
  52606. * Create the merge effect. This is the shader use to blit the information back
  52607. * to the main canvas at the end of the scene rendering.
  52608. */
  52609. protected _createMergeEffect(): Effect;
  52610. /**
  52611. * Creates the render target textures and post processes used in the highlight layer.
  52612. */
  52613. protected _createTextureAndPostProcesses(): void;
  52614. /**
  52615. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52616. */
  52617. needStencil(): boolean;
  52618. /**
  52619. * Checks for the readiness of the element composing the layer.
  52620. * @param subMesh the mesh to check for
  52621. * @param useInstances specify wether or not to use instances to render the mesh
  52622. * @param emissiveTexture the associated emissive texture used to generate the glow
  52623. * @return true if ready otherwise, false
  52624. */
  52625. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52626. /**
  52627. * Implementation specific of rendering the generating effect on the main canvas.
  52628. * @param effect The effect used to render through
  52629. */
  52630. protected _internalRender(effect: Effect): void;
  52631. /**
  52632. * Returns true if the layer contains information to display, otherwise false.
  52633. */
  52634. shouldRender(): boolean;
  52635. /**
  52636. * Returns true if the mesh should render, otherwise false.
  52637. * @param mesh The mesh to render
  52638. * @returns true if it should render otherwise false
  52639. */
  52640. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52641. /**
  52642. * Sets the required values for both the emissive texture and and the main color.
  52643. */
  52644. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52645. /**
  52646. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  52647. * @param mesh The mesh to exclude from the highlight layer
  52648. */
  52649. addExcludedMesh(mesh: Mesh): void;
  52650. /**
  52651. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  52652. * @param mesh The mesh to highlight
  52653. */
  52654. removeExcludedMesh(mesh: Mesh): void;
  52655. /**
  52656. * Determine if a given mesh will be highlighted by the current HighlightLayer
  52657. * @param mesh mesh to test
  52658. * @returns true if the mesh will be highlighted by the current HighlightLayer
  52659. */
  52660. hasMesh(mesh: AbstractMesh): boolean;
  52661. /**
  52662. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  52663. * @param mesh The mesh to highlight
  52664. * @param color The color of the highlight
  52665. * @param glowEmissiveOnly Extract the glow from the emissive texture
  52666. */
  52667. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  52668. /**
  52669. * Remove a mesh from the highlight layer in order to make it stop glowing.
  52670. * @param mesh The mesh to highlight
  52671. */
  52672. removeMesh(mesh: Mesh): void;
  52673. /**
  52674. * Force the stencil to the normal expected value for none glowing parts
  52675. */
  52676. private _defaultStencilReference;
  52677. /**
  52678. * Free any resources and references associated to a mesh.
  52679. * Internal use
  52680. * @param mesh The mesh to free.
  52681. * @hidden
  52682. */
  52683. _disposeMesh(mesh: Mesh): void;
  52684. /**
  52685. * Dispose the highlight layer and free resources.
  52686. */
  52687. dispose(): void;
  52688. /**
  52689. * Gets the class name of the effect layer
  52690. * @returns the string with the class name of the effect layer
  52691. */
  52692. getClassName(): string;
  52693. /**
  52694. * Serializes this Highlight layer
  52695. * @returns a serialized Highlight layer object
  52696. */
  52697. serialize(): any;
  52698. /**
  52699. * Creates a Highlight layer from parsed Highlight layer data
  52700. * @param parsedHightlightLayer defines the Highlight layer data
  52701. * @param scene defines the current scene
  52702. * @param rootUrl defines the root URL containing the Highlight layer information
  52703. * @returns a parsed Highlight layer
  52704. */
  52705. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  52706. }
  52707. }
  52708. declare module "babylonjs/Layers/layerSceneComponent" {
  52709. import { Scene } from "babylonjs/scene";
  52710. import { ISceneComponent } from "babylonjs/sceneComponent";
  52711. import { Layer } from "babylonjs/Layers/layer";
  52712. import { AbstractScene } from "babylonjs/abstractScene";
  52713. module "babylonjs/abstractScene" {
  52714. interface AbstractScene {
  52715. /**
  52716. * The list of layers (background and foreground) of the scene
  52717. */
  52718. layers: Array<Layer>;
  52719. }
  52720. }
  52721. /**
  52722. * Defines the layer scene component responsible to manage any layers
  52723. * in a given scene.
  52724. */
  52725. export class LayerSceneComponent implements ISceneComponent {
  52726. /**
  52727. * The component name helpfull to identify the component in the list of scene components.
  52728. */
  52729. readonly name: string;
  52730. /**
  52731. * The scene the component belongs to.
  52732. */
  52733. scene: Scene;
  52734. private _engine;
  52735. /**
  52736. * Creates a new instance of the component for the given scene
  52737. * @param scene Defines the scene to register the component in
  52738. */
  52739. constructor(scene: Scene);
  52740. /**
  52741. * Registers the component in a given scene
  52742. */
  52743. register(): void;
  52744. /**
  52745. * Rebuilds the elements related to this component in case of
  52746. * context lost for instance.
  52747. */
  52748. rebuild(): void;
  52749. /**
  52750. * Disposes the component and the associated ressources.
  52751. */
  52752. dispose(): void;
  52753. private _draw;
  52754. private _drawCameraPredicate;
  52755. private _drawCameraBackground;
  52756. private _drawCameraForeground;
  52757. private _drawRenderTargetPredicate;
  52758. private _drawRenderTargetBackground;
  52759. private _drawRenderTargetForeground;
  52760. /**
  52761. * Adds all the elements from the container to the scene
  52762. * @param container the container holding the elements
  52763. */
  52764. addFromContainer(container: AbstractScene): void;
  52765. /**
  52766. * Removes all the elements in the container from the scene
  52767. * @param container contains the elements to remove
  52768. * @param dispose if the removed element should be disposed (default: false)
  52769. */
  52770. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52771. }
  52772. }
  52773. declare module "babylonjs/Shaders/layer.fragment" {
  52774. /** @hidden */
  52775. export var layerPixelShader: {
  52776. name: string;
  52777. shader: string;
  52778. };
  52779. }
  52780. declare module "babylonjs/Shaders/layer.vertex" {
  52781. /** @hidden */
  52782. export var layerVertexShader: {
  52783. name: string;
  52784. shader: string;
  52785. };
  52786. }
  52787. declare module "babylonjs/Layers/layer" {
  52788. import { Observable } from "babylonjs/Misc/observable";
  52789. import { Nullable } from "babylonjs/types";
  52790. import { Scene } from "babylonjs/scene";
  52791. import { Vector2 } from "babylonjs/Maths/math.vector";
  52792. import { Color4 } from "babylonjs/Maths/math.color";
  52793. import { Texture } from "babylonjs/Materials/Textures/texture";
  52794. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52795. import "babylonjs/Shaders/layer.fragment";
  52796. import "babylonjs/Shaders/layer.vertex";
  52797. /**
  52798. * This represents a full screen 2d layer.
  52799. * This can be useful to display a picture in the background of your scene for instance.
  52800. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52801. */
  52802. export class Layer {
  52803. /**
  52804. * Define the name of the layer.
  52805. */
  52806. name: string;
  52807. /**
  52808. * Define the texture the layer should display.
  52809. */
  52810. texture: Nullable<Texture>;
  52811. /**
  52812. * Is the layer in background or foreground.
  52813. */
  52814. isBackground: boolean;
  52815. /**
  52816. * Define the color of the layer (instead of texture).
  52817. */
  52818. color: Color4;
  52819. /**
  52820. * Define the scale of the layer in order to zoom in out of the texture.
  52821. */
  52822. scale: Vector2;
  52823. /**
  52824. * Define an offset for the layer in order to shift the texture.
  52825. */
  52826. offset: Vector2;
  52827. /**
  52828. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  52829. */
  52830. alphaBlendingMode: number;
  52831. /**
  52832. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  52833. * Alpha test will not mix with the background color in case of transparency.
  52834. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  52835. */
  52836. alphaTest: boolean;
  52837. /**
  52838. * Define a mask to restrict the layer to only some of the scene cameras.
  52839. */
  52840. layerMask: number;
  52841. /**
  52842. * Define the list of render target the layer is visible into.
  52843. */
  52844. renderTargetTextures: RenderTargetTexture[];
  52845. /**
  52846. * Define if the layer is only used in renderTarget or if it also
  52847. * renders in the main frame buffer of the canvas.
  52848. */
  52849. renderOnlyInRenderTargetTextures: boolean;
  52850. private _scene;
  52851. private _vertexBuffers;
  52852. private _indexBuffer;
  52853. private _effect;
  52854. private _alphaTestEffect;
  52855. /**
  52856. * An event triggered when the layer is disposed.
  52857. */
  52858. onDisposeObservable: Observable<Layer>;
  52859. private _onDisposeObserver;
  52860. /**
  52861. * Back compatibility with callback before the onDisposeObservable existed.
  52862. * The set callback will be triggered when the layer has been disposed.
  52863. */
  52864. onDispose: () => void;
  52865. /**
  52866. * An event triggered before rendering the scene
  52867. */
  52868. onBeforeRenderObservable: Observable<Layer>;
  52869. private _onBeforeRenderObserver;
  52870. /**
  52871. * Back compatibility with callback before the onBeforeRenderObservable existed.
  52872. * The set callback will be triggered just before rendering the layer.
  52873. */
  52874. onBeforeRender: () => void;
  52875. /**
  52876. * An event triggered after rendering the scene
  52877. */
  52878. onAfterRenderObservable: Observable<Layer>;
  52879. private _onAfterRenderObserver;
  52880. /**
  52881. * Back compatibility with callback before the onAfterRenderObservable existed.
  52882. * The set callback will be triggered just after rendering the layer.
  52883. */
  52884. onAfterRender: () => void;
  52885. /**
  52886. * Instantiates a new layer.
  52887. * This represents a full screen 2d layer.
  52888. * This can be useful to display a picture in the background of your scene for instance.
  52889. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52890. * @param name Define the name of the layer in the scene
  52891. * @param imgUrl Define the url of the texture to display in the layer
  52892. * @param scene Define the scene the layer belongs to
  52893. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  52894. * @param color Defines a color for the layer
  52895. */
  52896. constructor(
  52897. /**
  52898. * Define the name of the layer.
  52899. */
  52900. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  52901. private _createIndexBuffer;
  52902. /** @hidden */
  52903. _rebuild(): void;
  52904. /**
  52905. * Renders the layer in the scene.
  52906. */
  52907. render(): void;
  52908. /**
  52909. * Disposes and releases the associated ressources.
  52910. */
  52911. dispose(): void;
  52912. }
  52913. }
  52914. declare module "babylonjs/Layers/index" {
  52915. export * from "babylonjs/Layers/effectLayer";
  52916. export * from "babylonjs/Layers/effectLayerSceneComponent";
  52917. export * from "babylonjs/Layers/glowLayer";
  52918. export * from "babylonjs/Layers/highlightLayer";
  52919. export * from "babylonjs/Layers/layer";
  52920. export * from "babylonjs/Layers/layerSceneComponent";
  52921. }
  52922. declare module "babylonjs/Shaders/lensFlare.fragment" {
  52923. /** @hidden */
  52924. export var lensFlarePixelShader: {
  52925. name: string;
  52926. shader: string;
  52927. };
  52928. }
  52929. declare module "babylonjs/Shaders/lensFlare.vertex" {
  52930. /** @hidden */
  52931. export var lensFlareVertexShader: {
  52932. name: string;
  52933. shader: string;
  52934. };
  52935. }
  52936. declare module "babylonjs/LensFlares/lensFlareSystem" {
  52937. import { Scene } from "babylonjs/scene";
  52938. import { Vector3 } from "babylonjs/Maths/math.vector";
  52939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52940. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  52941. import "babylonjs/Shaders/lensFlare.fragment";
  52942. import "babylonjs/Shaders/lensFlare.vertex";
  52943. import { Viewport } from "babylonjs/Maths/math.viewport";
  52944. /**
  52945. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52946. * It is usually composed of several `lensFlare`.
  52947. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52948. */
  52949. export class LensFlareSystem {
  52950. /**
  52951. * Define the name of the lens flare system
  52952. */
  52953. name: string;
  52954. /**
  52955. * List of lens flares used in this system.
  52956. */
  52957. lensFlares: LensFlare[];
  52958. /**
  52959. * Define a limit from the border the lens flare can be visible.
  52960. */
  52961. borderLimit: number;
  52962. /**
  52963. * Define a viewport border we do not want to see the lens flare in.
  52964. */
  52965. viewportBorder: number;
  52966. /**
  52967. * Define a predicate which could limit the list of meshes able to occlude the effect.
  52968. */
  52969. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  52970. /**
  52971. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  52972. */
  52973. layerMask: number;
  52974. /**
  52975. * Define the id of the lens flare system in the scene.
  52976. * (equal to name by default)
  52977. */
  52978. id: string;
  52979. private _scene;
  52980. private _emitter;
  52981. private _vertexBuffers;
  52982. private _indexBuffer;
  52983. private _effect;
  52984. private _positionX;
  52985. private _positionY;
  52986. private _isEnabled;
  52987. /** @hidden */
  52988. static _SceneComponentInitialization: (scene: Scene) => void;
  52989. /**
  52990. * Instantiates a lens flare system.
  52991. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52992. * It is usually composed of several `lensFlare`.
  52993. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52994. * @param name Define the name of the lens flare system in the scene
  52995. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  52996. * @param scene Define the scene the lens flare system belongs to
  52997. */
  52998. constructor(
  52999. /**
  53000. * Define the name of the lens flare system
  53001. */
  53002. name: string, emitter: any, scene: Scene);
  53003. /**
  53004. * Define if the lens flare system is enabled.
  53005. */
  53006. isEnabled: boolean;
  53007. /**
  53008. * Get the scene the effects belongs to.
  53009. * @returns the scene holding the lens flare system
  53010. */
  53011. getScene(): Scene;
  53012. /**
  53013. * Get the emitter of the lens flare system.
  53014. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53015. * @returns the emitter of the lens flare system
  53016. */
  53017. getEmitter(): any;
  53018. /**
  53019. * Set the emitter of the lens flare system.
  53020. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53021. * @param newEmitter Define the new emitter of the system
  53022. */
  53023. setEmitter(newEmitter: any): void;
  53024. /**
  53025. * Get the lens flare system emitter position.
  53026. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53027. * @returns the position
  53028. */
  53029. getEmitterPosition(): Vector3;
  53030. /**
  53031. * @hidden
  53032. */
  53033. computeEffectivePosition(globalViewport: Viewport): boolean;
  53034. /** @hidden */
  53035. _isVisible(): boolean;
  53036. /**
  53037. * @hidden
  53038. */
  53039. render(): boolean;
  53040. /**
  53041. * Dispose and release the lens flare with its associated resources.
  53042. */
  53043. dispose(): void;
  53044. /**
  53045. * Parse a lens flare system from a JSON repressentation
  53046. * @param parsedLensFlareSystem Define the JSON to parse
  53047. * @param scene Define the scene the parsed system should be instantiated in
  53048. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53049. * @returns the parsed system
  53050. */
  53051. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53052. /**
  53053. * Serialize the current Lens Flare System into a JSON representation.
  53054. * @returns the serialized JSON
  53055. */
  53056. serialize(): any;
  53057. }
  53058. }
  53059. declare module "babylonjs/LensFlares/lensFlare" {
  53060. import { Nullable } from "babylonjs/types";
  53061. import { Color3 } from "babylonjs/Maths/math.color";
  53062. import { Texture } from "babylonjs/Materials/Textures/texture";
  53063. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53064. /**
  53065. * This represents one of the lens effect in a `lensFlareSystem`.
  53066. * It controls one of the indiviual texture used in the effect.
  53067. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53068. */
  53069. export class LensFlare {
  53070. /**
  53071. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53072. */
  53073. size: number;
  53074. /**
  53075. * 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.
  53076. */
  53077. position: number;
  53078. /**
  53079. * Define the lens color.
  53080. */
  53081. color: Color3;
  53082. /**
  53083. * Define the lens texture.
  53084. */
  53085. texture: Nullable<Texture>;
  53086. /**
  53087. * Define the alpha mode to render this particular lens.
  53088. */
  53089. alphaMode: number;
  53090. private _system;
  53091. /**
  53092. * Creates a new Lens Flare.
  53093. * This represents one of the lens effect in a `lensFlareSystem`.
  53094. * It controls one of the indiviual texture used in the effect.
  53095. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53096. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53097. * @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.
  53098. * @param color Define the lens color
  53099. * @param imgUrl Define the lens texture url
  53100. * @param system Define the `lensFlareSystem` this flare is part of
  53101. * @returns The newly created Lens Flare
  53102. */
  53103. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53104. /**
  53105. * Instantiates a new Lens Flare.
  53106. * This represents one of the lens effect in a `lensFlareSystem`.
  53107. * It controls one of the indiviual texture used in the effect.
  53108. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53109. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53110. * @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.
  53111. * @param color Define the lens color
  53112. * @param imgUrl Define the lens texture url
  53113. * @param system Define the `lensFlareSystem` this flare is part of
  53114. */
  53115. constructor(
  53116. /**
  53117. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53118. */
  53119. size: number,
  53120. /**
  53121. * 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.
  53122. */
  53123. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53124. /**
  53125. * Dispose and release the lens flare with its associated resources.
  53126. */
  53127. dispose(): void;
  53128. }
  53129. }
  53130. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53131. import { Nullable } from "babylonjs/types";
  53132. import { Scene } from "babylonjs/scene";
  53133. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53134. import { AbstractScene } from "babylonjs/abstractScene";
  53135. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53136. module "babylonjs/abstractScene" {
  53137. interface AbstractScene {
  53138. /**
  53139. * The list of lens flare system added to the scene
  53140. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53141. */
  53142. lensFlareSystems: Array<LensFlareSystem>;
  53143. /**
  53144. * Removes the given lens flare system from this scene.
  53145. * @param toRemove The lens flare system to remove
  53146. * @returns The index of the removed lens flare system
  53147. */
  53148. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53149. /**
  53150. * Adds the given lens flare system to this scene
  53151. * @param newLensFlareSystem The lens flare system to add
  53152. */
  53153. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53154. /**
  53155. * Gets a lens flare system using its name
  53156. * @param name defines the name to look for
  53157. * @returns the lens flare system or null if not found
  53158. */
  53159. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53160. /**
  53161. * Gets a lens flare system using its id
  53162. * @param id defines the id to look for
  53163. * @returns the lens flare system or null if not found
  53164. */
  53165. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53166. }
  53167. }
  53168. /**
  53169. * Defines the lens flare scene component responsible to manage any lens flares
  53170. * in a given scene.
  53171. */
  53172. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53173. /**
  53174. * The component name helpfull to identify the component in the list of scene components.
  53175. */
  53176. readonly name: string;
  53177. /**
  53178. * The scene the component belongs to.
  53179. */
  53180. scene: Scene;
  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. * Adds all the elements from the container to the scene
  53197. * @param container the container holding the elements
  53198. */
  53199. addFromContainer(container: AbstractScene): void;
  53200. /**
  53201. * Removes all the elements in the container from the scene
  53202. * @param container contains the elements to remove
  53203. * @param dispose if the removed element should be disposed (default: false)
  53204. */
  53205. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53206. /**
  53207. * Serializes the component data to the specified json object
  53208. * @param serializationObject The object to serialize to
  53209. */
  53210. serialize(serializationObject: any): void;
  53211. /**
  53212. * Disposes the component and the associated ressources.
  53213. */
  53214. dispose(): void;
  53215. private _draw;
  53216. }
  53217. }
  53218. declare module "babylonjs/LensFlares/index" {
  53219. export * from "babylonjs/LensFlares/lensFlare";
  53220. export * from "babylonjs/LensFlares/lensFlareSystem";
  53221. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53222. }
  53223. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53224. import { Scene } from "babylonjs/scene";
  53225. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53226. import { AbstractScene } from "babylonjs/abstractScene";
  53227. /**
  53228. * Defines the shadow generator component responsible to manage any shadow generators
  53229. * in a given scene.
  53230. */
  53231. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53232. /**
  53233. * The component name helpfull to identify the component in the list of scene components.
  53234. */
  53235. readonly name: string;
  53236. /**
  53237. * The scene the component belongs to.
  53238. */
  53239. scene: Scene;
  53240. /**
  53241. * Creates a new instance of the component for the given scene
  53242. * @param scene Defines the scene to register the component in
  53243. */
  53244. constructor(scene: Scene);
  53245. /**
  53246. * Registers the component in a given scene
  53247. */
  53248. register(): void;
  53249. /**
  53250. * Rebuilds the elements related to this component in case of
  53251. * context lost for instance.
  53252. */
  53253. rebuild(): void;
  53254. /**
  53255. * Serializes the component data to the specified json object
  53256. * @param serializationObject The object to serialize to
  53257. */
  53258. serialize(serializationObject: any): void;
  53259. /**
  53260. * Adds all the elements from the container to the scene
  53261. * @param container the container holding the elements
  53262. */
  53263. addFromContainer(container: AbstractScene): void;
  53264. /**
  53265. * Removes all the elements in the container from the scene
  53266. * @param container contains the elements to remove
  53267. * @param dispose if the removed element should be disposed (default: false)
  53268. */
  53269. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53270. /**
  53271. * Rebuilds the elements related to this component in case of
  53272. * context lost for instance.
  53273. */
  53274. dispose(): void;
  53275. private _gatherRenderTargets;
  53276. }
  53277. }
  53278. declare module "babylonjs/Lights/Shadows/index" {
  53279. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53280. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53281. }
  53282. declare module "babylonjs/Lights/pointLight" {
  53283. import { Scene } from "babylonjs/scene";
  53284. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53285. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53286. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53287. import { Effect } from "babylonjs/Materials/effect";
  53288. /**
  53289. * A point light is a light defined by an unique point in world space.
  53290. * The light is emitted in every direction from this point.
  53291. * A good example of a point light is a standard light bulb.
  53292. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53293. */
  53294. export class PointLight extends ShadowLight {
  53295. private _shadowAngle;
  53296. /**
  53297. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53298. * This specifies what angle the shadow will use to be created.
  53299. *
  53300. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53301. */
  53302. /**
  53303. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53304. * This specifies what angle the shadow will use to be created.
  53305. *
  53306. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53307. */
  53308. shadowAngle: number;
  53309. /**
  53310. * Gets the direction if it has been set.
  53311. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53312. */
  53313. /**
  53314. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53315. */
  53316. direction: Vector3;
  53317. /**
  53318. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53319. * A PointLight emits the light in every direction.
  53320. * It can cast shadows.
  53321. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53322. * ```javascript
  53323. * var pointLight = new PointLight("pl", camera.position, scene);
  53324. * ```
  53325. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53326. * @param name The light friendly name
  53327. * @param position The position of the point light in the scene
  53328. * @param scene The scene the lights belongs to
  53329. */
  53330. constructor(name: string, position: Vector3, scene: Scene);
  53331. /**
  53332. * Returns the string "PointLight"
  53333. * @returns the class name
  53334. */
  53335. getClassName(): string;
  53336. /**
  53337. * Returns the integer 0.
  53338. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53339. */
  53340. getTypeID(): number;
  53341. /**
  53342. * Specifies wether or not the shadowmap should be a cube texture.
  53343. * @returns true if the shadowmap needs to be a cube texture.
  53344. */
  53345. needCube(): boolean;
  53346. /**
  53347. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53348. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53349. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53350. */
  53351. getShadowDirection(faceIndex?: number): Vector3;
  53352. /**
  53353. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53354. * - fov = PI / 2
  53355. * - aspect ratio : 1.0
  53356. * - z-near and far equal to the active camera minZ and maxZ.
  53357. * Returns the PointLight.
  53358. */
  53359. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53360. protected _buildUniformLayout(): void;
  53361. /**
  53362. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53363. * @param effect The effect to update
  53364. * @param lightIndex The index of the light in the effect to update
  53365. * @returns The point light
  53366. */
  53367. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53368. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53369. /**
  53370. * Prepares the list of defines specific to the light type.
  53371. * @param defines the list of defines
  53372. * @param lightIndex defines the index of the light for the effect
  53373. */
  53374. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53375. }
  53376. }
  53377. declare module "babylonjs/Lights/index" {
  53378. export * from "babylonjs/Lights/light";
  53379. export * from "babylonjs/Lights/shadowLight";
  53380. export * from "babylonjs/Lights/Shadows/index";
  53381. export * from "babylonjs/Lights/directionalLight";
  53382. export * from "babylonjs/Lights/hemisphericLight";
  53383. export * from "babylonjs/Lights/pointLight";
  53384. export * from "babylonjs/Lights/spotLight";
  53385. }
  53386. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53387. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53388. /**
  53389. * Header information of HDR texture files.
  53390. */
  53391. export interface HDRInfo {
  53392. /**
  53393. * The height of the texture in pixels.
  53394. */
  53395. height: number;
  53396. /**
  53397. * The width of the texture in pixels.
  53398. */
  53399. width: number;
  53400. /**
  53401. * The index of the beginning of the data in the binary file.
  53402. */
  53403. dataPosition: number;
  53404. }
  53405. /**
  53406. * This groups tools to convert HDR texture to native colors array.
  53407. */
  53408. export class HDRTools {
  53409. private static Ldexp;
  53410. private static Rgbe2float;
  53411. private static readStringLine;
  53412. /**
  53413. * Reads header information from an RGBE texture stored in a native array.
  53414. * More information on this format are available here:
  53415. * https://en.wikipedia.org/wiki/RGBE_image_format
  53416. *
  53417. * @param uint8array The binary file stored in native array.
  53418. * @return The header information.
  53419. */
  53420. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53421. /**
  53422. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53423. * This RGBE texture needs to store the information as a panorama.
  53424. *
  53425. * More information on this format are available here:
  53426. * https://en.wikipedia.org/wiki/RGBE_image_format
  53427. *
  53428. * @param buffer The binary file stored in an array buffer.
  53429. * @param size The expected size of the extracted cubemap.
  53430. * @return The Cube Map information.
  53431. */
  53432. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53433. /**
  53434. * Returns the pixels data extracted from an RGBE texture.
  53435. * This pixels will be stored left to right up to down in the R G B order in one array.
  53436. *
  53437. * More information on this format are available here:
  53438. * https://en.wikipedia.org/wiki/RGBE_image_format
  53439. *
  53440. * @param uint8array The binary file stored in an array buffer.
  53441. * @param hdrInfo The header information of the file.
  53442. * @return The pixels data in RGB right to left up to down order.
  53443. */
  53444. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53445. private static RGBE_ReadPixels_RLE;
  53446. }
  53447. }
  53448. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53449. import { Nullable } from "babylonjs/types";
  53450. import { Scene } from "babylonjs/scene";
  53451. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53452. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53453. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53454. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53455. /**
  53456. * This represents a texture coming from an HDR input.
  53457. *
  53458. * The only supported format is currently panorama picture stored in RGBE format.
  53459. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53460. */
  53461. export class HDRCubeTexture extends BaseTexture {
  53462. private static _facesMapping;
  53463. private _generateHarmonics;
  53464. private _noMipmap;
  53465. private _textureMatrix;
  53466. private _size;
  53467. private _onLoad;
  53468. private _onError;
  53469. /**
  53470. * The texture URL.
  53471. */
  53472. url: string;
  53473. /**
  53474. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53475. */
  53476. coordinatesMode: number;
  53477. protected _isBlocking: boolean;
  53478. /**
  53479. * Sets wether or not the texture is blocking during loading.
  53480. */
  53481. /**
  53482. * Gets wether or not the texture is blocking during loading.
  53483. */
  53484. isBlocking: boolean;
  53485. protected _rotationY: number;
  53486. /**
  53487. * Sets texture matrix rotation angle around Y axis in radians.
  53488. */
  53489. /**
  53490. * Gets texture matrix rotation angle around Y axis radians.
  53491. */
  53492. rotationY: number;
  53493. /**
  53494. * Gets or sets the center of the bounding box associated with the cube texture
  53495. * It must define where the camera used to render the texture was set
  53496. */
  53497. boundingBoxPosition: Vector3;
  53498. private _boundingBoxSize;
  53499. /**
  53500. * Gets or sets the size of the bounding box associated with the cube texture
  53501. * When defined, the cubemap will switch to local mode
  53502. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53503. * @example https://www.babylonjs-playground.com/#RNASML
  53504. */
  53505. boundingBoxSize: Vector3;
  53506. /**
  53507. * Instantiates an HDRTexture from the following parameters.
  53508. *
  53509. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53510. * @param scene The scene the texture will be used in
  53511. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53512. * @param noMipmap Forces to not generate the mipmap if true
  53513. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53514. * @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)
  53515. * @param reserved Reserved flag for internal use.
  53516. */
  53517. 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>);
  53518. /**
  53519. * Get the current class name of the texture useful for serialization or dynamic coding.
  53520. * @returns "HDRCubeTexture"
  53521. */
  53522. getClassName(): string;
  53523. /**
  53524. * Occurs when the file is raw .hdr file.
  53525. */
  53526. private loadTexture;
  53527. clone(): HDRCubeTexture;
  53528. delayLoad(): void;
  53529. /**
  53530. * Get the texture reflection matrix used to rotate/transform the reflection.
  53531. * @returns the reflection matrix
  53532. */
  53533. getReflectionTextureMatrix(): Matrix;
  53534. /**
  53535. * Set the texture reflection matrix used to rotate/transform the reflection.
  53536. * @param value Define the reflection matrix to set
  53537. */
  53538. setReflectionTextureMatrix(value: Matrix): void;
  53539. /**
  53540. * Parses a JSON representation of an HDR Texture in order to create the texture
  53541. * @param parsedTexture Define the JSON representation
  53542. * @param scene Define the scene the texture should be created in
  53543. * @param rootUrl Define the root url in case we need to load relative dependencies
  53544. * @returns the newly created texture after parsing
  53545. */
  53546. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53547. serialize(): any;
  53548. }
  53549. }
  53550. declare module "babylonjs/Physics/physicsEngine" {
  53551. import { Nullable } from "babylonjs/types";
  53552. import { Vector3 } from "babylonjs/Maths/math.vector";
  53553. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53554. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53555. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53556. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53557. /**
  53558. * Class used to control physics engine
  53559. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53560. */
  53561. export class PhysicsEngine implements IPhysicsEngine {
  53562. private _physicsPlugin;
  53563. /**
  53564. * Global value used to control the smallest number supported by the simulation
  53565. */
  53566. static Epsilon: number;
  53567. private _impostors;
  53568. private _joints;
  53569. /**
  53570. * Gets the gravity vector used by the simulation
  53571. */
  53572. gravity: Vector3;
  53573. /**
  53574. * Factory used to create the default physics plugin.
  53575. * @returns The default physics plugin
  53576. */
  53577. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53578. /**
  53579. * Creates a new Physics Engine
  53580. * @param gravity defines the gravity vector used by the simulation
  53581. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53582. */
  53583. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53584. /**
  53585. * Sets the gravity vector used by the simulation
  53586. * @param gravity defines the gravity vector to use
  53587. */
  53588. setGravity(gravity: Vector3): void;
  53589. /**
  53590. * Set the time step of the physics engine.
  53591. * Default is 1/60.
  53592. * To slow it down, enter 1/600 for example.
  53593. * To speed it up, 1/30
  53594. * @param newTimeStep defines the new timestep to apply to this world.
  53595. */
  53596. setTimeStep(newTimeStep?: number): void;
  53597. /**
  53598. * Get the time step of the physics engine.
  53599. * @returns the current time step
  53600. */
  53601. getTimeStep(): number;
  53602. /**
  53603. * Release all resources
  53604. */
  53605. dispose(): void;
  53606. /**
  53607. * Gets the name of the current physics plugin
  53608. * @returns the name of the plugin
  53609. */
  53610. getPhysicsPluginName(): string;
  53611. /**
  53612. * Adding a new impostor for the impostor tracking.
  53613. * This will be done by the impostor itself.
  53614. * @param impostor the impostor to add
  53615. */
  53616. addImpostor(impostor: PhysicsImpostor): void;
  53617. /**
  53618. * Remove an impostor from the engine.
  53619. * This impostor and its mesh will not longer be updated by the physics engine.
  53620. * @param impostor the impostor to remove
  53621. */
  53622. removeImpostor(impostor: PhysicsImpostor): void;
  53623. /**
  53624. * Add a joint to the physics engine
  53625. * @param mainImpostor defines the main impostor to which the joint is added.
  53626. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53627. * @param joint defines the joint that will connect both impostors.
  53628. */
  53629. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53630. /**
  53631. * Removes a joint from the simulation
  53632. * @param mainImpostor defines the impostor used with the joint
  53633. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53634. * @param joint defines the joint to remove
  53635. */
  53636. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53637. /**
  53638. * Called by the scene. No need to call it.
  53639. * @param delta defines the timespam between frames
  53640. */
  53641. _step(delta: number): void;
  53642. /**
  53643. * Gets the current plugin used to run the simulation
  53644. * @returns current plugin
  53645. */
  53646. getPhysicsPlugin(): IPhysicsEnginePlugin;
  53647. /**
  53648. * Gets the list of physic impostors
  53649. * @returns an array of PhysicsImpostor
  53650. */
  53651. getImpostors(): Array<PhysicsImpostor>;
  53652. /**
  53653. * Gets the impostor for a physics enabled object
  53654. * @param object defines the object impersonated by the impostor
  53655. * @returns the PhysicsImpostor or null if not found
  53656. */
  53657. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  53658. /**
  53659. * Gets the impostor for a physics body object
  53660. * @param body defines physics body used by the impostor
  53661. * @returns the PhysicsImpostor or null if not found
  53662. */
  53663. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  53664. /**
  53665. * Does a raycast in the physics world
  53666. * @param from when should the ray start?
  53667. * @param to when should the ray end?
  53668. * @returns PhysicsRaycastResult
  53669. */
  53670. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53671. }
  53672. }
  53673. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  53674. import { Nullable } from "babylonjs/types";
  53675. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53676. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53677. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53678. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53679. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53680. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53681. /** @hidden */
  53682. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  53683. private _useDeltaForWorldStep;
  53684. world: any;
  53685. name: string;
  53686. private _physicsMaterials;
  53687. private _fixedTimeStep;
  53688. private _cannonRaycastResult;
  53689. private _raycastResult;
  53690. private _physicsBodysToRemoveAfterStep;
  53691. BJSCANNON: any;
  53692. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  53693. setGravity(gravity: Vector3): void;
  53694. setTimeStep(timeStep: number): void;
  53695. getTimeStep(): number;
  53696. executeStep(delta: number): void;
  53697. private _removeMarkedPhysicsBodiesFromWorld;
  53698. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53699. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53700. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53701. private _processChildMeshes;
  53702. removePhysicsBody(impostor: PhysicsImpostor): void;
  53703. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53704. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53705. private _addMaterial;
  53706. private _checkWithEpsilon;
  53707. private _createShape;
  53708. private _createHeightmap;
  53709. private _minus90X;
  53710. private _plus90X;
  53711. private _tmpPosition;
  53712. private _tmpDeltaPosition;
  53713. private _tmpUnityRotation;
  53714. private _updatePhysicsBodyTransformation;
  53715. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53716. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53717. isSupported(): boolean;
  53718. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53719. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53720. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53721. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53722. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53723. getBodyMass(impostor: PhysicsImpostor): number;
  53724. getBodyFriction(impostor: PhysicsImpostor): number;
  53725. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53726. getBodyRestitution(impostor: PhysicsImpostor): number;
  53727. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53728. sleepBody(impostor: PhysicsImpostor): void;
  53729. wakeUpBody(impostor: PhysicsImpostor): void;
  53730. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  53731. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53732. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53733. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53734. getRadius(impostor: PhysicsImpostor): number;
  53735. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53736. dispose(): void;
  53737. private _extendNamespace;
  53738. /**
  53739. * Does a raycast in the physics world
  53740. * @param from when should the ray start?
  53741. * @param to when should the ray end?
  53742. * @returns PhysicsRaycastResult
  53743. */
  53744. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53745. }
  53746. }
  53747. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  53748. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53749. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53750. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53751. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53752. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53753. import { Nullable } from "babylonjs/types";
  53754. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53755. /** @hidden */
  53756. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  53757. world: any;
  53758. name: string;
  53759. BJSOIMO: any;
  53760. private _raycastResult;
  53761. constructor(iterations?: number, oimoInjection?: any);
  53762. setGravity(gravity: Vector3): void;
  53763. setTimeStep(timeStep: number): void;
  53764. getTimeStep(): number;
  53765. private _tmpImpostorsArray;
  53766. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53767. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53768. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53769. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53770. private _tmpPositionVector;
  53771. removePhysicsBody(impostor: PhysicsImpostor): void;
  53772. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53773. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53774. isSupported(): boolean;
  53775. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53776. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53777. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53778. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53779. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53780. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53781. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53782. getBodyMass(impostor: PhysicsImpostor): number;
  53783. getBodyFriction(impostor: PhysicsImpostor): number;
  53784. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53785. getBodyRestitution(impostor: PhysicsImpostor): number;
  53786. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53787. sleepBody(impostor: PhysicsImpostor): void;
  53788. wakeUpBody(impostor: PhysicsImpostor): void;
  53789. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53790. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  53791. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  53792. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53793. getRadius(impostor: PhysicsImpostor): number;
  53794. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53795. dispose(): void;
  53796. /**
  53797. * Does a raycast in the physics world
  53798. * @param from when should the ray start?
  53799. * @param to when should the ray end?
  53800. * @returns PhysicsRaycastResult
  53801. */
  53802. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53803. }
  53804. }
  53805. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  53806. import { Nullable } from "babylonjs/types";
  53807. import { Scene } from "babylonjs/scene";
  53808. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  53809. import { Color4 } from "babylonjs/Maths/math.color";
  53810. import { Mesh } from "babylonjs/Meshes/mesh";
  53811. /**
  53812. * Class containing static functions to help procedurally build meshes
  53813. */
  53814. export class RibbonBuilder {
  53815. /**
  53816. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  53817. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  53818. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  53819. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  53820. * * 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
  53821. * * 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
  53822. * * 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
  53823. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53824. * * If you create a double-sided mesh, you can choose what parts of 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
  53825. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53826. * * 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
  53827. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  53828. * * 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
  53829. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  53830. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53831. * @param name defines the name of the mesh
  53832. * @param options defines the options used to create the mesh
  53833. * @param scene defines the hosting scene
  53834. * @returns the ribbon mesh
  53835. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  53836. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53837. */
  53838. static CreateRibbon(name: string, options: {
  53839. pathArray: Vector3[][];
  53840. closeArray?: boolean;
  53841. closePath?: boolean;
  53842. offset?: number;
  53843. updatable?: boolean;
  53844. sideOrientation?: number;
  53845. frontUVs?: Vector4;
  53846. backUVs?: Vector4;
  53847. instance?: Mesh;
  53848. invertUV?: boolean;
  53849. uvs?: Vector2[];
  53850. colors?: Color4[];
  53851. }, scene?: Nullable<Scene>): Mesh;
  53852. }
  53853. }
  53854. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  53855. import { Nullable } from "babylonjs/types";
  53856. import { Scene } from "babylonjs/scene";
  53857. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  53858. import { Mesh } from "babylonjs/Meshes/mesh";
  53859. /**
  53860. * Class containing static functions to help procedurally build meshes
  53861. */
  53862. export class ShapeBuilder {
  53863. /**
  53864. * 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.
  53865. * * 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.
  53866. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53867. * * 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.
  53868. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  53869. * * 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
  53870. * * 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
  53871. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  53872. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53873. * * If you create a double-sided mesh, you can choose what parts of 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
  53874. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  53875. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  53876. * @param name defines the name of the mesh
  53877. * @param options defines the options used to create the mesh
  53878. * @param scene defines the hosting scene
  53879. * @returns the extruded shape mesh
  53880. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53881. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53882. */
  53883. static ExtrudeShape(name: string, options: {
  53884. shape: Vector3[];
  53885. path: Vector3[];
  53886. scale?: number;
  53887. rotation?: number;
  53888. cap?: number;
  53889. updatable?: boolean;
  53890. sideOrientation?: number;
  53891. frontUVs?: Vector4;
  53892. backUVs?: Vector4;
  53893. instance?: Mesh;
  53894. invertUV?: boolean;
  53895. }, scene?: Nullable<Scene>): Mesh;
  53896. /**
  53897. * Creates an custom extruded shape mesh.
  53898. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  53899. * * 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.
  53900. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53901. * * 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
  53902. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  53903. * * 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
  53904. * * It must returns a float value that will be the scale value applied to the shape on each path point
  53905. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  53906. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  53907. * * 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
  53908. * * 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
  53909. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  53910. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53911. * * If you create a double-sided mesh, you can choose what parts of 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
  53912. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53913. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53914. * @param name defines the name of the mesh
  53915. * @param options defines the options used to create the mesh
  53916. * @param scene defines the hosting scene
  53917. * @returns the custom extruded shape mesh
  53918. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  53919. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53920. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53921. */
  53922. static ExtrudeShapeCustom(name: string, options: {
  53923. shape: Vector3[];
  53924. path: Vector3[];
  53925. scaleFunction?: any;
  53926. rotationFunction?: any;
  53927. ribbonCloseArray?: boolean;
  53928. ribbonClosePath?: boolean;
  53929. cap?: number;
  53930. updatable?: boolean;
  53931. sideOrientation?: number;
  53932. frontUVs?: Vector4;
  53933. backUVs?: Vector4;
  53934. instance?: Mesh;
  53935. invertUV?: boolean;
  53936. }, scene?: Nullable<Scene>): Mesh;
  53937. private static _ExtrudeShapeGeneric;
  53938. }
  53939. }
  53940. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  53941. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  53942. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53943. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53944. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53945. import { Nullable } from "babylonjs/types";
  53946. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53947. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53948. /**
  53949. * AmmoJS Physics plugin
  53950. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  53951. * @see https://github.com/kripken/ammo.js/
  53952. */
  53953. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  53954. private _useDeltaForWorldStep;
  53955. /**
  53956. * Reference to the Ammo library
  53957. */
  53958. bjsAMMO: any;
  53959. /**
  53960. * Created ammoJS world which physics bodies are added to
  53961. */
  53962. world: any;
  53963. /**
  53964. * Name of the plugin
  53965. */
  53966. name: string;
  53967. private _timeStep;
  53968. private _fixedTimeStep;
  53969. private _maxSteps;
  53970. private _tmpQuaternion;
  53971. private _tmpAmmoTransform;
  53972. private _tmpAmmoQuaternion;
  53973. private _tmpAmmoConcreteContactResultCallback;
  53974. private _collisionConfiguration;
  53975. private _dispatcher;
  53976. private _overlappingPairCache;
  53977. private _solver;
  53978. private _softBodySolver;
  53979. private _tmpAmmoVectorA;
  53980. private _tmpAmmoVectorB;
  53981. private _tmpAmmoVectorC;
  53982. private _tmpAmmoVectorD;
  53983. private _tmpContactCallbackResult;
  53984. private _tmpAmmoVectorRCA;
  53985. private _tmpAmmoVectorRCB;
  53986. private _raycastResult;
  53987. private static readonly DISABLE_COLLISION_FLAG;
  53988. private static readonly KINEMATIC_FLAG;
  53989. private static readonly DISABLE_DEACTIVATION_FLAG;
  53990. /**
  53991. * Initializes the ammoJS plugin
  53992. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  53993. * @param ammoInjection can be used to inject your own ammo reference
  53994. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  53995. */
  53996. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  53997. /**
  53998. * Sets the gravity of the physics world (m/(s^2))
  53999. * @param gravity Gravity to set
  54000. */
  54001. setGravity(gravity: Vector3): void;
  54002. /**
  54003. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54004. * @param timeStep timestep to use in seconds
  54005. */
  54006. setTimeStep(timeStep: number): void;
  54007. /**
  54008. * 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)
  54009. * @param fixedTimeStep fixedTimeStep to use in seconds
  54010. */
  54011. setFixedTimeStep(fixedTimeStep: number): void;
  54012. /**
  54013. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54014. * @param maxSteps the maximum number of steps by the physics engine per frame
  54015. */
  54016. setMaxSteps(maxSteps: number): void;
  54017. /**
  54018. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54019. * @returns the current timestep in seconds
  54020. */
  54021. getTimeStep(): number;
  54022. private _isImpostorInContact;
  54023. private _isImpostorPairInContact;
  54024. private _stepSimulation;
  54025. /**
  54026. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54027. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54028. * After the step the babylon meshes are set to the position of the physics imposters
  54029. * @param delta amount of time to step forward
  54030. * @param impostors array of imposters to update before/after the step
  54031. */
  54032. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54033. /**
  54034. * Update babylon mesh to match physics world object
  54035. * @param impostor imposter to match
  54036. */
  54037. private _afterSoftStep;
  54038. /**
  54039. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54040. * @param impostor imposter to match
  54041. */
  54042. private _ropeStep;
  54043. /**
  54044. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54045. * @param impostor imposter to match
  54046. */
  54047. private _softbodyOrClothStep;
  54048. private _tmpVector;
  54049. private _tmpMatrix;
  54050. /**
  54051. * Applies an impulse on the imposter
  54052. * @param impostor imposter to apply impulse to
  54053. * @param force amount of force to be applied to the imposter
  54054. * @param contactPoint the location to apply the impulse on the imposter
  54055. */
  54056. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54057. /**
  54058. * Applies a force on the imposter
  54059. * @param impostor imposter to apply force
  54060. * @param force amount of force to be applied to the imposter
  54061. * @param contactPoint the location to apply the force on the imposter
  54062. */
  54063. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54064. /**
  54065. * Creates a physics body using the plugin
  54066. * @param impostor the imposter to create the physics body on
  54067. */
  54068. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54069. /**
  54070. * Removes the physics body from the imposter and disposes of the body's memory
  54071. * @param impostor imposter to remove the physics body from
  54072. */
  54073. removePhysicsBody(impostor: PhysicsImpostor): void;
  54074. /**
  54075. * Generates a joint
  54076. * @param impostorJoint the imposter joint to create the joint with
  54077. */
  54078. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54079. /**
  54080. * Removes a joint
  54081. * @param impostorJoint the imposter joint to remove the joint from
  54082. */
  54083. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54084. private _addMeshVerts;
  54085. /**
  54086. * Initialise the soft body vertices to match its object's (mesh) vertices
  54087. * Softbody vertices (nodes) are in world space and to match this
  54088. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54089. * @param impostor to create the softbody for
  54090. */
  54091. private _softVertexData;
  54092. /**
  54093. * Create an impostor's soft body
  54094. * @param impostor to create the softbody for
  54095. */
  54096. private _createSoftbody;
  54097. /**
  54098. * Create cloth for an impostor
  54099. * @param impostor to create the softbody for
  54100. */
  54101. private _createCloth;
  54102. /**
  54103. * Create rope for an impostor
  54104. * @param impostor to create the softbody for
  54105. */
  54106. private _createRope;
  54107. private _addHullVerts;
  54108. private _createShape;
  54109. /**
  54110. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54111. * @param impostor imposter containing the physics body and babylon object
  54112. */
  54113. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54114. /**
  54115. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54116. * @param impostor imposter containing the physics body and babylon object
  54117. * @param newPosition new position
  54118. * @param newRotation new rotation
  54119. */
  54120. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54121. /**
  54122. * If this plugin is supported
  54123. * @returns true if its supported
  54124. */
  54125. isSupported(): boolean;
  54126. /**
  54127. * Sets the linear velocity of the physics body
  54128. * @param impostor imposter to set the velocity on
  54129. * @param velocity velocity to set
  54130. */
  54131. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54132. /**
  54133. * Sets the angular velocity of the physics body
  54134. * @param impostor imposter to set the velocity on
  54135. * @param velocity velocity to set
  54136. */
  54137. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54138. /**
  54139. * gets the linear velocity
  54140. * @param impostor imposter to get linear velocity from
  54141. * @returns linear velocity
  54142. */
  54143. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54144. /**
  54145. * gets the angular velocity
  54146. * @param impostor imposter to get angular velocity from
  54147. * @returns angular velocity
  54148. */
  54149. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54150. /**
  54151. * Sets the mass of physics body
  54152. * @param impostor imposter to set the mass on
  54153. * @param mass mass to set
  54154. */
  54155. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54156. /**
  54157. * Gets the mass of the physics body
  54158. * @param impostor imposter to get the mass from
  54159. * @returns mass
  54160. */
  54161. getBodyMass(impostor: PhysicsImpostor): number;
  54162. /**
  54163. * Gets friction of the impostor
  54164. * @param impostor impostor to get friction from
  54165. * @returns friction value
  54166. */
  54167. getBodyFriction(impostor: PhysicsImpostor): number;
  54168. /**
  54169. * Sets friction of the impostor
  54170. * @param impostor impostor to set friction on
  54171. * @param friction friction value
  54172. */
  54173. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54174. /**
  54175. * Gets restitution of the impostor
  54176. * @param impostor impostor to get restitution from
  54177. * @returns restitution value
  54178. */
  54179. getBodyRestitution(impostor: PhysicsImpostor): number;
  54180. /**
  54181. * Sets resitution of the impostor
  54182. * @param impostor impostor to set resitution on
  54183. * @param restitution resitution value
  54184. */
  54185. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54186. /**
  54187. * Gets pressure inside the impostor
  54188. * @param impostor impostor to get pressure from
  54189. * @returns pressure value
  54190. */
  54191. getBodyPressure(impostor: PhysicsImpostor): number;
  54192. /**
  54193. * Sets pressure inside a soft body impostor
  54194. * Cloth and rope must remain 0 pressure
  54195. * @param impostor impostor to set pressure on
  54196. * @param pressure pressure value
  54197. */
  54198. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54199. /**
  54200. * Gets stiffness of the impostor
  54201. * @param impostor impostor to get stiffness from
  54202. * @returns pressure value
  54203. */
  54204. getBodyStiffness(impostor: PhysicsImpostor): number;
  54205. /**
  54206. * Sets stiffness of the impostor
  54207. * @param impostor impostor to set stiffness on
  54208. * @param stiffness stiffness value from 0 to 1
  54209. */
  54210. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54211. /**
  54212. * Gets velocityIterations of the impostor
  54213. * @param impostor impostor to get velocity iterations from
  54214. * @returns velocityIterations value
  54215. */
  54216. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54217. /**
  54218. * Sets velocityIterations of the impostor
  54219. * @param impostor impostor to set velocity iterations on
  54220. * @param velocityIterations velocityIterations value
  54221. */
  54222. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54223. /**
  54224. * Gets positionIterations of the impostor
  54225. * @param impostor impostor to get position iterations from
  54226. * @returns positionIterations value
  54227. */
  54228. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54229. /**
  54230. * Sets positionIterations of the impostor
  54231. * @param impostor impostor to set position on
  54232. * @param positionIterations positionIterations value
  54233. */
  54234. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54235. /**
  54236. * Append an anchor to a cloth object
  54237. * @param impostor is the cloth impostor to add anchor to
  54238. * @param otherImpostor is the rigid impostor to anchor to
  54239. * @param width ratio across width from 0 to 1
  54240. * @param height ratio up height from 0 to 1
  54241. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54242. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54243. */
  54244. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54245. /**
  54246. * Append an hook to a rope object
  54247. * @param impostor is the rope impostor to add hook to
  54248. * @param otherImpostor is the rigid impostor to hook to
  54249. * @param length ratio along the rope from 0 to 1
  54250. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54251. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54252. */
  54253. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54254. /**
  54255. * Sleeps the physics body and stops it from being active
  54256. * @param impostor impostor to sleep
  54257. */
  54258. sleepBody(impostor: PhysicsImpostor): void;
  54259. /**
  54260. * Activates the physics body
  54261. * @param impostor impostor to activate
  54262. */
  54263. wakeUpBody(impostor: PhysicsImpostor): void;
  54264. /**
  54265. * Updates the distance parameters of the joint
  54266. * @param joint joint to update
  54267. * @param maxDistance maximum distance of the joint
  54268. * @param minDistance minimum distance of the joint
  54269. */
  54270. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54271. /**
  54272. * Sets a motor on the joint
  54273. * @param joint joint to set motor on
  54274. * @param speed speed of the motor
  54275. * @param maxForce maximum force of the motor
  54276. * @param motorIndex index of the motor
  54277. */
  54278. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54279. /**
  54280. * Sets the motors limit
  54281. * @param joint joint to set limit on
  54282. * @param upperLimit upper limit
  54283. * @param lowerLimit lower limit
  54284. */
  54285. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54286. /**
  54287. * Syncs the position and rotation of a mesh with the impostor
  54288. * @param mesh mesh to sync
  54289. * @param impostor impostor to update the mesh with
  54290. */
  54291. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54292. /**
  54293. * Gets the radius of the impostor
  54294. * @param impostor impostor to get radius from
  54295. * @returns the radius
  54296. */
  54297. getRadius(impostor: PhysicsImpostor): number;
  54298. /**
  54299. * Gets the box size of the impostor
  54300. * @param impostor impostor to get box size from
  54301. * @param result the resulting box size
  54302. */
  54303. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54304. /**
  54305. * Disposes of the impostor
  54306. */
  54307. dispose(): void;
  54308. /**
  54309. * Does a raycast in the physics world
  54310. * @param from when should the ray start?
  54311. * @param to when should the ray end?
  54312. * @returns PhysicsRaycastResult
  54313. */
  54314. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54315. }
  54316. }
  54317. declare module "babylonjs/Probes/reflectionProbe" {
  54318. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54319. import { Vector3 } from "babylonjs/Maths/math.vector";
  54320. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54321. import { Nullable } from "babylonjs/types";
  54322. import { Scene } from "babylonjs/scene";
  54323. module "babylonjs/abstractScene" {
  54324. interface AbstractScene {
  54325. /**
  54326. * The list of reflection probes added to the scene
  54327. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54328. */
  54329. reflectionProbes: Array<ReflectionProbe>;
  54330. /**
  54331. * Removes the given reflection probe from this scene.
  54332. * @param toRemove The reflection probe to remove
  54333. * @returns The index of the removed reflection probe
  54334. */
  54335. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54336. /**
  54337. * Adds the given reflection probe to this scene.
  54338. * @param newReflectionProbe The reflection probe to add
  54339. */
  54340. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54341. }
  54342. }
  54343. /**
  54344. * Class used to generate realtime reflection / refraction cube textures
  54345. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54346. */
  54347. export class ReflectionProbe {
  54348. /** defines the name of the probe */
  54349. name: string;
  54350. private _scene;
  54351. private _renderTargetTexture;
  54352. private _projectionMatrix;
  54353. private _viewMatrix;
  54354. private _target;
  54355. private _add;
  54356. private _attachedMesh;
  54357. private _invertYAxis;
  54358. /** Gets or sets probe position (center of the cube map) */
  54359. position: Vector3;
  54360. /**
  54361. * Creates a new reflection probe
  54362. * @param name defines the name of the probe
  54363. * @param size defines the texture resolution (for each face)
  54364. * @param scene defines the hosting scene
  54365. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54366. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54367. */
  54368. constructor(
  54369. /** defines the name of the probe */
  54370. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54371. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54372. samples: number;
  54373. /** Gets or sets the refresh rate to use (on every frame by default) */
  54374. refreshRate: number;
  54375. /**
  54376. * Gets the hosting scene
  54377. * @returns a Scene
  54378. */
  54379. getScene(): Scene;
  54380. /** Gets the internal CubeTexture used to render to */
  54381. readonly cubeTexture: RenderTargetTexture;
  54382. /** Gets the list of meshes to render */
  54383. readonly renderList: Nullable<AbstractMesh[]>;
  54384. /**
  54385. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54386. * @param mesh defines the mesh to attach to
  54387. */
  54388. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54389. /**
  54390. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54391. * @param renderingGroupId The rendering group id corresponding to its index
  54392. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54393. */
  54394. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54395. /**
  54396. * Clean all associated resources
  54397. */
  54398. dispose(): void;
  54399. /**
  54400. * Converts the reflection probe information to a readable string for debug purpose.
  54401. * @param fullDetails Supports for multiple levels of logging within scene loading
  54402. * @returns the human readable reflection probe info
  54403. */
  54404. toString(fullDetails?: boolean): string;
  54405. /**
  54406. * Get the class name of the relfection probe.
  54407. * @returns "ReflectionProbe"
  54408. */
  54409. getClassName(): string;
  54410. /**
  54411. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54412. * @returns The JSON representation of the texture
  54413. */
  54414. serialize(): any;
  54415. /**
  54416. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54417. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54418. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54419. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54420. * @returns The parsed reflection probe if successful
  54421. */
  54422. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54423. }
  54424. }
  54425. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54426. /** @hidden */
  54427. export var _BabylonLoaderRegistered: boolean;
  54428. /**
  54429. * Helps setting up some configuration for the babylon file loader.
  54430. */
  54431. export class BabylonFileLoaderConfiguration {
  54432. /**
  54433. * The loader does not allow injecting custom physix engine into the plugins.
  54434. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54435. * So you could set this variable to your engine import to make it work.
  54436. */
  54437. static LoaderInjectedPhysicsEngine: any;
  54438. }
  54439. }
  54440. declare module "babylonjs/Loading/Plugins/index" {
  54441. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54442. }
  54443. declare module "babylonjs/Loading/index" {
  54444. export * from "babylonjs/Loading/loadingScreen";
  54445. export * from "babylonjs/Loading/Plugins/index";
  54446. export * from "babylonjs/Loading/sceneLoader";
  54447. export * from "babylonjs/Loading/sceneLoaderFlags";
  54448. }
  54449. declare module "babylonjs/Materials/Background/index" {
  54450. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54451. }
  54452. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54453. import { Scene } from "babylonjs/scene";
  54454. import { Color3 } from "babylonjs/Maths/math.color";
  54455. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54456. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54457. /**
  54458. * The Physically based simple base material of BJS.
  54459. *
  54460. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54461. * It is used as the base class for both the specGloss and metalRough conventions.
  54462. */
  54463. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54464. /**
  54465. * Number of Simultaneous lights allowed on the material.
  54466. */
  54467. maxSimultaneousLights: number;
  54468. /**
  54469. * If sets to true, disables all the lights affecting the material.
  54470. */
  54471. disableLighting: boolean;
  54472. /**
  54473. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54474. */
  54475. environmentTexture: BaseTexture;
  54476. /**
  54477. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54478. */
  54479. invertNormalMapX: boolean;
  54480. /**
  54481. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54482. */
  54483. invertNormalMapY: boolean;
  54484. /**
  54485. * Normal map used in the model.
  54486. */
  54487. normalTexture: BaseTexture;
  54488. /**
  54489. * Emissivie color used to self-illuminate the model.
  54490. */
  54491. emissiveColor: Color3;
  54492. /**
  54493. * Emissivie texture used to self-illuminate the model.
  54494. */
  54495. emissiveTexture: BaseTexture;
  54496. /**
  54497. * Occlusion Channel Strenght.
  54498. */
  54499. occlusionStrength: number;
  54500. /**
  54501. * Occlusion Texture of the material (adding extra occlusion effects).
  54502. */
  54503. occlusionTexture: BaseTexture;
  54504. /**
  54505. * Defines the alpha limits in alpha test mode.
  54506. */
  54507. alphaCutOff: number;
  54508. /**
  54509. * Gets the current double sided mode.
  54510. */
  54511. /**
  54512. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54513. */
  54514. doubleSided: boolean;
  54515. /**
  54516. * Stores the pre-calculated light information of a mesh in a texture.
  54517. */
  54518. lightmapTexture: BaseTexture;
  54519. /**
  54520. * If true, the light map contains occlusion information instead of lighting info.
  54521. */
  54522. useLightmapAsShadowmap: boolean;
  54523. /**
  54524. * Instantiates a new PBRMaterial instance.
  54525. *
  54526. * @param name The material name
  54527. * @param scene The scene the material will be use in.
  54528. */
  54529. constructor(name: string, scene: Scene);
  54530. getClassName(): string;
  54531. }
  54532. }
  54533. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54534. import { Scene } from "babylonjs/scene";
  54535. import { Color3 } from "babylonjs/Maths/math.color";
  54536. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54537. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54538. /**
  54539. * The PBR material of BJS following the metal roughness convention.
  54540. *
  54541. * This fits to the PBR convention in the GLTF definition:
  54542. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54543. */
  54544. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54545. /**
  54546. * The base color has two different interpretations depending on the value of metalness.
  54547. * When the material is a metal, the base color is the specific measured reflectance value
  54548. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54549. * of the material.
  54550. */
  54551. baseColor: Color3;
  54552. /**
  54553. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54554. * well as opacity information in the alpha channel.
  54555. */
  54556. baseTexture: BaseTexture;
  54557. /**
  54558. * Specifies the metallic scalar value of the material.
  54559. * Can also be used to scale the metalness values of the metallic texture.
  54560. */
  54561. metallic: number;
  54562. /**
  54563. * Specifies the roughness scalar value of the material.
  54564. * Can also be used to scale the roughness values of the metallic texture.
  54565. */
  54566. roughness: number;
  54567. /**
  54568. * Texture containing both the metallic value in the B channel and the
  54569. * roughness value in the G channel to keep better precision.
  54570. */
  54571. metallicRoughnessTexture: BaseTexture;
  54572. /**
  54573. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54574. *
  54575. * @param name The material name
  54576. * @param scene The scene the material will be use in.
  54577. */
  54578. constructor(name: string, scene: Scene);
  54579. /**
  54580. * Return the currrent class name of the material.
  54581. */
  54582. getClassName(): string;
  54583. /**
  54584. * Makes a duplicate of the current material.
  54585. * @param name - name to use for the new material.
  54586. */
  54587. clone(name: string): PBRMetallicRoughnessMaterial;
  54588. /**
  54589. * Serialize the material to a parsable JSON object.
  54590. */
  54591. serialize(): any;
  54592. /**
  54593. * Parses a JSON object correponding to the serialize function.
  54594. */
  54595. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54596. }
  54597. }
  54598. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54599. import { Scene } from "babylonjs/scene";
  54600. import { Color3 } from "babylonjs/Maths/math.color";
  54601. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54602. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54603. /**
  54604. * The PBR material of BJS following the specular glossiness convention.
  54605. *
  54606. * This fits to the PBR convention in the GLTF definition:
  54607. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54608. */
  54609. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54610. /**
  54611. * Specifies the diffuse color of the material.
  54612. */
  54613. diffuseColor: Color3;
  54614. /**
  54615. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54616. * channel.
  54617. */
  54618. diffuseTexture: BaseTexture;
  54619. /**
  54620. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54621. */
  54622. specularColor: Color3;
  54623. /**
  54624. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54625. */
  54626. glossiness: number;
  54627. /**
  54628. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54629. */
  54630. specularGlossinessTexture: BaseTexture;
  54631. /**
  54632. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54633. *
  54634. * @param name The material name
  54635. * @param scene The scene the material will be use in.
  54636. */
  54637. constructor(name: string, scene: Scene);
  54638. /**
  54639. * Return the currrent class name of the material.
  54640. */
  54641. getClassName(): string;
  54642. /**
  54643. * Makes a duplicate of the current material.
  54644. * @param name - name to use for the new material.
  54645. */
  54646. clone(name: string): PBRSpecularGlossinessMaterial;
  54647. /**
  54648. * Serialize the material to a parsable JSON object.
  54649. */
  54650. serialize(): any;
  54651. /**
  54652. * Parses a JSON object correponding to the serialize function.
  54653. */
  54654. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  54655. }
  54656. }
  54657. declare module "babylonjs/Materials/PBR/index" {
  54658. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54659. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54660. export * from "babylonjs/Materials/PBR/pbrMaterial";
  54661. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  54662. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  54663. }
  54664. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  54665. import { Nullable } from "babylonjs/types";
  54666. import { Scene } from "babylonjs/scene";
  54667. import { Matrix } from "babylonjs/Maths/math.vector";
  54668. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54669. /**
  54670. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  54671. * It can help converting any input color in a desired output one. This can then be used to create effects
  54672. * from sepia, black and white to sixties or futuristic rendering...
  54673. *
  54674. * The only supported format is currently 3dl.
  54675. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  54676. */
  54677. export class ColorGradingTexture extends BaseTexture {
  54678. /**
  54679. * The current texture matrix. (will always be identity in color grading texture)
  54680. */
  54681. private _textureMatrix;
  54682. /**
  54683. * The texture URL.
  54684. */
  54685. url: string;
  54686. /**
  54687. * Empty line regex stored for GC.
  54688. */
  54689. private static _noneEmptyLineRegex;
  54690. private _engine;
  54691. /**
  54692. * Instantiates a ColorGradingTexture from the following parameters.
  54693. *
  54694. * @param url The location of the color gradind data (currently only supporting 3dl)
  54695. * @param scene The scene the texture will be used in
  54696. */
  54697. constructor(url: string, scene: Scene);
  54698. /**
  54699. * Returns the texture matrix used in most of the material.
  54700. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  54701. */
  54702. getTextureMatrix(): Matrix;
  54703. /**
  54704. * Occurs when the file being loaded is a .3dl LUT file.
  54705. */
  54706. private load3dlTexture;
  54707. /**
  54708. * Starts the loading process of the texture.
  54709. */
  54710. private loadTexture;
  54711. /**
  54712. * Clones the color gradind texture.
  54713. */
  54714. clone(): ColorGradingTexture;
  54715. /**
  54716. * Called during delayed load for textures.
  54717. */
  54718. delayLoad(): void;
  54719. /**
  54720. * Parses a color grading texture serialized by Babylon.
  54721. * @param parsedTexture The texture information being parsedTexture
  54722. * @param scene The scene to load the texture in
  54723. * @param rootUrl The root url of the data assets to load
  54724. * @return A color gradind texture
  54725. */
  54726. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  54727. /**
  54728. * Serializes the LUT texture to json format.
  54729. */
  54730. serialize(): any;
  54731. }
  54732. }
  54733. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  54734. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54735. import { Scene } from "babylonjs/scene";
  54736. import { Nullable } from "babylonjs/types";
  54737. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54738. /**
  54739. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  54740. */
  54741. export class EquiRectangularCubeTexture extends BaseTexture {
  54742. /** The six faces of the cube. */
  54743. private static _FacesMapping;
  54744. private _noMipmap;
  54745. private _onLoad;
  54746. private _onError;
  54747. /** The size of the cubemap. */
  54748. private _size;
  54749. /** The buffer of the image. */
  54750. private _buffer;
  54751. /** The width of the input image. */
  54752. private _width;
  54753. /** The height of the input image. */
  54754. private _height;
  54755. /** The URL to the image. */
  54756. url: string;
  54757. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  54758. coordinatesMode: number;
  54759. /**
  54760. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  54761. * @param url The location of the image
  54762. * @param scene The scene the texture will be used in
  54763. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  54764. * @param noMipmap Forces to not generate the mipmap if true
  54765. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  54766. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  54767. * @param onLoad — defines a callback called when texture is loaded
  54768. * @param onError — defines a callback called if there is an error
  54769. */
  54770. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  54771. /**
  54772. * Load the image data, by putting the image on a canvas and extracting its buffer.
  54773. */
  54774. private loadImage;
  54775. /**
  54776. * Convert the image buffer into a cubemap and create a CubeTexture.
  54777. */
  54778. private loadTexture;
  54779. /**
  54780. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  54781. * @param buffer The ArrayBuffer that should be converted.
  54782. * @returns The buffer as Float32Array.
  54783. */
  54784. private getFloat32ArrayFromArrayBuffer;
  54785. /**
  54786. * Get the current class name of the texture useful for serialization or dynamic coding.
  54787. * @returns "EquiRectangularCubeTexture"
  54788. */
  54789. getClassName(): string;
  54790. /**
  54791. * Create a clone of the current EquiRectangularCubeTexture and return it.
  54792. * @returns A clone of the current EquiRectangularCubeTexture.
  54793. */
  54794. clone(): EquiRectangularCubeTexture;
  54795. }
  54796. }
  54797. declare module "babylonjs/Misc/tga" {
  54798. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54799. /**
  54800. * Based on jsTGALoader - Javascript loader for TGA file
  54801. * By Vincent Thibault
  54802. * @see http://blog.robrowser.com/javascript-tga-loader.html
  54803. */
  54804. export class TGATools {
  54805. private static _TYPE_INDEXED;
  54806. private static _TYPE_RGB;
  54807. private static _TYPE_GREY;
  54808. private static _TYPE_RLE_INDEXED;
  54809. private static _TYPE_RLE_RGB;
  54810. private static _TYPE_RLE_GREY;
  54811. private static _ORIGIN_MASK;
  54812. private static _ORIGIN_SHIFT;
  54813. private static _ORIGIN_BL;
  54814. private static _ORIGIN_BR;
  54815. private static _ORIGIN_UL;
  54816. private static _ORIGIN_UR;
  54817. /**
  54818. * Gets the header of a TGA file
  54819. * @param data defines the TGA data
  54820. * @returns the header
  54821. */
  54822. static GetTGAHeader(data: Uint8Array): any;
  54823. /**
  54824. * Uploads TGA content to a Babylon Texture
  54825. * @hidden
  54826. */
  54827. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  54828. /** @hidden */
  54829. 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;
  54830. /** @hidden */
  54831. 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;
  54832. /** @hidden */
  54833. 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;
  54834. /** @hidden */
  54835. 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;
  54836. /** @hidden */
  54837. 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;
  54838. /** @hidden */
  54839. 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;
  54840. }
  54841. }
  54842. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  54843. import { Nullable } from "babylonjs/types";
  54844. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54845. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54846. /**
  54847. * Implementation of the TGA Texture Loader.
  54848. * @hidden
  54849. */
  54850. export class _TGATextureLoader implements IInternalTextureLoader {
  54851. /**
  54852. * Defines wether the loader supports cascade loading the different faces.
  54853. */
  54854. readonly supportCascades: boolean;
  54855. /**
  54856. * This returns if the loader support the current file information.
  54857. * @param extension defines the file extension of the file being loaded
  54858. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54859. * @param fallback defines the fallback internal texture if any
  54860. * @param isBase64 defines whether the texture is encoded as a base64
  54861. * @param isBuffer defines whether the texture data are stored as a buffer
  54862. * @returns true if the loader can load the specified file
  54863. */
  54864. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54865. /**
  54866. * Transform the url before loading if required.
  54867. * @param rootUrl the url of the texture
  54868. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54869. * @returns the transformed texture
  54870. */
  54871. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54872. /**
  54873. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54874. * @param rootUrl the url of the texture
  54875. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54876. * @returns the fallback texture
  54877. */
  54878. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54879. /**
  54880. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54881. * @param data contains the texture data
  54882. * @param texture defines the BabylonJS internal texture
  54883. * @param createPolynomials will be true if polynomials have been requested
  54884. * @param onLoad defines the callback to trigger once the texture is ready
  54885. * @param onError defines the callback to trigger in case of error
  54886. */
  54887. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54888. /**
  54889. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54890. * @param data contains the texture data
  54891. * @param texture defines the BabylonJS internal texture
  54892. * @param callback defines the method to call once ready to upload
  54893. */
  54894. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54895. }
  54896. }
  54897. declare module "babylonjs/Misc/basis" {
  54898. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54899. /**
  54900. * Info about the .basis files
  54901. */
  54902. class BasisFileInfo {
  54903. /**
  54904. * If the file has alpha
  54905. */
  54906. hasAlpha: boolean;
  54907. /**
  54908. * Info about each image of the basis file
  54909. */
  54910. images: Array<{
  54911. levels: Array<{
  54912. width: number;
  54913. height: number;
  54914. transcodedPixels: ArrayBufferView;
  54915. }>;
  54916. }>;
  54917. }
  54918. /**
  54919. * Result of transcoding a basis file
  54920. */
  54921. class TranscodeResult {
  54922. /**
  54923. * Info about the .basis file
  54924. */
  54925. fileInfo: BasisFileInfo;
  54926. /**
  54927. * Format to use when loading the file
  54928. */
  54929. format: number;
  54930. }
  54931. /**
  54932. * Configuration options for the Basis transcoder
  54933. */
  54934. export class BasisTranscodeConfiguration {
  54935. /**
  54936. * Supported compression formats used to determine the supported output format of the transcoder
  54937. */
  54938. supportedCompressionFormats?: {
  54939. /**
  54940. * etc1 compression format
  54941. */
  54942. etc1?: boolean;
  54943. /**
  54944. * s3tc compression format
  54945. */
  54946. s3tc?: boolean;
  54947. /**
  54948. * pvrtc compression format
  54949. */
  54950. pvrtc?: boolean;
  54951. /**
  54952. * etc2 compression format
  54953. */
  54954. etc2?: boolean;
  54955. };
  54956. /**
  54957. * If mipmap levels should be loaded for transcoded images (Default: true)
  54958. */
  54959. loadMipmapLevels?: boolean;
  54960. /**
  54961. * Index of a single image to load (Default: all images)
  54962. */
  54963. loadSingleImage?: number;
  54964. }
  54965. /**
  54966. * Used to load .Basis files
  54967. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  54968. */
  54969. export class BasisTools {
  54970. private static _IgnoreSupportedFormats;
  54971. /**
  54972. * URL to use when loading the basis transcoder
  54973. */
  54974. static JSModuleURL: string;
  54975. /**
  54976. * URL to use when loading the wasm module for the transcoder
  54977. */
  54978. static WasmModuleURL: string;
  54979. /**
  54980. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  54981. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  54982. * @returns internal format corresponding to the Basis format
  54983. */
  54984. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  54985. private static _WorkerPromise;
  54986. private static _Worker;
  54987. private static _actionId;
  54988. private static _CreateWorkerAsync;
  54989. /**
  54990. * Transcodes a loaded image file to compressed pixel data
  54991. * @param imageData image data to transcode
  54992. * @param config configuration options for the transcoding
  54993. * @returns a promise resulting in the transcoded image
  54994. */
  54995. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  54996. /**
  54997. * Loads a texture from the transcode result
  54998. * @param texture texture load to
  54999. * @param transcodeResult the result of transcoding the basis file to load from
  55000. */
  55001. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55002. }
  55003. }
  55004. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55005. import { Nullable } from "babylonjs/types";
  55006. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55007. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55008. /**
  55009. * Loader for .basis file format
  55010. */
  55011. export class _BasisTextureLoader implements IInternalTextureLoader {
  55012. /**
  55013. * Defines whether the loader supports cascade loading the different faces.
  55014. */
  55015. readonly supportCascades: boolean;
  55016. /**
  55017. * This returns if the loader support the current file information.
  55018. * @param extension defines the file extension of the file being loaded
  55019. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55020. * @param fallback defines the fallback internal texture if any
  55021. * @param isBase64 defines whether the texture is encoded as a base64
  55022. * @param isBuffer defines whether the texture data are stored as a buffer
  55023. * @returns true if the loader can load the specified file
  55024. */
  55025. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55026. /**
  55027. * Transform the url before loading if required.
  55028. * @param rootUrl the url of the texture
  55029. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55030. * @returns the transformed texture
  55031. */
  55032. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55033. /**
  55034. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55035. * @param rootUrl the url of the texture
  55036. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55037. * @returns the fallback texture
  55038. */
  55039. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55040. /**
  55041. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55042. * @param data contains the texture data
  55043. * @param texture defines the BabylonJS internal texture
  55044. * @param createPolynomials will be true if polynomials have been requested
  55045. * @param onLoad defines the callback to trigger once the texture is ready
  55046. * @param onError defines the callback to trigger in case of error
  55047. */
  55048. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55049. /**
  55050. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55051. * @param data contains the texture data
  55052. * @param texture defines the BabylonJS internal texture
  55053. * @param callback defines the method to call once ready to upload
  55054. */
  55055. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55056. }
  55057. }
  55058. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55059. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55060. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55061. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55062. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55063. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55064. }
  55065. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55066. import { Scene } from "babylonjs/scene";
  55067. import { Texture } from "babylonjs/Materials/Textures/texture";
  55068. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55069. /**
  55070. * 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.
  55071. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55072. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55073. */
  55074. export class CustomProceduralTexture extends ProceduralTexture {
  55075. private _animate;
  55076. private _time;
  55077. private _config;
  55078. private _texturePath;
  55079. /**
  55080. * Instantiates a new Custom Procedural Texture.
  55081. * 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.
  55082. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55083. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55084. * @param name Define the name of the texture
  55085. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55086. * @param size Define the size of the texture to create
  55087. * @param scene Define the scene the texture belongs to
  55088. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55089. * @param generateMipMaps Define if the texture should creates mip maps or not
  55090. */
  55091. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55092. private _loadJson;
  55093. /**
  55094. * Is the texture ready to be used ? (rendered at least once)
  55095. * @returns true if ready, otherwise, false.
  55096. */
  55097. isReady(): boolean;
  55098. /**
  55099. * Render the texture to its associated render target.
  55100. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55101. */
  55102. render(useCameraPostProcess?: boolean): void;
  55103. /**
  55104. * Update the list of dependant textures samplers in the shader.
  55105. */
  55106. updateTextures(): void;
  55107. /**
  55108. * Update the uniform values of the procedural texture in the shader.
  55109. */
  55110. updateShaderUniforms(): void;
  55111. /**
  55112. * Define if the texture animates or not.
  55113. */
  55114. animate: boolean;
  55115. }
  55116. }
  55117. declare module "babylonjs/Shaders/noise.fragment" {
  55118. /** @hidden */
  55119. export var noisePixelShader: {
  55120. name: string;
  55121. shader: string;
  55122. };
  55123. }
  55124. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55125. import { Nullable } from "babylonjs/types";
  55126. import { Scene } from "babylonjs/scene";
  55127. import { Texture } from "babylonjs/Materials/Textures/texture";
  55128. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55129. import "babylonjs/Shaders/noise.fragment";
  55130. /**
  55131. * Class used to generate noise procedural textures
  55132. */
  55133. export class NoiseProceduralTexture extends ProceduralTexture {
  55134. private _time;
  55135. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55136. brightness: number;
  55137. /** Defines the number of octaves to process */
  55138. octaves: number;
  55139. /** Defines the level of persistence (0.8 by default) */
  55140. persistence: number;
  55141. /** Gets or sets animation speed factor (default is 1) */
  55142. animationSpeedFactor: number;
  55143. /**
  55144. * Creates a new NoiseProceduralTexture
  55145. * @param name defines the name fo the texture
  55146. * @param size defines the size of the texture (default is 256)
  55147. * @param scene defines the hosting scene
  55148. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55149. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55150. */
  55151. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55152. private _updateShaderUniforms;
  55153. protected _getDefines(): string;
  55154. /** Generate the current state of the procedural texture */
  55155. render(useCameraPostProcess?: boolean): void;
  55156. /**
  55157. * Serializes this noise procedural texture
  55158. * @returns a serialized noise procedural texture object
  55159. */
  55160. serialize(): any;
  55161. /**
  55162. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55163. * @param parsedTexture defines parsed texture data
  55164. * @param scene defines the current scene
  55165. * @param rootUrl defines the root URL containing noise procedural texture information
  55166. * @returns a parsed NoiseProceduralTexture
  55167. */
  55168. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55169. }
  55170. }
  55171. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55172. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55173. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55174. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55175. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55176. }
  55177. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55178. import { Nullable } from "babylonjs/types";
  55179. import { Scene } from "babylonjs/scene";
  55180. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55181. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55182. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55183. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55184. /**
  55185. * Raw cube texture where the raw buffers are passed in
  55186. */
  55187. export class RawCubeTexture extends CubeTexture {
  55188. /**
  55189. * Creates a cube texture where the raw buffers are passed in.
  55190. * @param scene defines the scene the texture is attached to
  55191. * @param data defines the array of data to use to create each face
  55192. * @param size defines the size of the textures
  55193. * @param format defines the format of the data
  55194. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55195. * @param generateMipMaps defines if the engine should generate the mip levels
  55196. * @param invertY defines if data must be stored with Y axis inverted
  55197. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55198. * @param compression defines the compression used (null by default)
  55199. */
  55200. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55201. /**
  55202. * Updates the raw cube texture.
  55203. * @param data defines the data to store
  55204. * @param format defines the data format
  55205. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55206. * @param invertY defines if data must be stored with Y axis inverted
  55207. * @param compression defines the compression used (null by default)
  55208. * @param level defines which level of the texture to update
  55209. */
  55210. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55211. /**
  55212. * Updates a raw cube texture with RGBD encoded data.
  55213. * @param data defines the array of data [mipmap][face] to use to create each face
  55214. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55215. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55216. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55217. * @returns a promsie that resolves when the operation is complete
  55218. */
  55219. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55220. /**
  55221. * Clones the raw cube texture.
  55222. * @return a new cube texture
  55223. */
  55224. clone(): CubeTexture;
  55225. /** @hidden */
  55226. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55227. }
  55228. }
  55229. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55230. import { Scene } from "babylonjs/scene";
  55231. import { Texture } from "babylonjs/Materials/Textures/texture";
  55232. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55233. /**
  55234. * Class used to store 3D textures containing user data
  55235. */
  55236. export class RawTexture3D extends Texture {
  55237. /** Gets or sets the texture format to use */
  55238. format: number;
  55239. private _engine;
  55240. /**
  55241. * Create a new RawTexture3D
  55242. * @param data defines the data of the texture
  55243. * @param width defines the width of the texture
  55244. * @param height defines the height of the texture
  55245. * @param depth defines the depth of the texture
  55246. * @param format defines the texture format to use
  55247. * @param scene defines the hosting scene
  55248. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55249. * @param invertY defines if texture must be stored with Y axis inverted
  55250. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55251. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55252. */
  55253. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55254. /** Gets or sets the texture format to use */
  55255. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55256. /**
  55257. * Update the texture with new data
  55258. * @param data defines the data to store in the texture
  55259. */
  55260. update(data: ArrayBufferView): void;
  55261. }
  55262. }
  55263. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55264. import { Scene } from "babylonjs/scene";
  55265. import { Plane } from "babylonjs/Maths/math.plane";
  55266. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55267. /**
  55268. * Creates a refraction texture used by refraction channel of the standard material.
  55269. * It is like a mirror but to see through a material.
  55270. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55271. */
  55272. export class RefractionTexture extends RenderTargetTexture {
  55273. /**
  55274. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55275. * 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.
  55276. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55277. */
  55278. refractionPlane: Plane;
  55279. /**
  55280. * Define how deep under the surface we should see.
  55281. */
  55282. depth: number;
  55283. /**
  55284. * Creates a refraction texture used by refraction channel of the standard material.
  55285. * It is like a mirror but to see through a material.
  55286. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55287. * @param name Define the texture name
  55288. * @param size Define the size of the underlying texture
  55289. * @param scene Define the scene the refraction belongs to
  55290. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55291. */
  55292. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55293. /**
  55294. * Clone the refraction texture.
  55295. * @returns the cloned texture
  55296. */
  55297. clone(): RefractionTexture;
  55298. /**
  55299. * Serialize the texture to a JSON representation you could use in Parse later on
  55300. * @returns the serialized JSON representation
  55301. */
  55302. serialize(): any;
  55303. }
  55304. }
  55305. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55306. import { Nullable } from "babylonjs/types";
  55307. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55308. import { Matrix } from "babylonjs/Maths/math.vector";
  55309. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55310. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55311. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55312. import { Scene } from "babylonjs/scene";
  55313. /**
  55314. * Defines the options related to the creation of an HtmlElementTexture
  55315. */
  55316. export interface IHtmlElementTextureOptions {
  55317. /**
  55318. * Defines wether mip maps should be created or not.
  55319. */
  55320. generateMipMaps?: boolean;
  55321. /**
  55322. * Defines the sampling mode of the texture.
  55323. */
  55324. samplingMode?: number;
  55325. /**
  55326. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55327. */
  55328. engine: Nullable<ThinEngine>;
  55329. /**
  55330. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55331. */
  55332. scene: Nullable<Scene>;
  55333. }
  55334. /**
  55335. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55336. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55337. * is automatically managed.
  55338. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55339. * in your application.
  55340. *
  55341. * As the update is not automatic, you need to call them manually.
  55342. */
  55343. export class HtmlElementTexture extends BaseTexture {
  55344. /**
  55345. * The texture URL.
  55346. */
  55347. element: HTMLVideoElement | HTMLCanvasElement;
  55348. private static readonly DefaultOptions;
  55349. private _textureMatrix;
  55350. private _engine;
  55351. private _isVideo;
  55352. private _generateMipMaps;
  55353. private _samplingMode;
  55354. /**
  55355. * Instantiates a HtmlElementTexture from the following parameters.
  55356. *
  55357. * @param name Defines the name of the texture
  55358. * @param element Defines the video or canvas the texture is filled with
  55359. * @param options Defines the other none mandatory texture creation options
  55360. */
  55361. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55362. private _createInternalTexture;
  55363. /**
  55364. * Returns the texture matrix used in most of the material.
  55365. */
  55366. getTextureMatrix(): Matrix;
  55367. /**
  55368. * Updates the content of the texture.
  55369. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55370. */
  55371. update(invertY?: Nullable<boolean>): void;
  55372. }
  55373. }
  55374. declare module "babylonjs/Materials/Textures/index" {
  55375. export * from "babylonjs/Materials/Textures/baseTexture";
  55376. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55377. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55378. export * from "babylonjs/Materials/Textures/cubeTexture";
  55379. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55380. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55381. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55382. export * from "babylonjs/Materials/Textures/internalTexture";
  55383. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55384. export * from "babylonjs/Materials/Textures/Loaders/index";
  55385. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55386. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55387. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55388. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55389. export * from "babylonjs/Materials/Textures/rawTexture";
  55390. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55391. export * from "babylonjs/Materials/Textures/refractionTexture";
  55392. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55393. export * from "babylonjs/Materials/Textures/texture";
  55394. export * from "babylonjs/Materials/Textures/videoTexture";
  55395. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55396. }
  55397. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55398. /**
  55399. * Enum used to define the target of a block
  55400. */
  55401. export enum NodeMaterialBlockTargets {
  55402. /** Vertex shader */
  55403. Vertex = 1,
  55404. /** Fragment shader */
  55405. Fragment = 2,
  55406. /** Neutral */
  55407. Neutral = 4,
  55408. /** Vertex and Fragment */
  55409. VertexAndFragment = 3
  55410. }
  55411. }
  55412. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55413. /**
  55414. * Defines the kind of connection point for node based material
  55415. */
  55416. export enum NodeMaterialBlockConnectionPointTypes {
  55417. /** Float */
  55418. Float = 1,
  55419. /** Int */
  55420. Int = 2,
  55421. /** Vector2 */
  55422. Vector2 = 4,
  55423. /** Vector3 */
  55424. Vector3 = 8,
  55425. /** Vector4 */
  55426. Vector4 = 16,
  55427. /** Color3 */
  55428. Color3 = 32,
  55429. /** Color4 */
  55430. Color4 = 64,
  55431. /** Matrix */
  55432. Matrix = 128,
  55433. /** Detect type based on connection */
  55434. AutoDetect = 1024,
  55435. /** Output type that will be defined by input type */
  55436. BasedOnInput = 2048
  55437. }
  55438. }
  55439. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55440. /**
  55441. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55442. */
  55443. export enum NodeMaterialBlockConnectionPointMode {
  55444. /** Value is an uniform */
  55445. Uniform = 0,
  55446. /** Value is a mesh attribute */
  55447. Attribute = 1,
  55448. /** Value is a varying between vertex and fragment shaders */
  55449. Varying = 2,
  55450. /** Mode is undefined */
  55451. Undefined = 3
  55452. }
  55453. }
  55454. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55455. /**
  55456. * Enum used to define system values e.g. values automatically provided by the system
  55457. */
  55458. export enum NodeMaterialSystemValues {
  55459. /** World */
  55460. World = 1,
  55461. /** View */
  55462. View = 2,
  55463. /** Projection */
  55464. Projection = 3,
  55465. /** ViewProjection */
  55466. ViewProjection = 4,
  55467. /** WorldView */
  55468. WorldView = 5,
  55469. /** WorldViewProjection */
  55470. WorldViewProjection = 6,
  55471. /** CameraPosition */
  55472. CameraPosition = 7,
  55473. /** Fog Color */
  55474. FogColor = 8,
  55475. /** Delta time */
  55476. DeltaTime = 9
  55477. }
  55478. }
  55479. declare module "babylonjs/Materials/Node/Enums/index" {
  55480. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55481. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55482. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55483. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55484. }
  55485. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55486. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55487. /**
  55488. * Root class for all node material optimizers
  55489. */
  55490. export class NodeMaterialOptimizer {
  55491. /**
  55492. * Function used to optimize a NodeMaterial graph
  55493. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55494. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55495. */
  55496. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55497. }
  55498. }
  55499. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55500. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55501. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55502. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55503. import { Scene } from "babylonjs/scene";
  55504. /**
  55505. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55506. */
  55507. export class TransformBlock extends NodeMaterialBlock {
  55508. /**
  55509. * Defines the value to use to complement W value to transform it to a Vector4
  55510. */
  55511. complementW: number;
  55512. /**
  55513. * Defines the value to use to complement z value to transform it to a Vector4
  55514. */
  55515. complementZ: number;
  55516. /**
  55517. * Creates a new TransformBlock
  55518. * @param name defines the block name
  55519. */
  55520. constructor(name: string);
  55521. /**
  55522. * Gets the current class name
  55523. * @returns the class name
  55524. */
  55525. getClassName(): string;
  55526. /**
  55527. * Gets the vector input
  55528. */
  55529. readonly vector: NodeMaterialConnectionPoint;
  55530. /**
  55531. * Gets the output component
  55532. */
  55533. readonly output: NodeMaterialConnectionPoint;
  55534. /**
  55535. * Gets the matrix transform input
  55536. */
  55537. readonly transform: NodeMaterialConnectionPoint;
  55538. protected _buildBlock(state: NodeMaterialBuildState): this;
  55539. serialize(): any;
  55540. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55541. protected _dumpPropertiesCode(): string;
  55542. }
  55543. }
  55544. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55545. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55546. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55547. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55548. /**
  55549. * Block used to output the vertex position
  55550. */
  55551. export class VertexOutputBlock extends NodeMaterialBlock {
  55552. /**
  55553. * Creates a new VertexOutputBlock
  55554. * @param name defines the block name
  55555. */
  55556. constructor(name: string);
  55557. /**
  55558. * Gets the current class name
  55559. * @returns the class name
  55560. */
  55561. getClassName(): string;
  55562. /**
  55563. * Gets the vector input component
  55564. */
  55565. readonly vector: NodeMaterialConnectionPoint;
  55566. protected _buildBlock(state: NodeMaterialBuildState): this;
  55567. }
  55568. }
  55569. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55570. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55571. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55572. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55573. /**
  55574. * Block used to output the final color
  55575. */
  55576. export class FragmentOutputBlock extends NodeMaterialBlock {
  55577. /**
  55578. * Create a new FragmentOutputBlock
  55579. * @param name defines the block name
  55580. */
  55581. constructor(name: string);
  55582. /**
  55583. * Gets the current class name
  55584. * @returns the class name
  55585. */
  55586. getClassName(): string;
  55587. /**
  55588. * Gets the rgba input component
  55589. */
  55590. readonly rgba: NodeMaterialConnectionPoint;
  55591. /**
  55592. * Gets the rgb input component
  55593. */
  55594. readonly rgb: NodeMaterialConnectionPoint;
  55595. /**
  55596. * Gets the a input component
  55597. */
  55598. readonly a: NodeMaterialConnectionPoint;
  55599. protected _buildBlock(state: NodeMaterialBuildState): this;
  55600. }
  55601. }
  55602. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  55603. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55604. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55605. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55606. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55607. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55608. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55609. import { Effect } from "babylonjs/Materials/effect";
  55610. import { Mesh } from "babylonjs/Meshes/mesh";
  55611. import { Nullable } from "babylonjs/types";
  55612. import { Scene } from "babylonjs/scene";
  55613. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  55614. /**
  55615. * Block used to read a reflection texture from a sampler
  55616. */
  55617. export class ReflectionTextureBlock extends NodeMaterialBlock {
  55618. private _define3DName;
  55619. private _defineCubicName;
  55620. private _defineExplicitName;
  55621. private _defineProjectionName;
  55622. private _defineLocalCubicName;
  55623. private _defineSphericalName;
  55624. private _definePlanarName;
  55625. private _defineEquirectangularName;
  55626. private _defineMirroredEquirectangularFixedName;
  55627. private _defineEquirectangularFixedName;
  55628. private _defineSkyboxName;
  55629. private _cubeSamplerName;
  55630. private _2DSamplerName;
  55631. private _positionUVWName;
  55632. private _directionWName;
  55633. private _reflectionCoordsName;
  55634. private _reflection2DCoordsName;
  55635. private _reflectionColorName;
  55636. private _reflectionMatrixName;
  55637. /**
  55638. * Gets or sets the texture associated with the node
  55639. */
  55640. texture: Nullable<BaseTexture>;
  55641. /**
  55642. * Create a new TextureBlock
  55643. * @param name defines the block name
  55644. */
  55645. constructor(name: string);
  55646. /**
  55647. * Gets the current class name
  55648. * @returns the class name
  55649. */
  55650. getClassName(): string;
  55651. /**
  55652. * Gets the world position input component
  55653. */
  55654. readonly position: NodeMaterialConnectionPoint;
  55655. /**
  55656. * Gets the world position input component
  55657. */
  55658. readonly worldPosition: NodeMaterialConnectionPoint;
  55659. /**
  55660. * Gets the world normal input component
  55661. */
  55662. readonly worldNormal: NodeMaterialConnectionPoint;
  55663. /**
  55664. * Gets the world input component
  55665. */
  55666. readonly world: NodeMaterialConnectionPoint;
  55667. /**
  55668. * Gets the camera (or eye) position component
  55669. */
  55670. readonly cameraPosition: NodeMaterialConnectionPoint;
  55671. /**
  55672. * Gets the view input component
  55673. */
  55674. readonly view: NodeMaterialConnectionPoint;
  55675. /**
  55676. * Gets the rgb output component
  55677. */
  55678. readonly rgb: NodeMaterialConnectionPoint;
  55679. /**
  55680. * Gets the r output component
  55681. */
  55682. readonly r: NodeMaterialConnectionPoint;
  55683. /**
  55684. * Gets the g output component
  55685. */
  55686. readonly g: NodeMaterialConnectionPoint;
  55687. /**
  55688. * Gets the b output component
  55689. */
  55690. readonly b: NodeMaterialConnectionPoint;
  55691. autoConfigure(material: NodeMaterial): void;
  55692. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55693. isReady(): boolean;
  55694. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55695. private _injectVertexCode;
  55696. private _writeOutput;
  55697. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55698. protected _dumpPropertiesCode(): string;
  55699. serialize(): any;
  55700. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55701. }
  55702. }
  55703. declare module "babylonjs/Materials/Node/nodeMaterial" {
  55704. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55705. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  55706. import { Scene } from "babylonjs/scene";
  55707. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55708. import { Matrix } from "babylonjs/Maths/math.vector";
  55709. import { Mesh } from "babylonjs/Meshes/mesh";
  55710. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55711. import { Observable } from "babylonjs/Misc/observable";
  55712. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55713. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  55714. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55715. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  55716. import { Nullable } from "babylonjs/types";
  55717. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55718. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55719. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55720. /**
  55721. * Interface used to configure the node material editor
  55722. */
  55723. export interface INodeMaterialEditorOptions {
  55724. /** Define the URl to load node editor script */
  55725. editorURL?: string;
  55726. }
  55727. /** @hidden */
  55728. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  55729. /** BONES */
  55730. NUM_BONE_INFLUENCERS: number;
  55731. BonesPerMesh: number;
  55732. BONETEXTURE: boolean;
  55733. /** MORPH TARGETS */
  55734. MORPHTARGETS: boolean;
  55735. MORPHTARGETS_NORMAL: boolean;
  55736. MORPHTARGETS_TANGENT: boolean;
  55737. MORPHTARGETS_UV: boolean;
  55738. NUM_MORPH_INFLUENCERS: number;
  55739. /** IMAGE PROCESSING */
  55740. IMAGEPROCESSING: boolean;
  55741. VIGNETTE: boolean;
  55742. VIGNETTEBLENDMODEMULTIPLY: boolean;
  55743. VIGNETTEBLENDMODEOPAQUE: boolean;
  55744. TONEMAPPING: boolean;
  55745. TONEMAPPING_ACES: boolean;
  55746. CONTRAST: boolean;
  55747. EXPOSURE: boolean;
  55748. COLORCURVES: boolean;
  55749. COLORGRADING: boolean;
  55750. COLORGRADING3D: boolean;
  55751. SAMPLER3DGREENDEPTH: boolean;
  55752. SAMPLER3DBGRMAP: boolean;
  55753. IMAGEPROCESSINGPOSTPROCESS: boolean;
  55754. /** MISC. */
  55755. BUMPDIRECTUV: number;
  55756. constructor();
  55757. setValue(name: string, value: boolean): void;
  55758. }
  55759. /**
  55760. * Class used to configure NodeMaterial
  55761. */
  55762. export interface INodeMaterialOptions {
  55763. /**
  55764. * Defines if blocks should emit comments
  55765. */
  55766. emitComments: boolean;
  55767. }
  55768. /**
  55769. * Class used to create a node based material built by assembling shader blocks
  55770. */
  55771. export class NodeMaterial extends PushMaterial {
  55772. private static _BuildIdGenerator;
  55773. private _options;
  55774. private _vertexCompilationState;
  55775. private _fragmentCompilationState;
  55776. private _sharedData;
  55777. private _buildId;
  55778. private _buildWasSuccessful;
  55779. private _cachedWorldViewMatrix;
  55780. private _cachedWorldViewProjectionMatrix;
  55781. private _optimizers;
  55782. private _animationFrame;
  55783. /** Define the URl to load node editor script */
  55784. static EditorURL: string;
  55785. private BJSNODEMATERIALEDITOR;
  55786. /** Get the inspector from bundle or global */
  55787. private _getGlobalNodeMaterialEditor;
  55788. /**
  55789. * 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)
  55790. */
  55791. ignoreAlpha: boolean;
  55792. /**
  55793. * Defines the maximum number of lights that can be used in the material
  55794. */
  55795. maxSimultaneousLights: number;
  55796. /**
  55797. * Observable raised when the material is built
  55798. */
  55799. onBuildObservable: Observable<NodeMaterial>;
  55800. /**
  55801. * Gets or sets the root nodes of the material vertex shader
  55802. */
  55803. _vertexOutputNodes: NodeMaterialBlock[];
  55804. /**
  55805. * Gets or sets the root nodes of the material fragment (pixel) shader
  55806. */
  55807. _fragmentOutputNodes: NodeMaterialBlock[];
  55808. /** Gets or sets options to control the node material overall behavior */
  55809. options: INodeMaterialOptions;
  55810. /**
  55811. * Default configuration related to image processing available in the standard Material.
  55812. */
  55813. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  55814. /**
  55815. * Gets the image processing configuration used either in this material.
  55816. */
  55817. /**
  55818. * Sets the Default image processing configuration used either in the this material.
  55819. *
  55820. * If sets to null, the scene one is in use.
  55821. */
  55822. imageProcessingConfiguration: ImageProcessingConfiguration;
  55823. /**
  55824. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  55825. */
  55826. attachedBlocks: NodeMaterialBlock[];
  55827. /**
  55828. * Create a new node based material
  55829. * @param name defines the material name
  55830. * @param scene defines the hosting scene
  55831. * @param options defines creation option
  55832. */
  55833. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  55834. /**
  55835. * Gets the current class name of the material e.g. "NodeMaterial"
  55836. * @returns the class name
  55837. */
  55838. getClassName(): string;
  55839. /**
  55840. * Keep track of the image processing observer to allow dispose and replace.
  55841. */
  55842. private _imageProcessingObserver;
  55843. /**
  55844. * Attaches a new image processing configuration to the Standard Material.
  55845. * @param configuration
  55846. */
  55847. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  55848. /**
  55849. * Get a block by its name
  55850. * @param name defines the name of the block to retrieve
  55851. * @returns the required block or null if not found
  55852. */
  55853. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  55854. /**
  55855. * Get a block by its name
  55856. * @param predicate defines the predicate used to find the good candidate
  55857. * @returns the required block or null if not found
  55858. */
  55859. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  55860. /**
  55861. * Get an input block by its name
  55862. * @param predicate defines the predicate used to find the good candidate
  55863. * @returns the required input block or null if not found
  55864. */
  55865. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  55866. /**
  55867. * Gets the list of input blocks attached to this material
  55868. * @returns an array of InputBlocks
  55869. */
  55870. getInputBlocks(): InputBlock[];
  55871. /**
  55872. * Adds a new optimizer to the list of optimizers
  55873. * @param optimizer defines the optimizers to add
  55874. * @returns the current material
  55875. */
  55876. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55877. /**
  55878. * Remove an optimizer from the list of optimizers
  55879. * @param optimizer defines the optimizers to remove
  55880. * @returns the current material
  55881. */
  55882. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55883. /**
  55884. * Add a new block to the list of output nodes
  55885. * @param node defines the node to add
  55886. * @returns the current material
  55887. */
  55888. addOutputNode(node: NodeMaterialBlock): this;
  55889. /**
  55890. * Remove a block from the list of root nodes
  55891. * @param node defines the node to remove
  55892. * @returns the current material
  55893. */
  55894. removeOutputNode(node: NodeMaterialBlock): this;
  55895. private _addVertexOutputNode;
  55896. private _removeVertexOutputNode;
  55897. private _addFragmentOutputNode;
  55898. private _removeFragmentOutputNode;
  55899. /**
  55900. * Specifies if the material will require alpha blending
  55901. * @returns a boolean specifying if alpha blending is needed
  55902. */
  55903. needAlphaBlending(): boolean;
  55904. /**
  55905. * Specifies if this material should be rendered in alpha test mode
  55906. * @returns a boolean specifying if an alpha test is needed.
  55907. */
  55908. needAlphaTesting(): boolean;
  55909. private _initializeBlock;
  55910. private _resetDualBlocks;
  55911. /**
  55912. * Build the material and generates the inner effect
  55913. * @param verbose defines if the build should log activity
  55914. */
  55915. build(verbose?: boolean): void;
  55916. /**
  55917. * Runs an otpimization phase to try to improve the shader code
  55918. */
  55919. optimize(): void;
  55920. private _prepareDefinesForAttributes;
  55921. /**
  55922. * Get if the submesh is ready to be used and all its information available.
  55923. * Child classes can use it to update shaders
  55924. * @param mesh defines the mesh to check
  55925. * @param subMesh defines which submesh to check
  55926. * @param useInstances specifies that instances should be used
  55927. * @returns a boolean indicating that the submesh is ready or not
  55928. */
  55929. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  55930. /**
  55931. * Get a string representing the shaders built by the current node graph
  55932. */
  55933. readonly compiledShaders: string;
  55934. /**
  55935. * Binds the world matrix to the material
  55936. * @param world defines the world transformation matrix
  55937. */
  55938. bindOnlyWorldMatrix(world: Matrix): void;
  55939. /**
  55940. * Binds the submesh to this material by preparing the effect and shader to draw
  55941. * @param world defines the world transformation matrix
  55942. * @param mesh defines the mesh containing the submesh
  55943. * @param subMesh defines the submesh to bind the material to
  55944. */
  55945. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  55946. /**
  55947. * Gets the active textures from the material
  55948. * @returns an array of textures
  55949. */
  55950. getActiveTextures(): BaseTexture[];
  55951. /**
  55952. * Gets the list of texture blocks
  55953. * @returns an array of texture blocks
  55954. */
  55955. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  55956. /**
  55957. * Specifies if the material uses a texture
  55958. * @param texture defines the texture to check against the material
  55959. * @returns a boolean specifying if the material uses the texture
  55960. */
  55961. hasTexture(texture: BaseTexture): boolean;
  55962. /**
  55963. * Disposes the material
  55964. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  55965. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  55966. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  55967. */
  55968. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  55969. /** Creates the node editor window. */
  55970. private _createNodeEditor;
  55971. /**
  55972. * Launch the node material editor
  55973. * @param config Define the configuration of the editor
  55974. * @return a promise fulfilled when the node editor is visible
  55975. */
  55976. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  55977. /**
  55978. * Clear the current material
  55979. */
  55980. clear(): void;
  55981. /**
  55982. * Clear the current material and set it to a default state
  55983. */
  55984. setToDefault(): void;
  55985. /**
  55986. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  55987. * @param url defines the url to load from
  55988. * @returns a promise that will fullfil when the material is fully loaded
  55989. */
  55990. loadAsync(url: string): Promise<void>;
  55991. private _gatherBlocks;
  55992. /**
  55993. * Generate a string containing the code declaration required to create an equivalent of this material
  55994. * @returns a string
  55995. */
  55996. generateCode(): string;
  55997. /**
  55998. * Serializes this material in a JSON representation
  55999. * @returns the serialized material object
  56000. */
  56001. serialize(): any;
  56002. private _restoreConnections;
  56003. /**
  56004. * Clear the current graph and load a new one from a serialization object
  56005. * @param source defines the JSON representation of the material
  56006. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56007. */
  56008. loadFromSerialization(source: any, rootUrl?: string): void;
  56009. /**
  56010. * Creates a node material from parsed material data
  56011. * @param source defines the JSON representation of the material
  56012. * @param scene defines the hosting scene
  56013. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56014. * @returns a new node material
  56015. */
  56016. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56017. /**
  56018. * Creates a new node material set to default basic configuration
  56019. * @param name defines the name of the material
  56020. * @param scene defines the hosting scene
  56021. * @returns a new NodeMaterial
  56022. */
  56023. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56024. }
  56025. }
  56026. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56027. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56028. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56029. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56030. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56031. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56032. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56033. import { Effect } from "babylonjs/Materials/effect";
  56034. import { Mesh } from "babylonjs/Meshes/mesh";
  56035. import { Nullable } from "babylonjs/types";
  56036. import { Texture } from "babylonjs/Materials/Textures/texture";
  56037. import { Scene } from "babylonjs/scene";
  56038. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56039. /**
  56040. * Block used to read a texture from a sampler
  56041. */
  56042. export class TextureBlock extends NodeMaterialBlock {
  56043. private _defineName;
  56044. private _linearDefineName;
  56045. private _samplerName;
  56046. private _transformedUVName;
  56047. private _textureTransformName;
  56048. private _textureInfoName;
  56049. private _mainUVName;
  56050. private _mainUVDefineName;
  56051. /**
  56052. * Gets or sets the texture associated with the node
  56053. */
  56054. texture: Nullable<Texture>;
  56055. /**
  56056. * Create a new TextureBlock
  56057. * @param name defines the block name
  56058. */
  56059. constructor(name: string);
  56060. /**
  56061. * Gets the current class name
  56062. * @returns the class name
  56063. */
  56064. getClassName(): string;
  56065. /**
  56066. * Gets the uv input component
  56067. */
  56068. readonly uv: NodeMaterialConnectionPoint;
  56069. /**
  56070. * Gets the rgba output component
  56071. */
  56072. readonly rgba: NodeMaterialConnectionPoint;
  56073. /**
  56074. * Gets the rgb output component
  56075. */
  56076. readonly rgb: NodeMaterialConnectionPoint;
  56077. /**
  56078. * Gets the r output component
  56079. */
  56080. readonly r: NodeMaterialConnectionPoint;
  56081. /**
  56082. * Gets the g output component
  56083. */
  56084. readonly g: NodeMaterialConnectionPoint;
  56085. /**
  56086. * Gets the b output component
  56087. */
  56088. readonly b: NodeMaterialConnectionPoint;
  56089. /**
  56090. * Gets the a output component
  56091. */
  56092. readonly a: NodeMaterialConnectionPoint;
  56093. readonly target: NodeMaterialBlockTargets;
  56094. autoConfigure(material: NodeMaterial): void;
  56095. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56096. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56097. isReady(): boolean;
  56098. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56099. private readonly _isMixed;
  56100. private _injectVertexCode;
  56101. private _writeOutput;
  56102. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56103. protected _dumpPropertiesCode(): string;
  56104. serialize(): any;
  56105. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56106. }
  56107. }
  56108. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56109. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56110. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56111. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56112. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56113. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56114. import { Scene } from "babylonjs/scene";
  56115. /**
  56116. * Class used to store shared data between 2 NodeMaterialBuildState
  56117. */
  56118. export class NodeMaterialBuildStateSharedData {
  56119. /**
  56120. * Gets the list of emitted varyings
  56121. */
  56122. temps: string[];
  56123. /**
  56124. * Gets the list of emitted varyings
  56125. */
  56126. varyings: string[];
  56127. /**
  56128. * Gets the varying declaration string
  56129. */
  56130. varyingDeclaration: string;
  56131. /**
  56132. * Input blocks
  56133. */
  56134. inputBlocks: InputBlock[];
  56135. /**
  56136. * Input blocks
  56137. */
  56138. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56139. /**
  56140. * Bindable blocks (Blocks that need to set data to the effect)
  56141. */
  56142. bindableBlocks: NodeMaterialBlock[];
  56143. /**
  56144. * List of blocks that can provide a compilation fallback
  56145. */
  56146. blocksWithFallbacks: NodeMaterialBlock[];
  56147. /**
  56148. * List of blocks that can provide a define update
  56149. */
  56150. blocksWithDefines: NodeMaterialBlock[];
  56151. /**
  56152. * List of blocks that can provide a repeatable content
  56153. */
  56154. repeatableContentBlocks: NodeMaterialBlock[];
  56155. /**
  56156. * List of blocks that can provide a dynamic list of uniforms
  56157. */
  56158. dynamicUniformBlocks: NodeMaterialBlock[];
  56159. /**
  56160. * List of blocks that can block the isReady function for the material
  56161. */
  56162. blockingBlocks: NodeMaterialBlock[];
  56163. /**
  56164. * Gets the list of animated inputs
  56165. */
  56166. animatedInputs: InputBlock[];
  56167. /**
  56168. * Build Id used to avoid multiple recompilations
  56169. */
  56170. buildId: number;
  56171. /** List of emitted variables */
  56172. variableNames: {
  56173. [key: string]: number;
  56174. };
  56175. /** List of emitted defines */
  56176. defineNames: {
  56177. [key: string]: number;
  56178. };
  56179. /** Should emit comments? */
  56180. emitComments: boolean;
  56181. /** Emit build activity */
  56182. verbose: boolean;
  56183. /** Gets or sets the hosting scene */
  56184. scene: Scene;
  56185. /**
  56186. * Gets the compilation hints emitted at compilation time
  56187. */
  56188. hints: {
  56189. needWorldViewMatrix: boolean;
  56190. needWorldViewProjectionMatrix: boolean;
  56191. needAlphaBlending: boolean;
  56192. needAlphaTesting: boolean;
  56193. };
  56194. /**
  56195. * List of compilation checks
  56196. */
  56197. checks: {
  56198. emitVertex: boolean;
  56199. emitFragment: boolean;
  56200. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56201. };
  56202. /** Creates a new shared data */
  56203. constructor();
  56204. /**
  56205. * Emits console errors and exceptions if there is a failing check
  56206. */
  56207. emitErrors(): void;
  56208. }
  56209. }
  56210. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56211. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56212. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56213. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56214. /**
  56215. * Class used to store node based material build state
  56216. */
  56217. export class NodeMaterialBuildState {
  56218. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56219. supportUniformBuffers: boolean;
  56220. /**
  56221. * Gets the list of emitted attributes
  56222. */
  56223. attributes: string[];
  56224. /**
  56225. * Gets the list of emitted uniforms
  56226. */
  56227. uniforms: string[];
  56228. /**
  56229. * Gets the list of emitted constants
  56230. */
  56231. constants: string[];
  56232. /**
  56233. * Gets the list of emitted samplers
  56234. */
  56235. samplers: string[];
  56236. /**
  56237. * Gets the list of emitted functions
  56238. */
  56239. functions: {
  56240. [key: string]: string;
  56241. };
  56242. /**
  56243. * Gets the list of emitted extensions
  56244. */
  56245. extensions: {
  56246. [key: string]: string;
  56247. };
  56248. /**
  56249. * Gets the target of the compilation state
  56250. */
  56251. target: NodeMaterialBlockTargets;
  56252. /**
  56253. * Gets the list of emitted counters
  56254. */
  56255. counters: {
  56256. [key: string]: number;
  56257. };
  56258. /**
  56259. * Shared data between multiple NodeMaterialBuildState instances
  56260. */
  56261. sharedData: NodeMaterialBuildStateSharedData;
  56262. /** @hidden */
  56263. _vertexState: NodeMaterialBuildState;
  56264. /** @hidden */
  56265. _attributeDeclaration: string;
  56266. /** @hidden */
  56267. _uniformDeclaration: string;
  56268. /** @hidden */
  56269. _constantDeclaration: string;
  56270. /** @hidden */
  56271. _samplerDeclaration: string;
  56272. /** @hidden */
  56273. _varyingTransfer: string;
  56274. private _repeatableContentAnchorIndex;
  56275. /** @hidden */
  56276. _builtCompilationString: string;
  56277. /**
  56278. * Gets the emitted compilation strings
  56279. */
  56280. compilationString: string;
  56281. /**
  56282. * Finalize the compilation strings
  56283. * @param state defines the current compilation state
  56284. */
  56285. finalize(state: NodeMaterialBuildState): void;
  56286. /** @hidden */
  56287. readonly _repeatableContentAnchor: string;
  56288. /** @hidden */
  56289. _getFreeVariableName(prefix: string): string;
  56290. /** @hidden */
  56291. _getFreeDefineName(prefix: string): string;
  56292. /** @hidden */
  56293. _excludeVariableName(name: string): void;
  56294. /** @hidden */
  56295. _emit2DSampler(name: string): void;
  56296. /** @hidden */
  56297. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56298. /** @hidden */
  56299. _emitExtension(name: string, extension: string): void;
  56300. /** @hidden */
  56301. _emitFunction(name: string, code: string, comments: string): void;
  56302. /** @hidden */
  56303. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56304. replaceStrings?: {
  56305. search: RegExp;
  56306. replace: string;
  56307. }[];
  56308. repeatKey?: string;
  56309. }): string;
  56310. /** @hidden */
  56311. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56312. repeatKey?: string;
  56313. removeAttributes?: boolean;
  56314. removeUniforms?: boolean;
  56315. removeVaryings?: boolean;
  56316. removeIfDef?: boolean;
  56317. replaceStrings?: {
  56318. search: RegExp;
  56319. replace: string;
  56320. }[];
  56321. }, storeKey?: string): void;
  56322. /** @hidden */
  56323. _registerTempVariable(name: string): boolean;
  56324. /** @hidden */
  56325. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56326. /** @hidden */
  56327. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56328. /** @hidden */
  56329. _emitFloat(value: number): string;
  56330. }
  56331. }
  56332. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56333. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56334. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56335. import { Nullable } from "babylonjs/types";
  56336. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56337. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56338. import { Effect } from "babylonjs/Materials/effect";
  56339. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56340. import { Mesh } from "babylonjs/Meshes/mesh";
  56341. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56342. import { Scene } from "babylonjs/scene";
  56343. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56344. /**
  56345. * Defines a block that can be used inside a node based material
  56346. */
  56347. export class NodeMaterialBlock {
  56348. private _buildId;
  56349. private _buildTarget;
  56350. private _target;
  56351. private _isFinalMerger;
  56352. private _isInput;
  56353. /** @hidden */
  56354. _codeVariableName: string;
  56355. /** @hidden */
  56356. _inputs: NodeMaterialConnectionPoint[];
  56357. /** @hidden */
  56358. _outputs: NodeMaterialConnectionPoint[];
  56359. /** @hidden */
  56360. _preparationId: number;
  56361. /**
  56362. * Gets or sets the name of the block
  56363. */
  56364. name: string;
  56365. /**
  56366. * Gets or sets the unique id of the node
  56367. */
  56368. uniqueId: number;
  56369. /**
  56370. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56371. */
  56372. readonly isFinalMerger: boolean;
  56373. /**
  56374. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56375. */
  56376. readonly isInput: boolean;
  56377. /**
  56378. * Gets or sets the build Id
  56379. */
  56380. buildId: number;
  56381. /**
  56382. * Gets or sets the target of the block
  56383. */
  56384. target: NodeMaterialBlockTargets;
  56385. /**
  56386. * Gets the list of input points
  56387. */
  56388. readonly inputs: NodeMaterialConnectionPoint[];
  56389. /** Gets the list of output points */
  56390. readonly outputs: NodeMaterialConnectionPoint[];
  56391. /**
  56392. * Find an input by its name
  56393. * @param name defines the name of the input to look for
  56394. * @returns the input or null if not found
  56395. */
  56396. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56397. /**
  56398. * Find an output by its name
  56399. * @param name defines the name of the outputto look for
  56400. * @returns the output or null if not found
  56401. */
  56402. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56403. /**
  56404. * Creates a new NodeMaterialBlock
  56405. * @param name defines the block name
  56406. * @param target defines the target of that block (Vertex by default)
  56407. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56408. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56409. */
  56410. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56411. /**
  56412. * Initialize the block and prepare the context for build
  56413. * @param state defines the state that will be used for the build
  56414. */
  56415. initialize(state: NodeMaterialBuildState): void;
  56416. /**
  56417. * Bind data to effect. Will only be called for blocks with isBindable === true
  56418. * @param effect defines the effect to bind data to
  56419. * @param nodeMaterial defines the hosting NodeMaterial
  56420. * @param mesh defines the mesh that will be rendered
  56421. */
  56422. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56423. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56424. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56425. protected _writeFloat(value: number): string;
  56426. /**
  56427. * Gets the current class name e.g. "NodeMaterialBlock"
  56428. * @returns the class name
  56429. */
  56430. getClassName(): string;
  56431. /**
  56432. * Register a new input. Must be called inside a block constructor
  56433. * @param name defines the connection point name
  56434. * @param type defines the connection point type
  56435. * @param isOptional defines a boolean indicating that this input can be omitted
  56436. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56437. * @returns the current block
  56438. */
  56439. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56440. /**
  56441. * Register a new output. Must be called inside a block constructor
  56442. * @param name defines the connection point name
  56443. * @param type defines the connection point type
  56444. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56445. * @returns the current block
  56446. */
  56447. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56448. /**
  56449. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56450. * @param forOutput defines an optional connection point to check compatibility with
  56451. * @returns the first available input or null
  56452. */
  56453. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56454. /**
  56455. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56456. * @param forBlock defines an optional block to check compatibility with
  56457. * @returns the first available input or null
  56458. */
  56459. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56460. /**
  56461. * Gets the sibling of the given output
  56462. * @param current defines the current output
  56463. * @returns the next output in the list or null
  56464. */
  56465. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56466. /**
  56467. * Connect current block with another block
  56468. * @param other defines the block to connect with
  56469. * @param options define the various options to help pick the right connections
  56470. * @returns the current block
  56471. */
  56472. connectTo(other: NodeMaterialBlock, options?: {
  56473. input?: string;
  56474. output?: string;
  56475. outputSwizzle?: string;
  56476. }): this | undefined;
  56477. protected _buildBlock(state: NodeMaterialBuildState): void;
  56478. /**
  56479. * Add uniforms, samplers and uniform buffers at compilation time
  56480. * @param state defines the state to update
  56481. * @param nodeMaterial defines the node material requesting the update
  56482. * @param defines defines the material defines to update
  56483. * @param uniformBuffers defines the list of uniform buffer names
  56484. */
  56485. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56486. /**
  56487. * Add potential fallbacks if shader compilation fails
  56488. * @param mesh defines the mesh to be rendered
  56489. * @param fallbacks defines the current prioritized list of fallbacks
  56490. */
  56491. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56492. /**
  56493. * Initialize defines for shader compilation
  56494. * @param mesh defines the mesh to be rendered
  56495. * @param nodeMaterial defines the node material requesting the update
  56496. * @param defines defines the material defines to update
  56497. * @param useInstances specifies that instances should be used
  56498. */
  56499. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56500. /**
  56501. * Update defines for shader compilation
  56502. * @param mesh defines the mesh to be rendered
  56503. * @param nodeMaterial defines the node material requesting the update
  56504. * @param defines defines the material defines to update
  56505. * @param useInstances specifies that instances should be used
  56506. */
  56507. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56508. /**
  56509. * Lets the block try to connect some inputs automatically
  56510. * @param material defines the hosting NodeMaterial
  56511. */
  56512. autoConfigure(material: NodeMaterial): void;
  56513. /**
  56514. * Function called when a block is declared as repeatable content generator
  56515. * @param vertexShaderState defines the current compilation state for the vertex shader
  56516. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56517. * @param mesh defines the mesh to be rendered
  56518. * @param defines defines the material defines to update
  56519. */
  56520. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56521. /**
  56522. * Checks if the block is ready
  56523. * @param mesh defines the mesh to be rendered
  56524. * @param nodeMaterial defines the node material requesting the update
  56525. * @param defines defines the material defines to update
  56526. * @param useInstances specifies that instances should be used
  56527. * @returns true if the block is ready
  56528. */
  56529. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56530. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56531. private _processBuild;
  56532. /**
  56533. * Compile the current node and generate the shader code
  56534. * @param state defines the current compilation state (uniforms, samplers, current string)
  56535. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56536. * @returns true if already built
  56537. */
  56538. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56539. protected _inputRename(name: string): string;
  56540. protected _outputRename(name: string): string;
  56541. protected _dumpPropertiesCode(): string;
  56542. /** @hidden */
  56543. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56544. /** @hidden */
  56545. _dumpCodeForOutputConnections(): string;
  56546. /**
  56547. * Clone the current block to a new identical block
  56548. * @param scene defines the hosting scene
  56549. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56550. * @returns a copy of the current block
  56551. */
  56552. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56553. /**
  56554. * Serializes this block in a JSON representation
  56555. * @returns the serialized block object
  56556. */
  56557. serialize(): any;
  56558. /** @hidden */
  56559. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56560. /**
  56561. * Release resources
  56562. */
  56563. dispose(): void;
  56564. }
  56565. }
  56566. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56567. /**
  56568. * Enum defining the type of animations supported by InputBlock
  56569. */
  56570. export enum AnimatedInputBlockTypes {
  56571. /** No animation */
  56572. None = 0,
  56573. /** Time based animation. Will only work for floats */
  56574. Time = 1
  56575. }
  56576. }
  56577. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56578. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56579. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56580. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56581. import { Nullable } from "babylonjs/types";
  56582. import { Effect } from "babylonjs/Materials/effect";
  56583. import { Matrix } from "babylonjs/Maths/math.vector";
  56584. import { Scene } from "babylonjs/scene";
  56585. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56586. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56587. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56588. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56589. /**
  56590. * Block used to expose an input value
  56591. */
  56592. export class InputBlock extends NodeMaterialBlock {
  56593. private _mode;
  56594. private _associatedVariableName;
  56595. private _storedValue;
  56596. private _valueCallback;
  56597. private _type;
  56598. private _animationType;
  56599. /** Gets or set a value used to limit the range of float values */
  56600. min: number;
  56601. /** Gets or set a value used to limit the range of float values */
  56602. max: number;
  56603. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  56604. matrixMode: number;
  56605. /** @hidden */
  56606. _systemValue: Nullable<NodeMaterialSystemValues>;
  56607. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  56608. visibleInInspector: boolean;
  56609. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  56610. isConstant: boolean;
  56611. /**
  56612. * Gets or sets the connection point type (default is float)
  56613. */
  56614. readonly type: NodeMaterialBlockConnectionPointTypes;
  56615. /**
  56616. * Creates a new InputBlock
  56617. * @param name defines the block name
  56618. * @param target defines the target of that block (Vertex by default)
  56619. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  56620. */
  56621. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  56622. /**
  56623. * Gets the output component
  56624. */
  56625. readonly output: NodeMaterialConnectionPoint;
  56626. /**
  56627. * Set the source of this connection point to a vertex attribute
  56628. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  56629. * @returns the current connection point
  56630. */
  56631. setAsAttribute(attributeName?: string): InputBlock;
  56632. /**
  56633. * Set the source of this connection point to a system value
  56634. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  56635. * @returns the current connection point
  56636. */
  56637. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  56638. /**
  56639. * Gets or sets the value of that point.
  56640. * Please note that this value will be ignored if valueCallback is defined
  56641. */
  56642. value: any;
  56643. /**
  56644. * Gets or sets a callback used to get the value of that point.
  56645. * Please note that setting this value will force the connection point to ignore the value property
  56646. */
  56647. valueCallback: () => any;
  56648. /**
  56649. * Gets or sets the associated variable name in the shader
  56650. */
  56651. associatedVariableName: string;
  56652. /** Gets or sets the type of animation applied to the input */
  56653. animationType: AnimatedInputBlockTypes;
  56654. /**
  56655. * Gets a boolean indicating that this connection point not defined yet
  56656. */
  56657. readonly isUndefined: boolean;
  56658. /**
  56659. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  56660. * In this case the connection point name must be the name of the uniform to use.
  56661. * Can only be set on inputs
  56662. */
  56663. isUniform: boolean;
  56664. /**
  56665. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  56666. * In this case the connection point name must be the name of the attribute to use
  56667. * Can only be set on inputs
  56668. */
  56669. isAttribute: boolean;
  56670. /**
  56671. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  56672. * Can only be set on exit points
  56673. */
  56674. isVarying: boolean;
  56675. /**
  56676. * Gets a boolean indicating that the current connection point is a system value
  56677. */
  56678. readonly isSystemValue: boolean;
  56679. /**
  56680. * Gets or sets the current well known value or null if not defined as a system value
  56681. */
  56682. systemValue: Nullable<NodeMaterialSystemValues>;
  56683. /**
  56684. * Gets the current class name
  56685. * @returns the class name
  56686. */
  56687. getClassName(): string;
  56688. /**
  56689. * Animate the input if animationType !== None
  56690. * @param scene defines the rendering scene
  56691. */
  56692. animate(scene: Scene): void;
  56693. private _emitDefine;
  56694. initialize(state: NodeMaterialBuildState): void;
  56695. /**
  56696. * Set the input block to its default value (based on its type)
  56697. */
  56698. setDefaultValue(): void;
  56699. private _emitConstant;
  56700. private _emit;
  56701. /** @hidden */
  56702. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  56703. /** @hidden */
  56704. _transmit(effect: Effect, scene: Scene): void;
  56705. protected _buildBlock(state: NodeMaterialBuildState): void;
  56706. protected _dumpPropertiesCode(): string;
  56707. serialize(): any;
  56708. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56709. }
  56710. }
  56711. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  56712. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56713. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56714. import { Nullable } from "babylonjs/types";
  56715. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56716. import { Observable } from "babylonjs/Misc/observable";
  56717. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56718. /**
  56719. * Defines a connection point for a block
  56720. */
  56721. export class NodeMaterialConnectionPoint {
  56722. /** @hidden */
  56723. _ownerBlock: NodeMaterialBlock;
  56724. /** @hidden */
  56725. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56726. private _endpoints;
  56727. private _associatedVariableName;
  56728. /** @hidden */
  56729. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56730. /** @hidden */
  56731. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56732. private _type;
  56733. /** @hidden */
  56734. _enforceAssociatedVariableName: boolean;
  56735. /**
  56736. * Gets or sets the additional types supported by this connection point
  56737. */
  56738. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56739. /**
  56740. * Gets or sets the additional types excluded by this connection point
  56741. */
  56742. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56743. /**
  56744. * Observable triggered when this point is connected
  56745. */
  56746. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  56747. /**
  56748. * Gets or sets the associated variable name in the shader
  56749. */
  56750. associatedVariableName: string;
  56751. /**
  56752. * Gets or sets the connection point type (default is float)
  56753. */
  56754. type: NodeMaterialBlockConnectionPointTypes;
  56755. /**
  56756. * Gets or sets the connection point name
  56757. */
  56758. name: string;
  56759. /**
  56760. * Gets or sets a boolean indicating that this connection point can be omitted
  56761. */
  56762. isOptional: boolean;
  56763. /**
  56764. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  56765. */
  56766. define: string;
  56767. /** @hidden */
  56768. _prioritizeVertex: boolean;
  56769. private _target;
  56770. /** Gets or sets the target of that connection point */
  56771. target: NodeMaterialBlockTargets;
  56772. /**
  56773. * Gets a boolean indicating that the current point is connected
  56774. */
  56775. readonly isConnected: boolean;
  56776. /**
  56777. * Gets a boolean indicating that the current point is connected to an input block
  56778. */
  56779. readonly isConnectedToInputBlock: boolean;
  56780. /**
  56781. * Gets a the connected input block (if any)
  56782. */
  56783. readonly connectInputBlock: Nullable<InputBlock>;
  56784. /** Get the other side of the connection (if any) */
  56785. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56786. /** Get the block that owns this connection point */
  56787. readonly ownerBlock: NodeMaterialBlock;
  56788. /** Get the block connected on the other side of this connection (if any) */
  56789. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  56790. /** Get the block connected on the endpoints of this connection (if any) */
  56791. readonly connectedBlocks: Array<NodeMaterialBlock>;
  56792. /** Gets the list of connected endpoints */
  56793. readonly endpoints: NodeMaterialConnectionPoint[];
  56794. /** Gets a boolean indicating if that output point is connected to at least one input */
  56795. readonly hasEndpoints: boolean;
  56796. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  56797. readonly isConnectedInVertexShader: boolean;
  56798. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  56799. readonly isConnectedInFragmentShader: boolean;
  56800. /**
  56801. * Creates a new connection point
  56802. * @param name defines the connection point name
  56803. * @param ownerBlock defines the block hosting this connection point
  56804. */
  56805. constructor(name: string, ownerBlock: NodeMaterialBlock);
  56806. /**
  56807. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  56808. * @returns the class name
  56809. */
  56810. getClassName(): string;
  56811. /**
  56812. * Gets an boolean indicating if the current point can be connected to another point
  56813. * @param connectionPoint defines the other connection point
  56814. * @returns true if the connection is possible
  56815. */
  56816. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  56817. /**
  56818. * Connect this point to another connection point
  56819. * @param connectionPoint defines the other connection point
  56820. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  56821. * @returns the current connection point
  56822. */
  56823. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  56824. /**
  56825. * Disconnect this point from one of his endpoint
  56826. * @param endpoint defines the other connection point
  56827. * @returns the current connection point
  56828. */
  56829. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  56830. /**
  56831. * Serializes this point in a JSON representation
  56832. * @returns the serialized point object
  56833. */
  56834. serialize(): any;
  56835. /**
  56836. * Release resources
  56837. */
  56838. dispose(): void;
  56839. }
  56840. }
  56841. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  56842. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56843. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56844. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56845. import { Mesh } from "babylonjs/Meshes/mesh";
  56846. import { Effect } from "babylonjs/Materials/effect";
  56847. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56848. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56849. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  56850. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  56851. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56852. /**
  56853. * Block used to add support for vertex skinning (bones)
  56854. */
  56855. export class BonesBlock extends NodeMaterialBlock {
  56856. /**
  56857. * Creates a new BonesBlock
  56858. * @param name defines the block name
  56859. */
  56860. constructor(name: string);
  56861. /**
  56862. * Initialize the block and prepare the context for build
  56863. * @param state defines the state that will be used for the build
  56864. */
  56865. initialize(state: NodeMaterialBuildState): void;
  56866. /**
  56867. * Gets the current class name
  56868. * @returns the class name
  56869. */
  56870. getClassName(): string;
  56871. /**
  56872. * Gets the matrix indices input component
  56873. */
  56874. readonly matricesIndices: NodeMaterialConnectionPoint;
  56875. /**
  56876. * Gets the matrix weights input component
  56877. */
  56878. readonly matricesWeights: NodeMaterialConnectionPoint;
  56879. /**
  56880. * Gets the extra matrix indices input component
  56881. */
  56882. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  56883. /**
  56884. * Gets the extra matrix weights input component
  56885. */
  56886. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  56887. /**
  56888. * Gets the world input component
  56889. */
  56890. readonly world: NodeMaterialConnectionPoint;
  56891. /**
  56892. * Gets the output component
  56893. */
  56894. readonly output: NodeMaterialConnectionPoint;
  56895. autoConfigure(material: NodeMaterial): void;
  56896. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56897. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56898. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56899. protected _buildBlock(state: NodeMaterialBuildState): this;
  56900. }
  56901. }
  56902. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  56903. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56904. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56905. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56907. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56908. /**
  56909. * Block used to add support for instances
  56910. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  56911. */
  56912. export class InstancesBlock extends NodeMaterialBlock {
  56913. /**
  56914. * Creates a new InstancesBlock
  56915. * @param name defines the block name
  56916. */
  56917. constructor(name: string);
  56918. /**
  56919. * Gets the current class name
  56920. * @returns the class name
  56921. */
  56922. getClassName(): string;
  56923. /**
  56924. * Gets the first world row input component
  56925. */
  56926. readonly world0: NodeMaterialConnectionPoint;
  56927. /**
  56928. * Gets the second world row input component
  56929. */
  56930. readonly world1: NodeMaterialConnectionPoint;
  56931. /**
  56932. * Gets the third world row input component
  56933. */
  56934. readonly world2: NodeMaterialConnectionPoint;
  56935. /**
  56936. * Gets the forth world row input component
  56937. */
  56938. readonly world3: NodeMaterialConnectionPoint;
  56939. /**
  56940. * Gets the world input component
  56941. */
  56942. readonly world: NodeMaterialConnectionPoint;
  56943. /**
  56944. * Gets the output component
  56945. */
  56946. readonly output: NodeMaterialConnectionPoint;
  56947. autoConfigure(material: NodeMaterial): void;
  56948. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56949. protected _buildBlock(state: NodeMaterialBuildState): this;
  56950. }
  56951. }
  56952. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  56953. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56954. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56955. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56956. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56957. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56958. import { Effect } from "babylonjs/Materials/effect";
  56959. import { Mesh } from "babylonjs/Meshes/mesh";
  56960. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  56961. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  56962. /**
  56963. * Block used to add morph targets support to vertex shader
  56964. */
  56965. export class MorphTargetsBlock extends NodeMaterialBlock {
  56966. private _repeatableContentAnchor;
  56967. private _repeatebleContentGenerated;
  56968. /**
  56969. * Create a new MorphTargetsBlock
  56970. * @param name defines the block name
  56971. */
  56972. constructor(name: string);
  56973. /**
  56974. * Gets the current class name
  56975. * @returns the class name
  56976. */
  56977. getClassName(): string;
  56978. /**
  56979. * Gets the position input component
  56980. */
  56981. readonly position: NodeMaterialConnectionPoint;
  56982. /**
  56983. * Gets the normal input component
  56984. */
  56985. readonly normal: NodeMaterialConnectionPoint;
  56986. /**
  56987. * Gets the tangent input component
  56988. */
  56989. readonly tangent: NodeMaterialConnectionPoint;
  56990. /**
  56991. * Gets the tangent input component
  56992. */
  56993. readonly uv: NodeMaterialConnectionPoint;
  56994. /**
  56995. * Gets the position output component
  56996. */
  56997. readonly positionOutput: NodeMaterialConnectionPoint;
  56998. /**
  56999. * Gets the normal output component
  57000. */
  57001. readonly normalOutput: NodeMaterialConnectionPoint;
  57002. /**
  57003. * Gets the tangent output component
  57004. */
  57005. readonly tangentOutput: NodeMaterialConnectionPoint;
  57006. /**
  57007. * Gets the tangent output component
  57008. */
  57009. readonly uvOutput: NodeMaterialConnectionPoint;
  57010. initialize(state: NodeMaterialBuildState): void;
  57011. autoConfigure(material: NodeMaterial): void;
  57012. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57013. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57014. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57015. protected _buildBlock(state: NodeMaterialBuildState): this;
  57016. }
  57017. }
  57018. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57019. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57020. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57021. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57022. import { Nullable } from "babylonjs/types";
  57023. import { Scene } from "babylonjs/scene";
  57024. import { Effect } from "babylonjs/Materials/effect";
  57025. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57026. import { Mesh } from "babylonjs/Meshes/mesh";
  57027. import { Light } from "babylonjs/Lights/light";
  57028. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57029. /**
  57030. * Block used to get data information from a light
  57031. */
  57032. export class LightInformationBlock extends NodeMaterialBlock {
  57033. private _lightDataUniformName;
  57034. private _lightColorUniformName;
  57035. private _lightTypeDefineName;
  57036. /**
  57037. * Gets or sets the light associated with this block
  57038. */
  57039. light: Nullable<Light>;
  57040. /**
  57041. * Creates a new LightInformationBlock
  57042. * @param name defines the block name
  57043. */
  57044. constructor(name: string);
  57045. /**
  57046. * Gets the current class name
  57047. * @returns the class name
  57048. */
  57049. getClassName(): string;
  57050. /**
  57051. * Gets the world position input component
  57052. */
  57053. readonly worldPosition: NodeMaterialConnectionPoint;
  57054. /**
  57055. * Gets the direction output component
  57056. */
  57057. readonly direction: NodeMaterialConnectionPoint;
  57058. /**
  57059. * Gets the direction output component
  57060. */
  57061. readonly color: NodeMaterialConnectionPoint;
  57062. /**
  57063. * Gets the direction output component
  57064. */
  57065. readonly intensity: NodeMaterialConnectionPoint;
  57066. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57067. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57068. protected _buildBlock(state: NodeMaterialBuildState): this;
  57069. serialize(): any;
  57070. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57071. }
  57072. }
  57073. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57074. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57075. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57076. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57077. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57078. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57079. }
  57080. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57081. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57082. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57083. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57084. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57085. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57086. import { Effect } from "babylonjs/Materials/effect";
  57087. import { Mesh } from "babylonjs/Meshes/mesh";
  57088. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57089. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57090. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57091. /**
  57092. * Block used to add image processing support to fragment shader
  57093. */
  57094. export class ImageProcessingBlock extends NodeMaterialBlock {
  57095. /**
  57096. * Create a new ImageProcessingBlock
  57097. * @param name defines the block name
  57098. */
  57099. constructor(name: string);
  57100. /**
  57101. * Gets the current class name
  57102. * @returns the class name
  57103. */
  57104. getClassName(): string;
  57105. /**
  57106. * Gets the color input component
  57107. */
  57108. readonly color: NodeMaterialConnectionPoint;
  57109. /**
  57110. * Gets the output component
  57111. */
  57112. readonly output: NodeMaterialConnectionPoint;
  57113. /**
  57114. * Initialize the block and prepare the context for build
  57115. * @param state defines the state that will be used for the build
  57116. */
  57117. initialize(state: NodeMaterialBuildState): void;
  57118. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57119. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57120. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57121. protected _buildBlock(state: NodeMaterialBuildState): this;
  57122. }
  57123. }
  57124. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57125. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57126. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57127. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57128. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57129. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57130. import { Effect } from "babylonjs/Materials/effect";
  57131. import { Mesh } from "babylonjs/Meshes/mesh";
  57132. import { Scene } from "babylonjs/scene";
  57133. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57134. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57135. /**
  57136. * Block used to pertub normals based on a normal map
  57137. */
  57138. export class PerturbNormalBlock extends NodeMaterialBlock {
  57139. private _tangentSpaceParameterName;
  57140. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57141. invertX: boolean;
  57142. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57143. invertY: boolean;
  57144. /**
  57145. * Create a new PerturbNormalBlock
  57146. * @param name defines the block name
  57147. */
  57148. constructor(name: string);
  57149. /**
  57150. * Gets the current class name
  57151. * @returns the class name
  57152. */
  57153. getClassName(): string;
  57154. /**
  57155. * Gets the world position input component
  57156. */
  57157. readonly worldPosition: NodeMaterialConnectionPoint;
  57158. /**
  57159. * Gets the world normal input component
  57160. */
  57161. readonly worldNormal: NodeMaterialConnectionPoint;
  57162. /**
  57163. * Gets the uv input component
  57164. */
  57165. readonly uv: NodeMaterialConnectionPoint;
  57166. /**
  57167. * Gets the normal map color input component
  57168. */
  57169. readonly normalMapColor: NodeMaterialConnectionPoint;
  57170. /**
  57171. * Gets the strength input component
  57172. */
  57173. readonly strength: NodeMaterialConnectionPoint;
  57174. /**
  57175. * Gets the output component
  57176. */
  57177. readonly output: NodeMaterialConnectionPoint;
  57178. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57179. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57180. autoConfigure(material: NodeMaterial): void;
  57181. protected _buildBlock(state: NodeMaterialBuildState): this;
  57182. protected _dumpPropertiesCode(): string;
  57183. serialize(): any;
  57184. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57185. }
  57186. }
  57187. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57188. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57189. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57190. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57191. /**
  57192. * Block used to discard a pixel if a value is smaller than a cutoff
  57193. */
  57194. export class DiscardBlock extends NodeMaterialBlock {
  57195. /**
  57196. * Create a new DiscardBlock
  57197. * @param name defines the block name
  57198. */
  57199. constructor(name: string);
  57200. /**
  57201. * Gets the current class name
  57202. * @returns the class name
  57203. */
  57204. getClassName(): string;
  57205. /**
  57206. * Gets the color input component
  57207. */
  57208. readonly value: NodeMaterialConnectionPoint;
  57209. /**
  57210. * Gets the cutoff input component
  57211. */
  57212. readonly cutoff: NodeMaterialConnectionPoint;
  57213. protected _buildBlock(state: NodeMaterialBuildState): this;
  57214. }
  57215. }
  57216. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57217. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57218. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57219. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57220. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57221. }
  57222. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57223. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57224. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57225. import { Mesh } from "babylonjs/Meshes/mesh";
  57226. import { Effect } from "babylonjs/Materials/effect";
  57227. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57228. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57229. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57230. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57231. /**
  57232. * Block used to add support for scene fog
  57233. */
  57234. export class FogBlock extends NodeMaterialBlock {
  57235. private _fogDistanceName;
  57236. private _fogParameters;
  57237. /**
  57238. * Create a new FogBlock
  57239. * @param name defines the block name
  57240. */
  57241. constructor(name: string);
  57242. /**
  57243. * Gets the current class name
  57244. * @returns the class name
  57245. */
  57246. getClassName(): string;
  57247. /**
  57248. * Gets the world position input component
  57249. */
  57250. readonly worldPosition: NodeMaterialConnectionPoint;
  57251. /**
  57252. * Gets the view input component
  57253. */
  57254. readonly view: NodeMaterialConnectionPoint;
  57255. /**
  57256. * Gets the color input component
  57257. */
  57258. readonly input: NodeMaterialConnectionPoint;
  57259. /**
  57260. * Gets the fog color input component
  57261. */
  57262. readonly fogColor: NodeMaterialConnectionPoint;
  57263. /**
  57264. * Gets the output component
  57265. */
  57266. readonly output: NodeMaterialConnectionPoint;
  57267. autoConfigure(material: NodeMaterial): void;
  57268. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57269. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57270. protected _buildBlock(state: NodeMaterialBuildState): this;
  57271. }
  57272. }
  57273. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57274. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57275. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57276. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57277. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57278. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57279. import { Effect } from "babylonjs/Materials/effect";
  57280. import { Mesh } from "babylonjs/Meshes/mesh";
  57281. import { Light } from "babylonjs/Lights/light";
  57282. import { Nullable } from "babylonjs/types";
  57283. import { Scene } from "babylonjs/scene";
  57284. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57285. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57286. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57287. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57288. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57289. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57290. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57291. /**
  57292. * Block used to add light in the fragment shader
  57293. */
  57294. export class LightBlock extends NodeMaterialBlock {
  57295. private _lightId;
  57296. /**
  57297. * Gets or sets the light associated with this block
  57298. */
  57299. light: Nullable<Light>;
  57300. /**
  57301. * Create a new LightBlock
  57302. * @param name defines the block name
  57303. */
  57304. constructor(name: string);
  57305. /**
  57306. * Gets the current class name
  57307. * @returns the class name
  57308. */
  57309. getClassName(): string;
  57310. /**
  57311. * Gets the world position input component
  57312. */
  57313. readonly worldPosition: NodeMaterialConnectionPoint;
  57314. /**
  57315. * Gets the world normal input component
  57316. */
  57317. readonly worldNormal: NodeMaterialConnectionPoint;
  57318. /**
  57319. * Gets the camera (or eye) position component
  57320. */
  57321. readonly cameraPosition: NodeMaterialConnectionPoint;
  57322. /**
  57323. * Gets the glossiness component
  57324. */
  57325. readonly glossiness: NodeMaterialConnectionPoint;
  57326. /**
  57327. * Gets the glossinness power component
  57328. */
  57329. readonly glossPower: NodeMaterialConnectionPoint;
  57330. /**
  57331. * Gets the diffuse color component
  57332. */
  57333. readonly diffuseColor: NodeMaterialConnectionPoint;
  57334. /**
  57335. * Gets the specular color component
  57336. */
  57337. readonly specularColor: NodeMaterialConnectionPoint;
  57338. /**
  57339. * Gets the diffuse output component
  57340. */
  57341. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57342. /**
  57343. * Gets the specular output component
  57344. */
  57345. readonly specularOutput: NodeMaterialConnectionPoint;
  57346. autoConfigure(material: NodeMaterial): void;
  57347. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57348. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57349. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57350. private _injectVertexCode;
  57351. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57352. serialize(): any;
  57353. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57354. }
  57355. }
  57356. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57357. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57358. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57359. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57360. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57361. }
  57362. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57363. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57364. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57365. }
  57366. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57367. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57368. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57369. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57370. /**
  57371. * Block used to multiply 2 values
  57372. */
  57373. export class MultiplyBlock extends NodeMaterialBlock {
  57374. /**
  57375. * Creates a new MultiplyBlock
  57376. * @param name defines the block name
  57377. */
  57378. constructor(name: string);
  57379. /**
  57380. * Gets the current class name
  57381. * @returns the class name
  57382. */
  57383. getClassName(): string;
  57384. /**
  57385. * Gets the left operand input component
  57386. */
  57387. readonly left: NodeMaterialConnectionPoint;
  57388. /**
  57389. * Gets the right operand input component
  57390. */
  57391. readonly right: NodeMaterialConnectionPoint;
  57392. /**
  57393. * Gets the output component
  57394. */
  57395. readonly output: NodeMaterialConnectionPoint;
  57396. protected _buildBlock(state: NodeMaterialBuildState): this;
  57397. }
  57398. }
  57399. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57400. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57401. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57402. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57403. /**
  57404. * Block used to add 2 vectors
  57405. */
  57406. export class AddBlock extends NodeMaterialBlock {
  57407. /**
  57408. * Creates a new AddBlock
  57409. * @param name defines the block name
  57410. */
  57411. constructor(name: string);
  57412. /**
  57413. * Gets the current class name
  57414. * @returns the class name
  57415. */
  57416. getClassName(): string;
  57417. /**
  57418. * Gets the left operand input component
  57419. */
  57420. readonly left: NodeMaterialConnectionPoint;
  57421. /**
  57422. * Gets the right operand input component
  57423. */
  57424. readonly right: NodeMaterialConnectionPoint;
  57425. /**
  57426. * Gets the output component
  57427. */
  57428. readonly output: NodeMaterialConnectionPoint;
  57429. protected _buildBlock(state: NodeMaterialBuildState): this;
  57430. }
  57431. }
  57432. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57433. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57434. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57435. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57436. /**
  57437. * Block used to scale a vector by a float
  57438. */
  57439. export class ScaleBlock extends NodeMaterialBlock {
  57440. /**
  57441. * Creates a new ScaleBlock
  57442. * @param name defines the block name
  57443. */
  57444. constructor(name: string);
  57445. /**
  57446. * Gets the current class name
  57447. * @returns the class name
  57448. */
  57449. getClassName(): string;
  57450. /**
  57451. * Gets the input component
  57452. */
  57453. readonly input: NodeMaterialConnectionPoint;
  57454. /**
  57455. * Gets the factor input component
  57456. */
  57457. readonly factor: NodeMaterialConnectionPoint;
  57458. /**
  57459. * Gets the output component
  57460. */
  57461. readonly output: NodeMaterialConnectionPoint;
  57462. protected _buildBlock(state: NodeMaterialBuildState): this;
  57463. }
  57464. }
  57465. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57466. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57467. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57468. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57469. import { Scene } from "babylonjs/scene";
  57470. /**
  57471. * Block used to clamp a float
  57472. */
  57473. export class ClampBlock extends NodeMaterialBlock {
  57474. /** Gets or sets the minimum range */
  57475. minimum: number;
  57476. /** Gets or sets the maximum range */
  57477. maximum: number;
  57478. /**
  57479. * Creates a new ClampBlock
  57480. * @param name defines the block name
  57481. */
  57482. constructor(name: string);
  57483. /**
  57484. * Gets the current class name
  57485. * @returns the class name
  57486. */
  57487. getClassName(): string;
  57488. /**
  57489. * Gets the value input component
  57490. */
  57491. readonly value: NodeMaterialConnectionPoint;
  57492. /**
  57493. * Gets the output component
  57494. */
  57495. readonly output: NodeMaterialConnectionPoint;
  57496. protected _buildBlock(state: NodeMaterialBuildState): this;
  57497. protected _dumpPropertiesCode(): string;
  57498. serialize(): any;
  57499. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57500. }
  57501. }
  57502. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57503. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57504. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57505. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57506. /**
  57507. * Block used to apply a cross product between 2 vectors
  57508. */
  57509. export class CrossBlock extends NodeMaterialBlock {
  57510. /**
  57511. * Creates a new CrossBlock
  57512. * @param name defines the block name
  57513. */
  57514. constructor(name: string);
  57515. /**
  57516. * Gets the current class name
  57517. * @returns the class name
  57518. */
  57519. getClassName(): string;
  57520. /**
  57521. * Gets the left operand input component
  57522. */
  57523. readonly left: NodeMaterialConnectionPoint;
  57524. /**
  57525. * Gets the right operand input component
  57526. */
  57527. readonly right: NodeMaterialConnectionPoint;
  57528. /**
  57529. * Gets the output component
  57530. */
  57531. readonly output: NodeMaterialConnectionPoint;
  57532. protected _buildBlock(state: NodeMaterialBuildState): this;
  57533. }
  57534. }
  57535. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57536. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57537. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57538. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57539. /**
  57540. * Block used to apply a dot product between 2 vectors
  57541. */
  57542. export class DotBlock extends NodeMaterialBlock {
  57543. /**
  57544. * Creates a new DotBlock
  57545. * @param name defines the block name
  57546. */
  57547. constructor(name: string);
  57548. /**
  57549. * Gets the current class name
  57550. * @returns the class name
  57551. */
  57552. getClassName(): string;
  57553. /**
  57554. * Gets the left operand input component
  57555. */
  57556. readonly left: NodeMaterialConnectionPoint;
  57557. /**
  57558. * Gets the right operand input component
  57559. */
  57560. readonly right: NodeMaterialConnectionPoint;
  57561. /**
  57562. * Gets the output component
  57563. */
  57564. readonly output: NodeMaterialConnectionPoint;
  57565. protected _buildBlock(state: NodeMaterialBuildState): this;
  57566. }
  57567. }
  57568. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  57569. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57570. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57571. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57572. import { Vector2 } from "babylonjs/Maths/math.vector";
  57573. import { Scene } from "babylonjs/scene";
  57574. /**
  57575. * Block used to remap a float from a range to a new one
  57576. */
  57577. export class RemapBlock extends NodeMaterialBlock {
  57578. /**
  57579. * Gets or sets the source range
  57580. */
  57581. sourceRange: Vector2;
  57582. /**
  57583. * Gets or sets the target range
  57584. */
  57585. targetRange: Vector2;
  57586. /**
  57587. * Creates a new RemapBlock
  57588. * @param name defines the block name
  57589. */
  57590. constructor(name: string);
  57591. /**
  57592. * Gets the current class name
  57593. * @returns the class name
  57594. */
  57595. getClassName(): string;
  57596. /**
  57597. * Gets the input component
  57598. */
  57599. readonly input: NodeMaterialConnectionPoint;
  57600. /**
  57601. * Gets the source min input component
  57602. */
  57603. readonly sourceMin: NodeMaterialConnectionPoint;
  57604. /**
  57605. * Gets the source max input component
  57606. */
  57607. readonly sourceMax: NodeMaterialConnectionPoint;
  57608. /**
  57609. * Gets the target min input component
  57610. */
  57611. readonly targetMin: NodeMaterialConnectionPoint;
  57612. /**
  57613. * Gets the target max input component
  57614. */
  57615. readonly targetMax: NodeMaterialConnectionPoint;
  57616. /**
  57617. * Gets the output component
  57618. */
  57619. readonly output: NodeMaterialConnectionPoint;
  57620. protected _buildBlock(state: NodeMaterialBuildState): this;
  57621. protected _dumpPropertiesCode(): string;
  57622. serialize(): any;
  57623. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57624. }
  57625. }
  57626. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  57627. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57628. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57629. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57630. /**
  57631. * Block used to normalize a vector
  57632. */
  57633. export class NormalizeBlock extends NodeMaterialBlock {
  57634. /**
  57635. * Creates a new NormalizeBlock
  57636. * @param name defines the block name
  57637. */
  57638. constructor(name: string);
  57639. /**
  57640. * Gets the current class name
  57641. * @returns the class name
  57642. */
  57643. getClassName(): string;
  57644. /**
  57645. * Gets the input component
  57646. */
  57647. readonly input: NodeMaterialConnectionPoint;
  57648. /**
  57649. * Gets the output component
  57650. */
  57651. readonly output: NodeMaterialConnectionPoint;
  57652. protected _buildBlock(state: NodeMaterialBuildState): this;
  57653. }
  57654. }
  57655. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  57656. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57657. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57658. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57659. import { Scene } from "babylonjs/scene";
  57660. /**
  57661. * Operations supported by the Trigonometry block
  57662. */
  57663. export enum TrigonometryBlockOperations {
  57664. /** Cos */
  57665. Cos = 0,
  57666. /** Sin */
  57667. Sin = 1,
  57668. /** Abs */
  57669. Abs = 2,
  57670. /** Exp */
  57671. Exp = 3,
  57672. /** Exp2 */
  57673. Exp2 = 4,
  57674. /** Round */
  57675. Round = 5,
  57676. /** Floor */
  57677. Floor = 6,
  57678. /** Ceiling */
  57679. Ceiling = 7,
  57680. /** Square root */
  57681. Sqrt = 8,
  57682. /** Log */
  57683. Log = 9,
  57684. /** Tangent */
  57685. Tan = 10,
  57686. /** Arc tangent */
  57687. ArcTan = 11,
  57688. /** Arc cosinus */
  57689. ArcCos = 12,
  57690. /** Arc sinus */
  57691. ArcSin = 13,
  57692. /** Fraction */
  57693. Fract = 14,
  57694. /** Sign */
  57695. Sign = 15,
  57696. /** To radians (from degrees) */
  57697. Radians = 16,
  57698. /** To degrees (from radians) */
  57699. Degrees = 17
  57700. }
  57701. /**
  57702. * Block used to apply trigonometry operation to floats
  57703. */
  57704. export class TrigonometryBlock extends NodeMaterialBlock {
  57705. /**
  57706. * Gets or sets the operation applied by the block
  57707. */
  57708. operation: TrigonometryBlockOperations;
  57709. /**
  57710. * Creates a new TrigonometryBlock
  57711. * @param name defines the block name
  57712. */
  57713. constructor(name: string);
  57714. /**
  57715. * Gets the current class name
  57716. * @returns the class name
  57717. */
  57718. getClassName(): string;
  57719. /**
  57720. * Gets the input component
  57721. */
  57722. readonly input: NodeMaterialConnectionPoint;
  57723. /**
  57724. * Gets the output component
  57725. */
  57726. readonly output: NodeMaterialConnectionPoint;
  57727. protected _buildBlock(state: NodeMaterialBuildState): this;
  57728. serialize(): any;
  57729. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57730. }
  57731. }
  57732. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  57733. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57734. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57735. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57736. /**
  57737. * Block used to create a Color3/4 out of individual inputs (one for each component)
  57738. */
  57739. export class ColorMergerBlock extends NodeMaterialBlock {
  57740. /**
  57741. * Create a new ColorMergerBlock
  57742. * @param name defines the block name
  57743. */
  57744. constructor(name: string);
  57745. /**
  57746. * Gets the current class name
  57747. * @returns the class name
  57748. */
  57749. getClassName(): string;
  57750. /**
  57751. * Gets the r component (input)
  57752. */
  57753. readonly r: NodeMaterialConnectionPoint;
  57754. /**
  57755. * Gets the g component (input)
  57756. */
  57757. readonly g: NodeMaterialConnectionPoint;
  57758. /**
  57759. * Gets the b component (input)
  57760. */
  57761. readonly b: NodeMaterialConnectionPoint;
  57762. /**
  57763. * Gets the a component (input)
  57764. */
  57765. readonly a: NodeMaterialConnectionPoint;
  57766. /**
  57767. * Gets the rgba component (output)
  57768. */
  57769. readonly rgba: NodeMaterialConnectionPoint;
  57770. /**
  57771. * Gets the rgb component (output)
  57772. */
  57773. readonly rgb: NodeMaterialConnectionPoint;
  57774. protected _buildBlock(state: NodeMaterialBuildState): this;
  57775. }
  57776. }
  57777. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  57778. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57779. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57780. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57781. /**
  57782. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  57783. */
  57784. export class VectorMergerBlock extends NodeMaterialBlock {
  57785. /**
  57786. * Create a new VectorMergerBlock
  57787. * @param name defines the block name
  57788. */
  57789. constructor(name: string);
  57790. /**
  57791. * Gets the current class name
  57792. * @returns the class name
  57793. */
  57794. getClassName(): string;
  57795. /**
  57796. * Gets the x component (input)
  57797. */
  57798. readonly x: NodeMaterialConnectionPoint;
  57799. /**
  57800. * Gets the y component (input)
  57801. */
  57802. readonly y: NodeMaterialConnectionPoint;
  57803. /**
  57804. * Gets the z component (input)
  57805. */
  57806. readonly z: NodeMaterialConnectionPoint;
  57807. /**
  57808. * Gets the w component (input)
  57809. */
  57810. readonly w: NodeMaterialConnectionPoint;
  57811. /**
  57812. * Gets the xyzw component (output)
  57813. */
  57814. readonly xyzw: NodeMaterialConnectionPoint;
  57815. /**
  57816. * Gets the xyz component (output)
  57817. */
  57818. readonly xyz: NodeMaterialConnectionPoint;
  57819. /**
  57820. * Gets the xy component (output)
  57821. */
  57822. readonly xy: NodeMaterialConnectionPoint;
  57823. protected _buildBlock(state: NodeMaterialBuildState): this;
  57824. }
  57825. }
  57826. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  57827. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57828. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57829. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57830. /**
  57831. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  57832. */
  57833. export class ColorSplitterBlock extends NodeMaterialBlock {
  57834. /**
  57835. * Create a new ColorSplitterBlock
  57836. * @param name defines the block name
  57837. */
  57838. constructor(name: string);
  57839. /**
  57840. * Gets the current class name
  57841. * @returns the class name
  57842. */
  57843. getClassName(): string;
  57844. /**
  57845. * Gets the rgba component (input)
  57846. */
  57847. readonly rgba: NodeMaterialConnectionPoint;
  57848. /**
  57849. * Gets the rgb component (input)
  57850. */
  57851. readonly rgbIn: NodeMaterialConnectionPoint;
  57852. /**
  57853. * Gets the rgb component (output)
  57854. */
  57855. readonly rgbOut: NodeMaterialConnectionPoint;
  57856. /**
  57857. * Gets the r component (output)
  57858. */
  57859. readonly r: NodeMaterialConnectionPoint;
  57860. /**
  57861. * Gets the g component (output)
  57862. */
  57863. readonly g: NodeMaterialConnectionPoint;
  57864. /**
  57865. * Gets the b component (output)
  57866. */
  57867. readonly b: NodeMaterialConnectionPoint;
  57868. /**
  57869. * Gets the a component (output)
  57870. */
  57871. readonly a: NodeMaterialConnectionPoint;
  57872. protected _inputRename(name: string): string;
  57873. protected _outputRename(name: string): string;
  57874. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57875. }
  57876. }
  57877. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  57878. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57879. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57880. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57881. /**
  57882. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  57883. */
  57884. export class VectorSplitterBlock extends NodeMaterialBlock {
  57885. /**
  57886. * Create a new VectorSplitterBlock
  57887. * @param name defines the block name
  57888. */
  57889. constructor(name: string);
  57890. /**
  57891. * Gets the current class name
  57892. * @returns the class name
  57893. */
  57894. getClassName(): string;
  57895. /**
  57896. * Gets the xyzw component (input)
  57897. */
  57898. readonly xyzw: NodeMaterialConnectionPoint;
  57899. /**
  57900. * Gets the xyz component (input)
  57901. */
  57902. readonly xyzIn: NodeMaterialConnectionPoint;
  57903. /**
  57904. * Gets the xy component (input)
  57905. */
  57906. readonly xyIn: NodeMaterialConnectionPoint;
  57907. /**
  57908. * Gets the xyz component (output)
  57909. */
  57910. readonly xyzOut: NodeMaterialConnectionPoint;
  57911. /**
  57912. * Gets the xy component (output)
  57913. */
  57914. readonly xyOut: NodeMaterialConnectionPoint;
  57915. /**
  57916. * Gets the x component (output)
  57917. */
  57918. readonly x: NodeMaterialConnectionPoint;
  57919. /**
  57920. * Gets the y component (output)
  57921. */
  57922. readonly y: NodeMaterialConnectionPoint;
  57923. /**
  57924. * Gets the z component (output)
  57925. */
  57926. readonly z: NodeMaterialConnectionPoint;
  57927. /**
  57928. * Gets the w component (output)
  57929. */
  57930. readonly w: NodeMaterialConnectionPoint;
  57931. protected _inputRename(name: string): string;
  57932. protected _outputRename(name: string): string;
  57933. protected _buildBlock(state: NodeMaterialBuildState): this;
  57934. }
  57935. }
  57936. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  57937. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57938. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57939. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57940. /**
  57941. * Block used to lerp between 2 values
  57942. */
  57943. export class LerpBlock extends NodeMaterialBlock {
  57944. /**
  57945. * Creates a new LerpBlock
  57946. * @param name defines the block name
  57947. */
  57948. constructor(name: string);
  57949. /**
  57950. * Gets the current class name
  57951. * @returns the class name
  57952. */
  57953. getClassName(): string;
  57954. /**
  57955. * Gets the left operand input component
  57956. */
  57957. readonly left: NodeMaterialConnectionPoint;
  57958. /**
  57959. * Gets the right operand input component
  57960. */
  57961. readonly right: NodeMaterialConnectionPoint;
  57962. /**
  57963. * Gets the gradient operand input component
  57964. */
  57965. readonly gradient: NodeMaterialConnectionPoint;
  57966. /**
  57967. * Gets the output component
  57968. */
  57969. readonly output: NodeMaterialConnectionPoint;
  57970. protected _buildBlock(state: NodeMaterialBuildState): this;
  57971. }
  57972. }
  57973. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  57974. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57975. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57976. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57977. /**
  57978. * Block used to divide 2 vectors
  57979. */
  57980. export class DivideBlock extends NodeMaterialBlock {
  57981. /**
  57982. * Creates a new DivideBlock
  57983. * @param name defines the block name
  57984. */
  57985. constructor(name: string);
  57986. /**
  57987. * Gets the current class name
  57988. * @returns the class name
  57989. */
  57990. getClassName(): string;
  57991. /**
  57992. * Gets the left operand input component
  57993. */
  57994. readonly left: NodeMaterialConnectionPoint;
  57995. /**
  57996. * Gets the right operand input component
  57997. */
  57998. readonly right: NodeMaterialConnectionPoint;
  57999. /**
  58000. * Gets the output component
  58001. */
  58002. readonly output: NodeMaterialConnectionPoint;
  58003. protected _buildBlock(state: NodeMaterialBuildState): this;
  58004. }
  58005. }
  58006. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58007. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58008. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58009. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58010. /**
  58011. * Block used to subtract 2 vectors
  58012. */
  58013. export class SubtractBlock extends NodeMaterialBlock {
  58014. /**
  58015. * Creates a new SubtractBlock
  58016. * @param name defines the block name
  58017. */
  58018. constructor(name: string);
  58019. /**
  58020. * Gets the current class name
  58021. * @returns the class name
  58022. */
  58023. getClassName(): string;
  58024. /**
  58025. * Gets the left operand input component
  58026. */
  58027. readonly left: NodeMaterialConnectionPoint;
  58028. /**
  58029. * Gets the right operand input component
  58030. */
  58031. readonly right: NodeMaterialConnectionPoint;
  58032. /**
  58033. * Gets the output component
  58034. */
  58035. readonly output: NodeMaterialConnectionPoint;
  58036. protected _buildBlock(state: NodeMaterialBuildState): this;
  58037. }
  58038. }
  58039. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58040. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58041. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58042. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58043. /**
  58044. * Block used to step a value
  58045. */
  58046. export class StepBlock extends NodeMaterialBlock {
  58047. /**
  58048. * Creates a new StepBlock
  58049. * @param name defines the block name
  58050. */
  58051. constructor(name: string);
  58052. /**
  58053. * Gets the current class name
  58054. * @returns the class name
  58055. */
  58056. getClassName(): string;
  58057. /**
  58058. * Gets the value operand input component
  58059. */
  58060. readonly value: NodeMaterialConnectionPoint;
  58061. /**
  58062. * Gets the edge operand input component
  58063. */
  58064. readonly edge: NodeMaterialConnectionPoint;
  58065. /**
  58066. * Gets the output component
  58067. */
  58068. readonly output: NodeMaterialConnectionPoint;
  58069. protected _buildBlock(state: NodeMaterialBuildState): this;
  58070. }
  58071. }
  58072. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58073. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58074. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58075. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58076. /**
  58077. * Block used to get the opposite (1 - x) of a value
  58078. */
  58079. export class OneMinusBlock extends NodeMaterialBlock {
  58080. /**
  58081. * Creates a new OneMinusBlock
  58082. * @param name defines the block name
  58083. */
  58084. constructor(name: string);
  58085. /**
  58086. * Gets the current class name
  58087. * @returns the class name
  58088. */
  58089. getClassName(): string;
  58090. /**
  58091. * Gets the input component
  58092. */
  58093. readonly input: NodeMaterialConnectionPoint;
  58094. /**
  58095. * Gets the output component
  58096. */
  58097. readonly output: NodeMaterialConnectionPoint;
  58098. protected _buildBlock(state: NodeMaterialBuildState): this;
  58099. }
  58100. }
  58101. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58102. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58103. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58104. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58105. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58106. /**
  58107. * Block used to get the view direction
  58108. */
  58109. export class ViewDirectionBlock extends NodeMaterialBlock {
  58110. /**
  58111. * Creates a new ViewDirectionBlock
  58112. * @param name defines the block name
  58113. */
  58114. constructor(name: string);
  58115. /**
  58116. * Gets the current class name
  58117. * @returns the class name
  58118. */
  58119. getClassName(): string;
  58120. /**
  58121. * Gets the world position component
  58122. */
  58123. readonly worldPosition: NodeMaterialConnectionPoint;
  58124. /**
  58125. * Gets the camera position component
  58126. */
  58127. readonly cameraPosition: NodeMaterialConnectionPoint;
  58128. /**
  58129. * Gets the output component
  58130. */
  58131. readonly output: NodeMaterialConnectionPoint;
  58132. autoConfigure(material: NodeMaterial): void;
  58133. protected _buildBlock(state: NodeMaterialBuildState): this;
  58134. }
  58135. }
  58136. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58137. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58138. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58139. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58140. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58141. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58142. /**
  58143. * Block used to compute fresnel value
  58144. */
  58145. export class FresnelBlock extends NodeMaterialBlock {
  58146. /**
  58147. * Create a new FresnelBlock
  58148. * @param name defines the block name
  58149. */
  58150. constructor(name: string);
  58151. /**
  58152. * Gets the current class name
  58153. * @returns the class name
  58154. */
  58155. getClassName(): string;
  58156. /**
  58157. * Gets the world normal input component
  58158. */
  58159. readonly worldNormal: NodeMaterialConnectionPoint;
  58160. /**
  58161. * Gets the view direction input component
  58162. */
  58163. readonly viewDirection: NodeMaterialConnectionPoint;
  58164. /**
  58165. * Gets the bias input component
  58166. */
  58167. readonly bias: NodeMaterialConnectionPoint;
  58168. /**
  58169. * Gets the camera (or eye) position component
  58170. */
  58171. readonly power: NodeMaterialConnectionPoint;
  58172. /**
  58173. * Gets the fresnel output component
  58174. */
  58175. readonly fresnel: NodeMaterialConnectionPoint;
  58176. autoConfigure(material: NodeMaterial): void;
  58177. protected _buildBlock(state: NodeMaterialBuildState): this;
  58178. }
  58179. }
  58180. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58181. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58182. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58183. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58184. /**
  58185. * Block used to get the max of 2 values
  58186. */
  58187. export class MaxBlock extends NodeMaterialBlock {
  58188. /**
  58189. * Creates a new MaxBlock
  58190. * @param name defines the block name
  58191. */
  58192. constructor(name: string);
  58193. /**
  58194. * Gets the current class name
  58195. * @returns the class name
  58196. */
  58197. getClassName(): string;
  58198. /**
  58199. * Gets the left operand input component
  58200. */
  58201. readonly left: NodeMaterialConnectionPoint;
  58202. /**
  58203. * Gets the right operand input component
  58204. */
  58205. readonly right: NodeMaterialConnectionPoint;
  58206. /**
  58207. * Gets the output component
  58208. */
  58209. readonly output: NodeMaterialConnectionPoint;
  58210. protected _buildBlock(state: NodeMaterialBuildState): this;
  58211. }
  58212. }
  58213. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58214. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58215. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58216. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58217. /**
  58218. * Block used to get the min of 2 values
  58219. */
  58220. export class MinBlock extends NodeMaterialBlock {
  58221. /**
  58222. * Creates a new MinBlock
  58223. * @param name defines the block name
  58224. */
  58225. constructor(name: string);
  58226. /**
  58227. * Gets the current class name
  58228. * @returns the class name
  58229. */
  58230. getClassName(): string;
  58231. /**
  58232. * Gets the left operand input component
  58233. */
  58234. readonly left: NodeMaterialConnectionPoint;
  58235. /**
  58236. * Gets the right operand input component
  58237. */
  58238. readonly right: NodeMaterialConnectionPoint;
  58239. /**
  58240. * Gets the output component
  58241. */
  58242. readonly output: NodeMaterialConnectionPoint;
  58243. protected _buildBlock(state: NodeMaterialBuildState): this;
  58244. }
  58245. }
  58246. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58247. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58248. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58249. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58250. /**
  58251. * Block used to get the distance between 2 values
  58252. */
  58253. export class DistanceBlock extends NodeMaterialBlock {
  58254. /**
  58255. * Creates a new DistanceBlock
  58256. * @param name defines the block name
  58257. */
  58258. constructor(name: string);
  58259. /**
  58260. * Gets the current class name
  58261. * @returns the class name
  58262. */
  58263. getClassName(): string;
  58264. /**
  58265. * Gets the left operand input component
  58266. */
  58267. readonly left: NodeMaterialConnectionPoint;
  58268. /**
  58269. * Gets the right operand input component
  58270. */
  58271. readonly right: NodeMaterialConnectionPoint;
  58272. /**
  58273. * Gets the output component
  58274. */
  58275. readonly output: NodeMaterialConnectionPoint;
  58276. protected _buildBlock(state: NodeMaterialBuildState): this;
  58277. }
  58278. }
  58279. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58280. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58281. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58282. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58283. /**
  58284. * Block used to get the length of a vector
  58285. */
  58286. export class LengthBlock extends NodeMaterialBlock {
  58287. /**
  58288. * Creates a new LengthBlock
  58289. * @param name defines the block name
  58290. */
  58291. constructor(name: string);
  58292. /**
  58293. * Gets the current class name
  58294. * @returns the class name
  58295. */
  58296. getClassName(): string;
  58297. /**
  58298. * Gets the value input component
  58299. */
  58300. readonly value: NodeMaterialConnectionPoint;
  58301. /**
  58302. * Gets the output component
  58303. */
  58304. readonly output: NodeMaterialConnectionPoint;
  58305. protected _buildBlock(state: NodeMaterialBuildState): this;
  58306. }
  58307. }
  58308. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58309. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58310. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58311. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58312. /**
  58313. * Block used to get negative version of a value (i.e. x * -1)
  58314. */
  58315. export class NegateBlock extends NodeMaterialBlock {
  58316. /**
  58317. * Creates a new NegateBlock
  58318. * @param name defines the block name
  58319. */
  58320. constructor(name: string);
  58321. /**
  58322. * Gets the current class name
  58323. * @returns the class name
  58324. */
  58325. getClassName(): string;
  58326. /**
  58327. * Gets the value input component
  58328. */
  58329. readonly value: NodeMaterialConnectionPoint;
  58330. /**
  58331. * Gets the output component
  58332. */
  58333. readonly output: NodeMaterialConnectionPoint;
  58334. protected _buildBlock(state: NodeMaterialBuildState): this;
  58335. }
  58336. }
  58337. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58338. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58339. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58340. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58341. /**
  58342. * Block used to get the value of the first parameter raised to the power of the second
  58343. */
  58344. export class PowBlock extends NodeMaterialBlock {
  58345. /**
  58346. * Creates a new PowBlock
  58347. * @param name defines the block name
  58348. */
  58349. constructor(name: string);
  58350. /**
  58351. * Gets the current class name
  58352. * @returns the class name
  58353. */
  58354. getClassName(): string;
  58355. /**
  58356. * Gets the value operand input component
  58357. */
  58358. readonly value: NodeMaterialConnectionPoint;
  58359. /**
  58360. * Gets the power operand input component
  58361. */
  58362. readonly power: NodeMaterialConnectionPoint;
  58363. /**
  58364. * Gets the output component
  58365. */
  58366. readonly output: NodeMaterialConnectionPoint;
  58367. protected _buildBlock(state: NodeMaterialBuildState): this;
  58368. }
  58369. }
  58370. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58371. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58372. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58373. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58374. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58375. /**
  58376. * Block used to get a random number
  58377. */
  58378. export class RandomNumberBlock extends NodeMaterialBlock {
  58379. /**
  58380. * Creates a new RandomNumberBlock
  58381. * @param name defines the block name
  58382. */
  58383. constructor(name: string);
  58384. /**
  58385. * Gets the current class name
  58386. * @returns the class name
  58387. */
  58388. getClassName(): string;
  58389. /**
  58390. * Gets the seed input component
  58391. */
  58392. readonly seed: NodeMaterialConnectionPoint;
  58393. /**
  58394. * Gets the output component
  58395. */
  58396. readonly output: NodeMaterialConnectionPoint;
  58397. protected _buildBlock(state: NodeMaterialBuildState): this;
  58398. }
  58399. }
  58400. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58401. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58402. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58403. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58404. /**
  58405. * Block used to compute arc tangent of 2 values
  58406. */
  58407. export class ArcTan2Block extends NodeMaterialBlock {
  58408. /**
  58409. * Creates a new ArcTan2Block
  58410. * @param name defines the block name
  58411. */
  58412. constructor(name: string);
  58413. /**
  58414. * Gets the current class name
  58415. * @returns the class name
  58416. */
  58417. getClassName(): string;
  58418. /**
  58419. * Gets the x operand input component
  58420. */
  58421. readonly x: NodeMaterialConnectionPoint;
  58422. /**
  58423. * Gets the y operand input component
  58424. */
  58425. readonly y: NodeMaterialConnectionPoint;
  58426. /**
  58427. * Gets the output component
  58428. */
  58429. readonly output: NodeMaterialConnectionPoint;
  58430. protected _buildBlock(state: NodeMaterialBuildState): this;
  58431. }
  58432. }
  58433. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58434. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58435. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58436. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58437. /**
  58438. * Block used to smooth step a value
  58439. */
  58440. export class SmoothStepBlock extends NodeMaterialBlock {
  58441. /**
  58442. * Creates a new SmoothStepBlock
  58443. * @param name defines the block name
  58444. */
  58445. constructor(name: string);
  58446. /**
  58447. * Gets the current class name
  58448. * @returns the class name
  58449. */
  58450. getClassName(): string;
  58451. /**
  58452. * Gets the value operand input component
  58453. */
  58454. readonly value: NodeMaterialConnectionPoint;
  58455. /**
  58456. * Gets the first edge operand input component
  58457. */
  58458. readonly edge0: NodeMaterialConnectionPoint;
  58459. /**
  58460. * Gets the second edge operand input component
  58461. */
  58462. readonly edge1: NodeMaterialConnectionPoint;
  58463. /**
  58464. * Gets the output component
  58465. */
  58466. readonly output: NodeMaterialConnectionPoint;
  58467. protected _buildBlock(state: NodeMaterialBuildState): this;
  58468. }
  58469. }
  58470. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58471. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58472. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58473. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58474. /**
  58475. * Block used to get the reciprocal (1 / x) of a value
  58476. */
  58477. export class ReciprocalBlock extends NodeMaterialBlock {
  58478. /**
  58479. * Creates a new ReciprocalBlock
  58480. * @param name defines the block name
  58481. */
  58482. constructor(name: string);
  58483. /**
  58484. * Gets the current class name
  58485. * @returns the class name
  58486. */
  58487. getClassName(): string;
  58488. /**
  58489. * Gets the input component
  58490. */
  58491. readonly input: NodeMaterialConnectionPoint;
  58492. /**
  58493. * Gets the output component
  58494. */
  58495. readonly output: NodeMaterialConnectionPoint;
  58496. protected _buildBlock(state: NodeMaterialBuildState): this;
  58497. }
  58498. }
  58499. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58500. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58501. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58502. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58503. /**
  58504. * Block used to replace a color by another one
  58505. */
  58506. export class ReplaceColorBlock extends NodeMaterialBlock {
  58507. /**
  58508. * Creates a new ReplaceColorBlock
  58509. * @param name defines the block name
  58510. */
  58511. constructor(name: string);
  58512. /**
  58513. * Gets the current class name
  58514. * @returns the class name
  58515. */
  58516. getClassName(): string;
  58517. /**
  58518. * Gets the value input component
  58519. */
  58520. readonly value: NodeMaterialConnectionPoint;
  58521. /**
  58522. * Gets the reference input component
  58523. */
  58524. readonly reference: NodeMaterialConnectionPoint;
  58525. /**
  58526. * Gets the distance input component
  58527. */
  58528. readonly distance: NodeMaterialConnectionPoint;
  58529. /**
  58530. * Gets the replacement input component
  58531. */
  58532. readonly replacement: NodeMaterialConnectionPoint;
  58533. /**
  58534. * Gets the output component
  58535. */
  58536. readonly output: NodeMaterialConnectionPoint;
  58537. protected _buildBlock(state: NodeMaterialBuildState): this;
  58538. }
  58539. }
  58540. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58541. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58542. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58543. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58544. /**
  58545. * Block used to posterize a value
  58546. * @see https://en.wikipedia.org/wiki/Posterization
  58547. */
  58548. export class PosterizeBlock extends NodeMaterialBlock {
  58549. /**
  58550. * Creates a new PosterizeBlock
  58551. * @param name defines the block name
  58552. */
  58553. constructor(name: string);
  58554. /**
  58555. * Gets the current class name
  58556. * @returns the class name
  58557. */
  58558. getClassName(): string;
  58559. /**
  58560. * Gets the value input component
  58561. */
  58562. readonly value: NodeMaterialConnectionPoint;
  58563. /**
  58564. * Gets the steps input component
  58565. */
  58566. readonly steps: NodeMaterialConnectionPoint;
  58567. /**
  58568. * Gets the output component
  58569. */
  58570. readonly output: NodeMaterialConnectionPoint;
  58571. protected _buildBlock(state: NodeMaterialBuildState): this;
  58572. }
  58573. }
  58574. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  58575. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58576. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58577. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58578. import { Scene } from "babylonjs/scene";
  58579. /**
  58580. * Operations supported by the Wave block
  58581. */
  58582. export enum WaveBlockKind {
  58583. /** SawTooth */
  58584. SawTooth = 0,
  58585. /** Square */
  58586. Square = 1,
  58587. /** Triangle */
  58588. Triangle = 2
  58589. }
  58590. /**
  58591. * Block used to apply wave operation to floats
  58592. */
  58593. export class WaveBlock extends NodeMaterialBlock {
  58594. /**
  58595. * Gets or sets the kibnd of wave to be applied by the block
  58596. */
  58597. kind: WaveBlockKind;
  58598. /**
  58599. * Creates a new WaveBlock
  58600. * @param name defines the block name
  58601. */
  58602. constructor(name: string);
  58603. /**
  58604. * Gets the current class name
  58605. * @returns the class name
  58606. */
  58607. getClassName(): string;
  58608. /**
  58609. * Gets the input component
  58610. */
  58611. readonly input: NodeMaterialConnectionPoint;
  58612. /**
  58613. * Gets the output component
  58614. */
  58615. readonly output: NodeMaterialConnectionPoint;
  58616. protected _buildBlock(state: NodeMaterialBuildState): this;
  58617. serialize(): any;
  58618. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58619. }
  58620. }
  58621. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  58622. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58623. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58624. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58625. import { Color3 } from "babylonjs/Maths/math.color";
  58626. import { Scene } from "babylonjs/scene";
  58627. /**
  58628. * Class used to store a color step for the GradientBlock
  58629. */
  58630. export class GradientBlockColorStep {
  58631. /**
  58632. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58633. */
  58634. step: number;
  58635. /**
  58636. * Gets or sets the color associated with this step
  58637. */
  58638. color: Color3;
  58639. /**
  58640. * Creates a new GradientBlockColorStep
  58641. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  58642. * @param color defines the color associated with this step
  58643. */
  58644. constructor(
  58645. /**
  58646. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58647. */
  58648. step: number,
  58649. /**
  58650. * Gets or sets the color associated with this step
  58651. */
  58652. color: Color3);
  58653. }
  58654. /**
  58655. * Block used to return a color from a gradient based on an input value between 0 and 1
  58656. */
  58657. export class GradientBlock extends NodeMaterialBlock {
  58658. /**
  58659. * Gets or sets the list of color steps
  58660. */
  58661. colorSteps: GradientBlockColorStep[];
  58662. /**
  58663. * Creates a new GradientBlock
  58664. * @param name defines the block name
  58665. */
  58666. constructor(name: string);
  58667. /**
  58668. * Gets the current class name
  58669. * @returns the class name
  58670. */
  58671. getClassName(): string;
  58672. /**
  58673. * Gets the gradient input component
  58674. */
  58675. readonly gradient: NodeMaterialConnectionPoint;
  58676. /**
  58677. * Gets the output component
  58678. */
  58679. readonly output: NodeMaterialConnectionPoint;
  58680. private _writeColorConstant;
  58681. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58682. serialize(): any;
  58683. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58684. protected _dumpPropertiesCode(): string;
  58685. }
  58686. }
  58687. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  58688. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58689. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58690. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58691. /**
  58692. * Block used to normalize lerp between 2 values
  58693. */
  58694. export class NLerpBlock extends NodeMaterialBlock {
  58695. /**
  58696. * Creates a new NLerpBlock
  58697. * @param name defines the block name
  58698. */
  58699. constructor(name: string);
  58700. /**
  58701. * Gets the current class name
  58702. * @returns the class name
  58703. */
  58704. getClassName(): string;
  58705. /**
  58706. * Gets the left operand input component
  58707. */
  58708. readonly left: NodeMaterialConnectionPoint;
  58709. /**
  58710. * Gets the right operand input component
  58711. */
  58712. readonly right: NodeMaterialConnectionPoint;
  58713. /**
  58714. * Gets the gradient operand input component
  58715. */
  58716. readonly gradient: NodeMaterialConnectionPoint;
  58717. /**
  58718. * Gets the output component
  58719. */
  58720. readonly output: NodeMaterialConnectionPoint;
  58721. protected _buildBlock(state: NodeMaterialBuildState): this;
  58722. }
  58723. }
  58724. declare module "babylonjs/Materials/Node/Blocks/frontFacingBlock" {
  58725. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58726. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58727. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58728. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58729. /**
  58730. * Block used to test if the fragment shader is front facing
  58731. */
  58732. export class FrontFacingBlock extends NodeMaterialBlock {
  58733. /**
  58734. * Creates a new FrontFacingBlock
  58735. * @param name defines the block name
  58736. */
  58737. constructor(name: string);
  58738. /**
  58739. * Gets the current class name
  58740. * @returns the class name
  58741. */
  58742. getClassName(): string;
  58743. /**
  58744. * Gets the world normal component
  58745. */
  58746. readonly worldNormal: NodeMaterialConnectionPoint;
  58747. /**
  58748. * Gets the view direction input component
  58749. */
  58750. readonly viewDirection: NodeMaterialConnectionPoint;
  58751. /**
  58752. * Gets the output component
  58753. */
  58754. readonly output: NodeMaterialConnectionPoint;
  58755. autoConfigure(material: NodeMaterial): void;
  58756. protected _buildBlock(state: NodeMaterialBuildState): this;
  58757. }
  58758. }
  58759. declare module "babylonjs/Materials/Node/Blocks/index" {
  58760. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  58761. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  58762. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  58763. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  58764. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  58765. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  58766. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  58767. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  58768. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  58769. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  58770. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  58771. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  58772. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  58773. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  58774. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  58775. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  58776. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  58777. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  58778. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  58779. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  58780. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  58781. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  58782. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  58783. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  58784. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  58785. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  58786. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  58787. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  58788. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  58789. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  58790. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  58791. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  58792. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  58793. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  58794. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  58795. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  58796. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  58797. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  58798. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  58799. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  58800. export * from "babylonjs/Materials/Node/Blocks/frontFacingBlock";
  58801. }
  58802. declare module "babylonjs/Materials/Node/Optimizers/index" {
  58803. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  58804. }
  58805. declare module "babylonjs/Materials/Node/index" {
  58806. export * from "babylonjs/Materials/Node/Enums/index";
  58807. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58808. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  58809. export * from "babylonjs/Materials/Node/nodeMaterial";
  58810. export * from "babylonjs/Materials/Node/Blocks/index";
  58811. export * from "babylonjs/Materials/Node/Optimizers/index";
  58812. }
  58813. declare module "babylonjs/Materials/effectRenderer" {
  58814. import { Nullable } from "babylonjs/types";
  58815. import { Texture } from "babylonjs/Materials/Textures/texture";
  58816. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  58817. import { Viewport } from "babylonjs/Maths/math.viewport";
  58818. import { Observable } from "babylonjs/Misc/observable";
  58819. import { Effect } from "babylonjs/Materials/effect";
  58820. import "babylonjs/Engines/Extensions/engine.renderTarget";
  58821. import "babylonjs/Shaders/postprocess.vertex";
  58822. /**
  58823. * Effect Render Options
  58824. */
  58825. export interface IEffectRendererOptions {
  58826. /**
  58827. * Defines the vertices positions.
  58828. */
  58829. positions?: number[];
  58830. /**
  58831. * Defines the indices.
  58832. */
  58833. indices?: number[];
  58834. }
  58835. /**
  58836. * Helper class to render one or more effects
  58837. */
  58838. export class EffectRenderer {
  58839. private engine;
  58840. private static _DefaultOptions;
  58841. private _vertexBuffers;
  58842. private _indexBuffer;
  58843. private _ringBufferIndex;
  58844. private _ringScreenBuffer;
  58845. private _fullscreenViewport;
  58846. private _getNextFrameBuffer;
  58847. /**
  58848. * Creates an effect renderer
  58849. * @param engine the engine to use for rendering
  58850. * @param options defines the options of the effect renderer
  58851. */
  58852. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  58853. /**
  58854. * Sets the current viewport in normalized coordinates 0-1
  58855. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  58856. */
  58857. setViewport(viewport?: Viewport): void;
  58858. /**
  58859. * Binds the embedded attributes buffer to the effect.
  58860. * @param effect Defines the effect to bind the attributes for
  58861. */
  58862. bindBuffers(effect: Effect): void;
  58863. /**
  58864. * Sets the current effect wrapper to use during draw.
  58865. * The effect needs to be ready before calling this api.
  58866. * This also sets the default full screen position attribute.
  58867. * @param effectWrapper Defines the effect to draw with
  58868. */
  58869. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  58870. /**
  58871. * Draws a full screen quad.
  58872. */
  58873. draw(): void;
  58874. /**
  58875. * renders one or more effects to a specified texture
  58876. * @param effectWrappers list of effects to renderer
  58877. * @param outputTexture texture to draw to, if null it will render to the screen
  58878. */
  58879. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  58880. /**
  58881. * Disposes of the effect renderer
  58882. */
  58883. dispose(): void;
  58884. }
  58885. /**
  58886. * Options to create an EffectWrapper
  58887. */
  58888. interface EffectWrapperCreationOptions {
  58889. /**
  58890. * Engine to use to create the effect
  58891. */
  58892. engine: ThinEngine;
  58893. /**
  58894. * Fragment shader for the effect
  58895. */
  58896. fragmentShader: string;
  58897. /**
  58898. * Vertex shader for the effect
  58899. */
  58900. vertexShader?: string;
  58901. /**
  58902. * Attributes to use in the shader
  58903. */
  58904. attributeNames?: Array<string>;
  58905. /**
  58906. * Uniforms to use in the shader
  58907. */
  58908. uniformNames?: Array<string>;
  58909. /**
  58910. * Texture sampler names to use in the shader
  58911. */
  58912. samplerNames?: Array<string>;
  58913. /**
  58914. * The friendly name of the effect displayed in Spector.
  58915. */
  58916. name?: string;
  58917. }
  58918. /**
  58919. * Wraps an effect to be used for rendering
  58920. */
  58921. export class EffectWrapper {
  58922. /**
  58923. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  58924. */
  58925. onApplyObservable: Observable<{}>;
  58926. /**
  58927. * The underlying effect
  58928. */
  58929. effect: Effect;
  58930. /**
  58931. * Creates an effect to be renderer
  58932. * @param creationOptions options to create the effect
  58933. */
  58934. constructor(creationOptions: EffectWrapperCreationOptions);
  58935. /**
  58936. * Disposes of the effect wrapper
  58937. */
  58938. dispose(): void;
  58939. }
  58940. }
  58941. declare module "babylonjs/Materials/index" {
  58942. export * from "babylonjs/Materials/Background/index";
  58943. export * from "babylonjs/Materials/colorCurves";
  58944. export * from "babylonjs/Materials/iEffectFallbacks";
  58945. export * from "babylonjs/Materials/effectFallbacks";
  58946. export * from "babylonjs/Materials/effect";
  58947. export * from "babylonjs/Materials/fresnelParameters";
  58948. export * from "babylonjs/Materials/imageProcessingConfiguration";
  58949. export * from "babylonjs/Materials/material";
  58950. export * from "babylonjs/Materials/materialDefines";
  58951. export * from "babylonjs/Materials/materialHelper";
  58952. export * from "babylonjs/Materials/multiMaterial";
  58953. export * from "babylonjs/Materials/PBR/index";
  58954. export * from "babylonjs/Materials/pushMaterial";
  58955. export * from "babylonjs/Materials/shaderMaterial";
  58956. export * from "babylonjs/Materials/standardMaterial";
  58957. export * from "babylonjs/Materials/Textures/index";
  58958. export * from "babylonjs/Materials/uniformBuffer";
  58959. export * from "babylonjs/Materials/materialFlags";
  58960. export * from "babylonjs/Materials/Node/index";
  58961. export * from "babylonjs/Materials/effectRenderer";
  58962. }
  58963. declare module "babylonjs/Maths/index" {
  58964. export * from "babylonjs/Maths/math.scalar";
  58965. export * from "babylonjs/Maths/math";
  58966. export * from "babylonjs/Maths/sphericalPolynomial";
  58967. }
  58968. declare module "babylonjs/Misc/workerPool" {
  58969. import { IDisposable } from "babylonjs/scene";
  58970. /**
  58971. * Helper class to push actions to a pool of workers.
  58972. */
  58973. export class WorkerPool implements IDisposable {
  58974. private _workerInfos;
  58975. private _pendingActions;
  58976. /**
  58977. * Constructor
  58978. * @param workers Array of workers to use for actions
  58979. */
  58980. constructor(workers: Array<Worker>);
  58981. /**
  58982. * Terminates all workers and clears any pending actions.
  58983. */
  58984. dispose(): void;
  58985. /**
  58986. * Pushes an action to the worker pool. If all the workers are active, the action will be
  58987. * pended until a worker has completed its action.
  58988. * @param action The action to perform. Call onComplete when the action is complete.
  58989. */
  58990. push(action: (worker: Worker, onComplete: () => void) => void): void;
  58991. private _execute;
  58992. }
  58993. }
  58994. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  58995. import { IDisposable } from "babylonjs/scene";
  58996. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  58997. /**
  58998. * Configuration for Draco compression
  58999. */
  59000. export interface IDracoCompressionConfiguration {
  59001. /**
  59002. * Configuration for the decoder.
  59003. */
  59004. decoder: {
  59005. /**
  59006. * The url to the WebAssembly module.
  59007. */
  59008. wasmUrl?: string;
  59009. /**
  59010. * The url to the WebAssembly binary.
  59011. */
  59012. wasmBinaryUrl?: string;
  59013. /**
  59014. * The url to the fallback JavaScript module.
  59015. */
  59016. fallbackUrl?: string;
  59017. };
  59018. }
  59019. /**
  59020. * Draco compression (https://google.github.io/draco/)
  59021. *
  59022. * This class wraps the Draco module.
  59023. *
  59024. * **Encoder**
  59025. *
  59026. * The encoder is not currently implemented.
  59027. *
  59028. * **Decoder**
  59029. *
  59030. * 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.
  59031. *
  59032. * To update the configuration, use the following code:
  59033. * ```javascript
  59034. * DracoCompression.Configuration = {
  59035. * decoder: {
  59036. * wasmUrl: "<url to the WebAssembly library>",
  59037. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59038. * fallbackUrl: "<url to the fallback JavaScript library>",
  59039. * }
  59040. * };
  59041. * ```
  59042. *
  59043. * 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.
  59044. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59045. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59046. *
  59047. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59048. * ```javascript
  59049. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59050. * ```
  59051. *
  59052. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59053. */
  59054. export class DracoCompression implements IDisposable {
  59055. private _workerPoolPromise?;
  59056. private _decoderModulePromise?;
  59057. /**
  59058. * The configuration. Defaults to the following urls:
  59059. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59060. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59061. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59062. */
  59063. static Configuration: IDracoCompressionConfiguration;
  59064. /**
  59065. * Returns true if the decoder configuration is available.
  59066. */
  59067. static readonly DecoderAvailable: boolean;
  59068. /**
  59069. * Default number of workers to create when creating the draco compression object.
  59070. */
  59071. static DefaultNumWorkers: number;
  59072. private static GetDefaultNumWorkers;
  59073. private static _Default;
  59074. /**
  59075. * Default instance for the draco compression object.
  59076. */
  59077. static readonly Default: DracoCompression;
  59078. /**
  59079. * Constructor
  59080. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59081. */
  59082. constructor(numWorkers?: number);
  59083. /**
  59084. * Stop all async operations and release resources.
  59085. */
  59086. dispose(): void;
  59087. /**
  59088. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59089. * @returns a promise that resolves when ready
  59090. */
  59091. whenReadyAsync(): Promise<void>;
  59092. /**
  59093. * Decode Draco compressed mesh data to vertex data.
  59094. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59095. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59096. * @returns A promise that resolves with the decoded vertex data
  59097. */
  59098. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59099. [kind: string]: number;
  59100. }): Promise<VertexData>;
  59101. }
  59102. }
  59103. declare module "babylonjs/Meshes/Compression/index" {
  59104. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59105. }
  59106. declare module "babylonjs/Meshes/csg" {
  59107. import { Nullable } from "babylonjs/types";
  59108. import { Scene } from "babylonjs/scene";
  59109. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59110. import { Mesh } from "babylonjs/Meshes/mesh";
  59111. import { Material } from "babylonjs/Materials/material";
  59112. /**
  59113. * Class for building Constructive Solid Geometry
  59114. */
  59115. export class CSG {
  59116. private polygons;
  59117. /**
  59118. * The world matrix
  59119. */
  59120. matrix: Matrix;
  59121. /**
  59122. * Stores the position
  59123. */
  59124. position: Vector3;
  59125. /**
  59126. * Stores the rotation
  59127. */
  59128. rotation: Vector3;
  59129. /**
  59130. * Stores the rotation quaternion
  59131. */
  59132. rotationQuaternion: Nullable<Quaternion>;
  59133. /**
  59134. * Stores the scaling vector
  59135. */
  59136. scaling: Vector3;
  59137. /**
  59138. * Convert the Mesh to CSG
  59139. * @param mesh The Mesh to convert to CSG
  59140. * @returns A new CSG from the Mesh
  59141. */
  59142. static FromMesh(mesh: Mesh): CSG;
  59143. /**
  59144. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59145. * @param polygons Polygons used to construct a CSG solid
  59146. */
  59147. private static FromPolygons;
  59148. /**
  59149. * Clones, or makes a deep copy, of the CSG
  59150. * @returns A new CSG
  59151. */
  59152. clone(): CSG;
  59153. /**
  59154. * Unions this CSG with another CSG
  59155. * @param csg The CSG to union against this CSG
  59156. * @returns The unioned CSG
  59157. */
  59158. union(csg: CSG): CSG;
  59159. /**
  59160. * Unions this CSG with another CSG in place
  59161. * @param csg The CSG to union against this CSG
  59162. */
  59163. unionInPlace(csg: CSG): void;
  59164. /**
  59165. * Subtracts this CSG with another CSG
  59166. * @param csg The CSG to subtract against this CSG
  59167. * @returns A new CSG
  59168. */
  59169. subtract(csg: CSG): CSG;
  59170. /**
  59171. * Subtracts this CSG with another CSG in place
  59172. * @param csg The CSG to subtact against this CSG
  59173. */
  59174. subtractInPlace(csg: CSG): void;
  59175. /**
  59176. * Intersect this CSG with another CSG
  59177. * @param csg The CSG to intersect against this CSG
  59178. * @returns A new CSG
  59179. */
  59180. intersect(csg: CSG): CSG;
  59181. /**
  59182. * Intersects this CSG with another CSG in place
  59183. * @param csg The CSG to intersect against this CSG
  59184. */
  59185. intersectInPlace(csg: CSG): void;
  59186. /**
  59187. * Return a new CSG solid with solid and empty space switched. This solid is
  59188. * not modified.
  59189. * @returns A new CSG solid with solid and empty space switched
  59190. */
  59191. inverse(): CSG;
  59192. /**
  59193. * Inverses the CSG in place
  59194. */
  59195. inverseInPlace(): void;
  59196. /**
  59197. * This is used to keep meshes transformations so they can be restored
  59198. * when we build back a Babylon Mesh
  59199. * NB : All CSG operations are performed in world coordinates
  59200. * @param csg The CSG to copy the transform attributes from
  59201. * @returns This CSG
  59202. */
  59203. copyTransformAttributes(csg: CSG): CSG;
  59204. /**
  59205. * Build Raw mesh from CSG
  59206. * Coordinates here are in world space
  59207. * @param name The name of the mesh geometry
  59208. * @param scene The Scene
  59209. * @param keepSubMeshes Specifies if the submeshes should be kept
  59210. * @returns A new Mesh
  59211. */
  59212. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59213. /**
  59214. * Build Mesh from CSG taking material and transforms into account
  59215. * @param name The name of the Mesh
  59216. * @param material The material of the Mesh
  59217. * @param scene The Scene
  59218. * @param keepSubMeshes Specifies if submeshes should be kept
  59219. * @returns The new Mesh
  59220. */
  59221. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59222. }
  59223. }
  59224. declare module "babylonjs/Meshes/trailMesh" {
  59225. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59226. import { Mesh } from "babylonjs/Meshes/mesh";
  59227. import { Scene } from "babylonjs/scene";
  59228. /**
  59229. * Class used to create a trail following a mesh
  59230. */
  59231. export class TrailMesh extends Mesh {
  59232. private _generator;
  59233. private _autoStart;
  59234. private _running;
  59235. private _diameter;
  59236. private _length;
  59237. private _sectionPolygonPointsCount;
  59238. private _sectionVectors;
  59239. private _sectionNormalVectors;
  59240. private _beforeRenderObserver;
  59241. /**
  59242. * @constructor
  59243. * @param name The value used by scene.getMeshByName() to do a lookup.
  59244. * @param generator The mesh to generate a trail.
  59245. * @param scene The scene to add this mesh to.
  59246. * @param diameter Diameter of trailing mesh. Default is 1.
  59247. * @param length Length of trailing mesh. Default is 60.
  59248. * @param autoStart Automatically start trailing mesh. Default true.
  59249. */
  59250. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59251. /**
  59252. * "TrailMesh"
  59253. * @returns "TrailMesh"
  59254. */
  59255. getClassName(): string;
  59256. private _createMesh;
  59257. /**
  59258. * Start trailing mesh.
  59259. */
  59260. start(): void;
  59261. /**
  59262. * Stop trailing mesh.
  59263. */
  59264. stop(): void;
  59265. /**
  59266. * Update trailing mesh geometry.
  59267. */
  59268. update(): void;
  59269. /**
  59270. * Returns a new TrailMesh object.
  59271. * @param name is a string, the name given to the new mesh
  59272. * @param newGenerator use new generator object for cloned trail mesh
  59273. * @returns a new mesh
  59274. */
  59275. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59276. /**
  59277. * Serializes this trail mesh
  59278. * @param serializationObject object to write serialization to
  59279. */
  59280. serialize(serializationObject: any): void;
  59281. /**
  59282. * Parses a serialized trail mesh
  59283. * @param parsedMesh the serialized mesh
  59284. * @param scene the scene to create the trail mesh in
  59285. * @returns the created trail mesh
  59286. */
  59287. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59288. }
  59289. }
  59290. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59291. import { Nullable } from "babylonjs/types";
  59292. import { Scene } from "babylonjs/scene";
  59293. import { Vector4 } from "babylonjs/Maths/math.vector";
  59294. import { Color4 } from "babylonjs/Maths/math.color";
  59295. import { Mesh } from "babylonjs/Meshes/mesh";
  59296. /**
  59297. * Class containing static functions to help procedurally build meshes
  59298. */
  59299. export class TiledBoxBuilder {
  59300. /**
  59301. * Creates a box mesh
  59302. * 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)
  59303. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59304. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59305. * * If you create a double-sided mesh, you can choose what parts of 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
  59306. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59307. * @param name defines the name of the mesh
  59308. * @param options defines the options used to create the mesh
  59309. * @param scene defines the hosting scene
  59310. * @returns the box mesh
  59311. */
  59312. static CreateTiledBox(name: string, options: {
  59313. pattern?: number;
  59314. width?: number;
  59315. height?: number;
  59316. depth?: number;
  59317. tileSize?: number;
  59318. tileWidth?: number;
  59319. tileHeight?: number;
  59320. alignHorizontal?: number;
  59321. alignVertical?: number;
  59322. faceUV?: Vector4[];
  59323. faceColors?: Color4[];
  59324. sideOrientation?: number;
  59325. updatable?: boolean;
  59326. }, scene?: Nullable<Scene>): Mesh;
  59327. }
  59328. }
  59329. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59330. import { Vector4 } from "babylonjs/Maths/math.vector";
  59331. import { Mesh } from "babylonjs/Meshes/mesh";
  59332. /**
  59333. * Class containing static functions to help procedurally build meshes
  59334. */
  59335. export class TorusKnotBuilder {
  59336. /**
  59337. * Creates a torus knot mesh
  59338. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59339. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59340. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59341. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59342. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59343. * * If you create a double-sided mesh, you can choose what parts of 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
  59344. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59345. * @param name defines the name of the mesh
  59346. * @param options defines the options used to create the mesh
  59347. * @param scene defines the hosting scene
  59348. * @returns the torus knot mesh
  59349. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59350. */
  59351. static CreateTorusKnot(name: string, options: {
  59352. radius?: number;
  59353. tube?: number;
  59354. radialSegments?: number;
  59355. tubularSegments?: number;
  59356. p?: number;
  59357. q?: number;
  59358. updatable?: boolean;
  59359. sideOrientation?: number;
  59360. frontUVs?: Vector4;
  59361. backUVs?: Vector4;
  59362. }, scene: any): Mesh;
  59363. }
  59364. }
  59365. declare module "babylonjs/Meshes/polygonMesh" {
  59366. import { Scene } from "babylonjs/scene";
  59367. import { Vector2 } from "babylonjs/Maths/math.vector";
  59368. import { Mesh } from "babylonjs/Meshes/mesh";
  59369. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59370. import { Path2 } from "babylonjs/Maths/math.path";
  59371. /**
  59372. * Polygon
  59373. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59374. */
  59375. export class Polygon {
  59376. /**
  59377. * Creates a rectangle
  59378. * @param xmin bottom X coord
  59379. * @param ymin bottom Y coord
  59380. * @param xmax top X coord
  59381. * @param ymax top Y coord
  59382. * @returns points that make the resulting rectation
  59383. */
  59384. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59385. /**
  59386. * Creates a circle
  59387. * @param radius radius of circle
  59388. * @param cx scale in x
  59389. * @param cy scale in y
  59390. * @param numberOfSides number of sides that make up the circle
  59391. * @returns points that make the resulting circle
  59392. */
  59393. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59394. /**
  59395. * Creates a polygon from input string
  59396. * @param input Input polygon data
  59397. * @returns the parsed points
  59398. */
  59399. static Parse(input: string): Vector2[];
  59400. /**
  59401. * Starts building a polygon from x and y coordinates
  59402. * @param x x coordinate
  59403. * @param y y coordinate
  59404. * @returns the started path2
  59405. */
  59406. static StartingAt(x: number, y: number): Path2;
  59407. }
  59408. /**
  59409. * Builds a polygon
  59410. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59411. */
  59412. export class PolygonMeshBuilder {
  59413. private _points;
  59414. private _outlinepoints;
  59415. private _holes;
  59416. private _name;
  59417. private _scene;
  59418. private _epoints;
  59419. private _eholes;
  59420. private _addToepoint;
  59421. /**
  59422. * Babylon reference to the earcut plugin.
  59423. */
  59424. bjsEarcut: any;
  59425. /**
  59426. * Creates a PolygonMeshBuilder
  59427. * @param name name of the builder
  59428. * @param contours Path of the polygon
  59429. * @param scene scene to add to when creating the mesh
  59430. * @param earcutInjection can be used to inject your own earcut reference
  59431. */
  59432. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59433. /**
  59434. * Adds a whole within the polygon
  59435. * @param hole Array of points defining the hole
  59436. * @returns this
  59437. */
  59438. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59439. /**
  59440. * Creates the polygon
  59441. * @param updatable If the mesh should be updatable
  59442. * @param depth The depth of the mesh created
  59443. * @returns the created mesh
  59444. */
  59445. build(updatable?: boolean, depth?: number): Mesh;
  59446. /**
  59447. * Creates the polygon
  59448. * @param depth The depth of the mesh created
  59449. * @returns the created VertexData
  59450. */
  59451. buildVertexData(depth?: number): VertexData;
  59452. /**
  59453. * Adds a side to the polygon
  59454. * @param positions points that make the polygon
  59455. * @param normals normals of the polygon
  59456. * @param uvs uvs of the polygon
  59457. * @param indices indices of the polygon
  59458. * @param bounds bounds of the polygon
  59459. * @param points points of the polygon
  59460. * @param depth depth of the polygon
  59461. * @param flip flip of the polygon
  59462. */
  59463. private addSide;
  59464. }
  59465. }
  59466. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59467. import { Scene } from "babylonjs/scene";
  59468. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59469. import { Color4 } from "babylonjs/Maths/math.color";
  59470. import { Mesh } from "babylonjs/Meshes/mesh";
  59471. import { Nullable } from "babylonjs/types";
  59472. /**
  59473. * Class containing static functions to help procedurally build meshes
  59474. */
  59475. export class PolygonBuilder {
  59476. /**
  59477. * Creates a polygon mesh
  59478. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59479. * * 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
  59480. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59481. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59482. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  59483. * * Remember you can only change the shape positions, not their number when updating a polygon
  59484. * @param name defines the name of the mesh
  59485. * @param options defines the options used to create the mesh
  59486. * @param scene defines the hosting scene
  59487. * @param earcutInjection can be used to inject your own earcut reference
  59488. * @returns the polygon mesh
  59489. */
  59490. static CreatePolygon(name: string, options: {
  59491. shape: Vector3[];
  59492. holes?: Vector3[][];
  59493. depth?: number;
  59494. faceUV?: Vector4[];
  59495. faceColors?: Color4[];
  59496. updatable?: boolean;
  59497. sideOrientation?: number;
  59498. frontUVs?: Vector4;
  59499. backUVs?: Vector4;
  59500. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59501. /**
  59502. * Creates an extruded polygon mesh, with depth in the Y direction.
  59503. * * 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)
  59504. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59505. * @param name defines the name of the mesh
  59506. * @param options defines the options used to create the mesh
  59507. * @param scene defines the hosting scene
  59508. * @param earcutInjection can be used to inject your own earcut reference
  59509. * @returns the polygon mesh
  59510. */
  59511. static ExtrudePolygon(name: string, options: {
  59512. shape: Vector3[];
  59513. holes?: Vector3[][];
  59514. depth?: number;
  59515. faceUV?: Vector4[];
  59516. faceColors?: Color4[];
  59517. updatable?: boolean;
  59518. sideOrientation?: number;
  59519. frontUVs?: Vector4;
  59520. backUVs?: Vector4;
  59521. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59522. }
  59523. }
  59524. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  59525. import { Scene } from "babylonjs/scene";
  59526. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59527. import { Mesh } from "babylonjs/Meshes/mesh";
  59528. import { Nullable } from "babylonjs/types";
  59529. /**
  59530. * Class containing static functions to help procedurally build meshes
  59531. */
  59532. export class LatheBuilder {
  59533. /**
  59534. * Creates lathe mesh.
  59535. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59536. * * 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
  59537. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59538. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59539. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59540. * * 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
  59541. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59542. * * 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
  59543. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59544. * * If you create a double-sided mesh, you can choose what parts of 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
  59545. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59546. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59547. * @param name defines the name of the mesh
  59548. * @param options defines the options used to create the mesh
  59549. * @param scene defines the hosting scene
  59550. * @returns the lathe mesh
  59551. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59552. */
  59553. static CreateLathe(name: string, options: {
  59554. shape: Vector3[];
  59555. radius?: number;
  59556. tessellation?: number;
  59557. clip?: number;
  59558. arc?: number;
  59559. closed?: boolean;
  59560. updatable?: boolean;
  59561. sideOrientation?: number;
  59562. frontUVs?: Vector4;
  59563. backUVs?: Vector4;
  59564. cap?: number;
  59565. invertUV?: boolean;
  59566. }, scene?: Nullable<Scene>): Mesh;
  59567. }
  59568. }
  59569. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  59570. import { Nullable } from "babylonjs/types";
  59571. import { Scene } from "babylonjs/scene";
  59572. import { Vector4 } from "babylonjs/Maths/math.vector";
  59573. import { Mesh } from "babylonjs/Meshes/mesh";
  59574. /**
  59575. * Class containing static functions to help procedurally build meshes
  59576. */
  59577. export class TiledPlaneBuilder {
  59578. /**
  59579. * Creates a tiled plane mesh
  59580. * * The parameter `pattern` will, depending on value, do nothing or
  59581. * * * flip (reflect about central vertical) alternate tiles across and up
  59582. * * * flip every tile on alternate rows
  59583. * * * rotate (180 degs) alternate tiles across and up
  59584. * * * rotate every tile on alternate rows
  59585. * * * flip and rotate alternate tiles across and up
  59586. * * * flip and rotate every tile on alternate rows
  59587. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  59588. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  59589. * * If you create a double-sided mesh, you can choose what parts of 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
  59590. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59591. * * 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)
  59592. * * 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)
  59593. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59594. * @param name defines the name of the mesh
  59595. * @param options defines the options used to create the mesh
  59596. * @param scene defines the hosting scene
  59597. * @returns the box mesh
  59598. */
  59599. static CreateTiledPlane(name: string, options: {
  59600. pattern?: number;
  59601. tileSize?: number;
  59602. tileWidth?: number;
  59603. tileHeight?: number;
  59604. size?: number;
  59605. width?: number;
  59606. height?: number;
  59607. alignHorizontal?: number;
  59608. alignVertical?: number;
  59609. sideOrientation?: number;
  59610. frontUVs?: Vector4;
  59611. backUVs?: Vector4;
  59612. updatable?: boolean;
  59613. }, scene?: Nullable<Scene>): Mesh;
  59614. }
  59615. }
  59616. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  59617. import { Nullable } from "babylonjs/types";
  59618. import { Scene } from "babylonjs/scene";
  59619. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59620. import { Mesh } from "babylonjs/Meshes/mesh";
  59621. /**
  59622. * Class containing static functions to help procedurally build meshes
  59623. */
  59624. export class TubeBuilder {
  59625. /**
  59626. * Creates a tube mesh.
  59627. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59628. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  59629. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  59630. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  59631. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  59632. * * 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)
  59633. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  59634. * * 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
  59635. * * 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
  59636. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59637. * * If you create a double-sided mesh, you can choose what parts of 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
  59638. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59639. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59640. * @param name defines the name of the mesh
  59641. * @param options defines the options used to create the mesh
  59642. * @param scene defines the hosting scene
  59643. * @returns the tube mesh
  59644. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59645. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  59646. */
  59647. static CreateTube(name: string, options: {
  59648. path: Vector3[];
  59649. radius?: number;
  59650. tessellation?: number;
  59651. radiusFunction?: {
  59652. (i: number, distance: number): number;
  59653. };
  59654. cap?: number;
  59655. arc?: number;
  59656. updatable?: boolean;
  59657. sideOrientation?: number;
  59658. frontUVs?: Vector4;
  59659. backUVs?: Vector4;
  59660. instance?: Mesh;
  59661. invertUV?: boolean;
  59662. }, scene?: Nullable<Scene>): Mesh;
  59663. }
  59664. }
  59665. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  59666. import { Scene } from "babylonjs/scene";
  59667. import { Vector4 } from "babylonjs/Maths/math.vector";
  59668. import { Mesh } from "babylonjs/Meshes/mesh";
  59669. import { Nullable } from "babylonjs/types";
  59670. /**
  59671. * Class containing static functions to help procedurally build meshes
  59672. */
  59673. export class IcoSphereBuilder {
  59674. /**
  59675. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59676. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59677. * * 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`)
  59678. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59679. * * 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
  59680. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59681. * * If you create a double-sided mesh, you can choose what parts of 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
  59682. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59683. * @param name defines the name of the mesh
  59684. * @param options defines the options used to create the mesh
  59685. * @param scene defines the hosting scene
  59686. * @returns the icosahedron mesh
  59687. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59688. */
  59689. static CreateIcoSphere(name: string, options: {
  59690. radius?: number;
  59691. radiusX?: number;
  59692. radiusY?: number;
  59693. radiusZ?: number;
  59694. flat?: boolean;
  59695. subdivisions?: number;
  59696. sideOrientation?: number;
  59697. frontUVs?: Vector4;
  59698. backUVs?: Vector4;
  59699. updatable?: boolean;
  59700. }, scene?: Nullable<Scene>): Mesh;
  59701. }
  59702. }
  59703. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  59704. import { Vector3 } from "babylonjs/Maths/math.vector";
  59705. import { Mesh } from "babylonjs/Meshes/mesh";
  59706. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59707. /**
  59708. * Class containing static functions to help procedurally build meshes
  59709. */
  59710. export class DecalBuilder {
  59711. /**
  59712. * Creates a decal mesh.
  59713. * 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
  59714. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  59715. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  59716. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  59717. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  59718. * @param name defines the name of the mesh
  59719. * @param sourceMesh defines the mesh where the decal must be applied
  59720. * @param options defines the options used to create the mesh
  59721. * @param scene defines the hosting scene
  59722. * @returns the decal mesh
  59723. * @see https://doc.babylonjs.com/how_to/decals
  59724. */
  59725. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  59726. position?: Vector3;
  59727. normal?: Vector3;
  59728. size?: Vector3;
  59729. angle?: number;
  59730. }): Mesh;
  59731. }
  59732. }
  59733. declare module "babylonjs/Meshes/meshBuilder" {
  59734. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  59735. import { Nullable } from "babylonjs/types";
  59736. import { Scene } from "babylonjs/scene";
  59737. import { Mesh } from "babylonjs/Meshes/mesh";
  59738. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  59739. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  59740. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59741. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59742. import { Plane } from "babylonjs/Maths/math.plane";
  59743. /**
  59744. * Class containing static functions to help procedurally build meshes
  59745. */
  59746. export class MeshBuilder {
  59747. /**
  59748. * Creates a box mesh
  59749. * * The parameter `size` sets the size (float) of each box side (default 1)
  59750. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  59751. * * 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)
  59752. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59753. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59754. * * If you create a double-sided mesh, you can choose what parts of 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
  59755. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59756. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59757. * @param name defines the name of the mesh
  59758. * @param options defines the options used to create the mesh
  59759. * @param scene defines the hosting scene
  59760. * @returns the box mesh
  59761. */
  59762. static CreateBox(name: string, options: {
  59763. size?: number;
  59764. width?: number;
  59765. height?: number;
  59766. depth?: number;
  59767. faceUV?: Vector4[];
  59768. faceColors?: Color4[];
  59769. sideOrientation?: number;
  59770. frontUVs?: Vector4;
  59771. backUVs?: Vector4;
  59772. updatable?: boolean;
  59773. }, scene?: Nullable<Scene>): Mesh;
  59774. /**
  59775. * Creates a tiled box mesh
  59776. * * faceTiles sets the pattern, tile size and number of tiles for a face
  59777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59778. * @param name defines the name of the mesh
  59779. * @param options defines the options used to create the mesh
  59780. * @param scene defines the hosting scene
  59781. * @returns the tiled box mesh
  59782. */
  59783. static CreateTiledBox(name: string, options: {
  59784. pattern?: number;
  59785. size?: number;
  59786. width?: number;
  59787. height?: number;
  59788. depth: number;
  59789. tileSize?: number;
  59790. tileWidth?: number;
  59791. tileHeight?: number;
  59792. faceUV?: Vector4[];
  59793. faceColors?: Color4[];
  59794. alignHorizontal?: number;
  59795. alignVertical?: number;
  59796. sideOrientation?: number;
  59797. updatable?: boolean;
  59798. }, scene?: Nullable<Scene>): Mesh;
  59799. /**
  59800. * Creates a sphere mesh
  59801. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  59802. * * 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`)
  59803. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  59804. * * 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
  59805. * * 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)
  59806. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59807. * * If you create a double-sided mesh, you can choose what parts of 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
  59808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59809. * @param name defines the name of the mesh
  59810. * @param options defines the options used to create the mesh
  59811. * @param scene defines the hosting scene
  59812. * @returns the sphere mesh
  59813. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  59814. */
  59815. static CreateSphere(name: string, options: {
  59816. segments?: number;
  59817. diameter?: number;
  59818. diameterX?: number;
  59819. diameterY?: number;
  59820. diameterZ?: number;
  59821. arc?: number;
  59822. slice?: number;
  59823. sideOrientation?: number;
  59824. frontUVs?: Vector4;
  59825. backUVs?: Vector4;
  59826. updatable?: boolean;
  59827. }, scene?: Nullable<Scene>): Mesh;
  59828. /**
  59829. * Creates a plane polygonal mesh. By default, this is a disc
  59830. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  59831. * * 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
  59832. * * 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
  59833. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59834. * * If you create a double-sided mesh, you can choose what parts of 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
  59835. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59836. * @param name defines the name of the mesh
  59837. * @param options defines the options used to create the mesh
  59838. * @param scene defines the hosting scene
  59839. * @returns the plane polygonal mesh
  59840. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  59841. */
  59842. static CreateDisc(name: string, options: {
  59843. radius?: number;
  59844. tessellation?: number;
  59845. arc?: number;
  59846. updatable?: boolean;
  59847. sideOrientation?: number;
  59848. frontUVs?: Vector4;
  59849. backUVs?: Vector4;
  59850. }, scene?: Nullable<Scene>): Mesh;
  59851. /**
  59852. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59853. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59854. * * 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`)
  59855. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59856. * * 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
  59857. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59858. * * If you create a double-sided mesh, you can choose what parts of 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
  59859. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59860. * @param name defines the name of the mesh
  59861. * @param options defines the options used to create the mesh
  59862. * @param scene defines the hosting scene
  59863. * @returns the icosahedron mesh
  59864. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59865. */
  59866. static CreateIcoSphere(name: string, options: {
  59867. radius?: number;
  59868. radiusX?: number;
  59869. radiusY?: number;
  59870. radiusZ?: number;
  59871. flat?: boolean;
  59872. subdivisions?: number;
  59873. sideOrientation?: number;
  59874. frontUVs?: Vector4;
  59875. backUVs?: Vector4;
  59876. updatable?: boolean;
  59877. }, scene?: Nullable<Scene>): Mesh;
  59878. /**
  59879. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59880. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  59881. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  59882. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  59883. * * 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
  59884. * * 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
  59885. * * 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
  59886. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59887. * * If you create a double-sided mesh, you can choose what parts of 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
  59888. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59889. * * 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
  59890. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  59891. * * 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
  59892. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  59893. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59894. * @param name defines the name of the mesh
  59895. * @param options defines the options used to create the mesh
  59896. * @param scene defines the hosting scene
  59897. * @returns the ribbon mesh
  59898. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  59899. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59900. */
  59901. static CreateRibbon(name: string, options: {
  59902. pathArray: Vector3[][];
  59903. closeArray?: boolean;
  59904. closePath?: boolean;
  59905. offset?: number;
  59906. updatable?: boolean;
  59907. sideOrientation?: number;
  59908. frontUVs?: Vector4;
  59909. backUVs?: Vector4;
  59910. instance?: Mesh;
  59911. invertUV?: boolean;
  59912. uvs?: Vector2[];
  59913. colors?: Color4[];
  59914. }, scene?: Nullable<Scene>): Mesh;
  59915. /**
  59916. * Creates a cylinder or a cone mesh
  59917. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  59918. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  59919. * * 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.
  59920. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  59921. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  59922. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  59923. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  59924. * * 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).
  59925. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  59926. * * 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).
  59927. * * 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
  59928. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  59929. * * 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
  59930. * * 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.
  59931. * * If `enclose` is false, a ring surface is one element.
  59932. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  59933. * * 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
  59934. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59935. * * If you create a double-sided mesh, you can choose what parts of 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
  59936. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59937. * @param name defines the name of the mesh
  59938. * @param options defines the options used to create the mesh
  59939. * @param scene defines the hosting scene
  59940. * @returns the cylinder mesh
  59941. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  59942. */
  59943. static CreateCylinder(name: string, options: {
  59944. height?: number;
  59945. diameterTop?: number;
  59946. diameterBottom?: number;
  59947. diameter?: number;
  59948. tessellation?: number;
  59949. subdivisions?: number;
  59950. arc?: number;
  59951. faceColors?: Color4[];
  59952. faceUV?: Vector4[];
  59953. updatable?: boolean;
  59954. hasRings?: boolean;
  59955. enclose?: boolean;
  59956. cap?: number;
  59957. sideOrientation?: number;
  59958. frontUVs?: Vector4;
  59959. backUVs?: Vector4;
  59960. }, scene?: Nullable<Scene>): Mesh;
  59961. /**
  59962. * Creates a torus mesh
  59963. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  59964. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  59965. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  59966. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59967. * * If you create a double-sided mesh, you can choose what parts of 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
  59968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59969. * @param name defines the name of the mesh
  59970. * @param options defines the options used to create the mesh
  59971. * @param scene defines the hosting scene
  59972. * @returns the torus mesh
  59973. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  59974. */
  59975. static CreateTorus(name: string, options: {
  59976. diameter?: number;
  59977. thickness?: number;
  59978. tessellation?: number;
  59979. updatable?: boolean;
  59980. sideOrientation?: number;
  59981. frontUVs?: Vector4;
  59982. backUVs?: Vector4;
  59983. }, scene?: Nullable<Scene>): Mesh;
  59984. /**
  59985. * Creates a torus knot mesh
  59986. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59987. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59988. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59989. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59990. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59991. * * If you create a double-sided mesh, you can choose what parts of 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
  59992. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59993. * @param name defines the name of the mesh
  59994. * @param options defines the options used to create the mesh
  59995. * @param scene defines the hosting scene
  59996. * @returns the torus knot mesh
  59997. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59998. */
  59999. static CreateTorusKnot(name: string, options: {
  60000. radius?: number;
  60001. tube?: number;
  60002. radialSegments?: number;
  60003. tubularSegments?: number;
  60004. p?: number;
  60005. q?: number;
  60006. updatable?: boolean;
  60007. sideOrientation?: number;
  60008. frontUVs?: Vector4;
  60009. backUVs?: Vector4;
  60010. }, scene?: Nullable<Scene>): Mesh;
  60011. /**
  60012. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60013. * * 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
  60014. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60015. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60016. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60017. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60018. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60019. * * 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
  60020. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60021. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60022. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60023. * @param name defines the name of the new line system
  60024. * @param options defines the options used to create the line system
  60025. * @param scene defines the hosting scene
  60026. * @returns a new line system mesh
  60027. */
  60028. static CreateLineSystem(name: string, options: {
  60029. lines: Vector3[][];
  60030. updatable?: boolean;
  60031. instance?: Nullable<LinesMesh>;
  60032. colors?: Nullable<Color4[][]>;
  60033. useVertexAlpha?: boolean;
  60034. }, scene: Nullable<Scene>): LinesMesh;
  60035. /**
  60036. * Creates a line mesh
  60037. * 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
  60038. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60039. * * The parameter `points` is an array successive Vector3
  60040. * * 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
  60041. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60042. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60043. * * When updating an instance, remember that only point positions can change, not the number of points
  60044. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60045. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60046. * @param name defines the name of the new line system
  60047. * @param options defines the options used to create the line system
  60048. * @param scene defines the hosting scene
  60049. * @returns a new line mesh
  60050. */
  60051. static CreateLines(name: string, options: {
  60052. points: Vector3[];
  60053. updatable?: boolean;
  60054. instance?: Nullable<LinesMesh>;
  60055. colors?: Color4[];
  60056. useVertexAlpha?: boolean;
  60057. }, scene?: Nullable<Scene>): LinesMesh;
  60058. /**
  60059. * Creates a dashed line mesh
  60060. * * 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
  60061. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60062. * * The parameter `points` is an array successive Vector3
  60063. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60064. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60065. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60066. * * 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
  60067. * * When updating an instance, remember that only point positions can change, not the number of points
  60068. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60069. * @param name defines the name of the mesh
  60070. * @param options defines the options used to create the mesh
  60071. * @param scene defines the hosting scene
  60072. * @returns the dashed line mesh
  60073. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60074. */
  60075. static CreateDashedLines(name: string, options: {
  60076. points: Vector3[];
  60077. dashSize?: number;
  60078. gapSize?: number;
  60079. dashNb?: number;
  60080. updatable?: boolean;
  60081. instance?: LinesMesh;
  60082. }, scene?: Nullable<Scene>): LinesMesh;
  60083. /**
  60084. * 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.
  60085. * * 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.
  60086. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60087. * * 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.
  60088. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60089. * * 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
  60090. * * 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
  60091. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60092. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60093. * * If you create a double-sided mesh, you can choose what parts of 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
  60094. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60095. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60096. * @param name defines the name of the mesh
  60097. * @param options defines the options used to create the mesh
  60098. * @param scene defines the hosting scene
  60099. * @returns the extruded shape mesh
  60100. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60101. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60102. */
  60103. static ExtrudeShape(name: string, options: {
  60104. shape: Vector3[];
  60105. path: Vector3[];
  60106. scale?: number;
  60107. rotation?: number;
  60108. cap?: number;
  60109. updatable?: boolean;
  60110. sideOrientation?: number;
  60111. frontUVs?: Vector4;
  60112. backUVs?: Vector4;
  60113. instance?: Mesh;
  60114. invertUV?: boolean;
  60115. }, scene?: Nullable<Scene>): Mesh;
  60116. /**
  60117. * Creates an custom extruded shape mesh.
  60118. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60119. * * 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.
  60120. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60121. * * 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
  60122. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60123. * * 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
  60124. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60125. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60126. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60127. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60128. * * 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
  60129. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60130. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60131. * * If you create a double-sided mesh, you can choose what parts of 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
  60132. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60133. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60134. * @param name defines the name of the mesh
  60135. * @param options defines the options used to create the mesh
  60136. * @param scene defines the hosting scene
  60137. * @returns the custom extruded shape mesh
  60138. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60139. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60140. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60141. */
  60142. static ExtrudeShapeCustom(name: string, options: {
  60143. shape: Vector3[];
  60144. path: Vector3[];
  60145. scaleFunction?: any;
  60146. rotationFunction?: any;
  60147. ribbonCloseArray?: boolean;
  60148. ribbonClosePath?: boolean;
  60149. cap?: number;
  60150. updatable?: boolean;
  60151. sideOrientation?: number;
  60152. frontUVs?: Vector4;
  60153. backUVs?: Vector4;
  60154. instance?: Mesh;
  60155. invertUV?: boolean;
  60156. }, scene?: Nullable<Scene>): Mesh;
  60157. /**
  60158. * Creates lathe mesh.
  60159. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60160. * * 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
  60161. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60162. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60163. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60164. * * 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
  60165. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60166. * * 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
  60167. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60168. * * If you create a double-sided mesh, you can choose what parts of 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
  60169. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60170. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60171. * @param name defines the name of the mesh
  60172. * @param options defines the options used to create the mesh
  60173. * @param scene defines the hosting scene
  60174. * @returns the lathe mesh
  60175. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60176. */
  60177. static CreateLathe(name: string, options: {
  60178. shape: Vector3[];
  60179. radius?: number;
  60180. tessellation?: number;
  60181. clip?: number;
  60182. arc?: number;
  60183. closed?: boolean;
  60184. updatable?: boolean;
  60185. sideOrientation?: number;
  60186. frontUVs?: Vector4;
  60187. backUVs?: Vector4;
  60188. cap?: number;
  60189. invertUV?: boolean;
  60190. }, scene?: Nullable<Scene>): Mesh;
  60191. /**
  60192. * Creates a tiled plane mesh
  60193. * * You can set a limited pattern arrangement with the tiles
  60194. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60195. * * If you create a double-sided mesh, you can choose what parts of 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
  60196. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60197. * @param name defines the name of the mesh
  60198. * @param options defines the options used to create the mesh
  60199. * @param scene defines the hosting scene
  60200. * @returns the plane mesh
  60201. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60202. */
  60203. static CreateTiledPlane(name: string, options: {
  60204. pattern?: number;
  60205. tileSize?: number;
  60206. tileWidth?: number;
  60207. tileHeight?: number;
  60208. size?: number;
  60209. width?: number;
  60210. height?: number;
  60211. alignHorizontal?: number;
  60212. alignVertical?: number;
  60213. sideOrientation?: number;
  60214. frontUVs?: Vector4;
  60215. backUVs?: Vector4;
  60216. updatable?: boolean;
  60217. }, scene?: Nullable<Scene>): Mesh;
  60218. /**
  60219. * Creates a plane mesh
  60220. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60221. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60222. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60223. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60224. * * If you create a double-sided mesh, you can choose what parts of 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
  60225. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60226. * @param name defines the name of the mesh
  60227. * @param options defines the options used to create the mesh
  60228. * @param scene defines the hosting scene
  60229. * @returns the plane mesh
  60230. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60231. */
  60232. static CreatePlane(name: string, options: {
  60233. size?: number;
  60234. width?: number;
  60235. height?: number;
  60236. sideOrientation?: number;
  60237. frontUVs?: Vector4;
  60238. backUVs?: Vector4;
  60239. updatable?: boolean;
  60240. sourcePlane?: Plane;
  60241. }, scene?: Nullable<Scene>): Mesh;
  60242. /**
  60243. * Creates a ground mesh
  60244. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60245. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60247. * @param name defines the name of the mesh
  60248. * @param options defines the options used to create the mesh
  60249. * @param scene defines the hosting scene
  60250. * @returns the ground mesh
  60251. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60252. */
  60253. static CreateGround(name: string, options: {
  60254. width?: number;
  60255. height?: number;
  60256. subdivisions?: number;
  60257. subdivisionsX?: number;
  60258. subdivisionsY?: number;
  60259. updatable?: boolean;
  60260. }, scene?: Nullable<Scene>): Mesh;
  60261. /**
  60262. * Creates a tiled ground mesh
  60263. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60264. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60265. * * 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
  60266. * * 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
  60267. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60268. * @param name defines the name of the mesh
  60269. * @param options defines the options used to create the mesh
  60270. * @param scene defines the hosting scene
  60271. * @returns the tiled ground mesh
  60272. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60273. */
  60274. static CreateTiledGround(name: string, options: {
  60275. xmin: number;
  60276. zmin: number;
  60277. xmax: number;
  60278. zmax: number;
  60279. subdivisions?: {
  60280. w: number;
  60281. h: number;
  60282. };
  60283. precision?: {
  60284. w: number;
  60285. h: number;
  60286. };
  60287. updatable?: boolean;
  60288. }, scene?: Nullable<Scene>): Mesh;
  60289. /**
  60290. * Creates a ground mesh from a height map
  60291. * * The parameter `url` sets the URL of the height map image resource.
  60292. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60293. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60294. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60295. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60296. * * 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.
  60297. * * 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).
  60298. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60299. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60300. * @param name defines the name of the mesh
  60301. * @param url defines the url to the height map
  60302. * @param options defines the options used to create the mesh
  60303. * @param scene defines the hosting scene
  60304. * @returns the ground mesh
  60305. * @see https://doc.babylonjs.com/babylon101/height_map
  60306. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60307. */
  60308. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60309. width?: number;
  60310. height?: number;
  60311. subdivisions?: number;
  60312. minHeight?: number;
  60313. maxHeight?: number;
  60314. colorFilter?: Color3;
  60315. alphaFilter?: number;
  60316. updatable?: boolean;
  60317. onReady?: (mesh: GroundMesh) => void;
  60318. }, scene?: Nullable<Scene>): GroundMesh;
  60319. /**
  60320. * Creates a polygon mesh
  60321. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60322. * * 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
  60323. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  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. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  60326. * * Remember you can only change the shape positions, not their number when updating a polygon
  60327. * @param name defines the name of the mesh
  60328. * @param options defines the options used to create the mesh
  60329. * @param scene defines the hosting scene
  60330. * @param earcutInjection can be used to inject your own earcut reference
  60331. * @returns the polygon mesh
  60332. */
  60333. static CreatePolygon(name: string, options: {
  60334. shape: Vector3[];
  60335. holes?: Vector3[][];
  60336. depth?: number;
  60337. faceUV?: Vector4[];
  60338. faceColors?: Color4[];
  60339. updatable?: boolean;
  60340. sideOrientation?: number;
  60341. frontUVs?: Vector4;
  60342. backUVs?: Vector4;
  60343. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60344. /**
  60345. * Creates an extruded polygon mesh, with depth in the Y direction.
  60346. * * 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)
  60347. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60348. * @param name defines the name of the mesh
  60349. * @param options defines the options used to create the mesh
  60350. * @param scene defines the hosting scene
  60351. * @param earcutInjection can be used to inject your own earcut reference
  60352. * @returns the polygon mesh
  60353. */
  60354. static ExtrudePolygon(name: string, options: {
  60355. shape: Vector3[];
  60356. holes?: Vector3[][];
  60357. depth?: number;
  60358. faceUV?: Vector4[];
  60359. faceColors?: Color4[];
  60360. updatable?: boolean;
  60361. sideOrientation?: number;
  60362. frontUVs?: Vector4;
  60363. backUVs?: Vector4;
  60364. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60365. /**
  60366. * Creates a tube mesh.
  60367. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60368. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60369. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60370. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60371. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60372. * * 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)
  60373. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60374. * * 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
  60375. * * 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
  60376. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60377. * * If you create a double-sided mesh, you can choose what parts of 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
  60378. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60379. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60380. * @param name defines the name of the mesh
  60381. * @param options defines the options used to create the mesh
  60382. * @param scene defines the hosting scene
  60383. * @returns the tube mesh
  60384. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60385. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60386. */
  60387. static CreateTube(name: string, options: {
  60388. path: Vector3[];
  60389. radius?: number;
  60390. tessellation?: number;
  60391. radiusFunction?: {
  60392. (i: number, distance: number): number;
  60393. };
  60394. cap?: number;
  60395. arc?: number;
  60396. updatable?: boolean;
  60397. sideOrientation?: number;
  60398. frontUVs?: Vector4;
  60399. backUVs?: Vector4;
  60400. instance?: Mesh;
  60401. invertUV?: boolean;
  60402. }, scene?: Nullable<Scene>): Mesh;
  60403. /**
  60404. * Creates a polyhedron mesh
  60405. * * 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
  60406. * * The parameter `size` (positive float, default 1) sets the polygon size
  60407. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60408. * * 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`
  60409. * * 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
  60410. * * 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)`)
  60411. * * 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
  60412. * * 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
  60413. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60414. * * If you create a double-sided mesh, you can choose what parts of 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
  60415. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60416. * @param name defines the name of the mesh
  60417. * @param options defines the options used to create the mesh
  60418. * @param scene defines the hosting scene
  60419. * @returns the polyhedron mesh
  60420. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60421. */
  60422. static CreatePolyhedron(name: string, options: {
  60423. type?: number;
  60424. size?: number;
  60425. sizeX?: number;
  60426. sizeY?: number;
  60427. sizeZ?: number;
  60428. custom?: any;
  60429. faceUV?: Vector4[];
  60430. faceColors?: Color4[];
  60431. flat?: boolean;
  60432. updatable?: boolean;
  60433. sideOrientation?: number;
  60434. frontUVs?: Vector4;
  60435. backUVs?: Vector4;
  60436. }, scene?: Nullable<Scene>): Mesh;
  60437. /**
  60438. * Creates a decal mesh.
  60439. * 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
  60440. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60441. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60442. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60443. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60444. * @param name defines the name of the mesh
  60445. * @param sourceMesh defines the mesh where the decal must be applied
  60446. * @param options defines the options used to create the mesh
  60447. * @param scene defines the hosting scene
  60448. * @returns the decal mesh
  60449. * @see https://doc.babylonjs.com/how_to/decals
  60450. */
  60451. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60452. position?: Vector3;
  60453. normal?: Vector3;
  60454. size?: Vector3;
  60455. angle?: number;
  60456. }): Mesh;
  60457. }
  60458. }
  60459. declare module "babylonjs/Meshes/meshSimplification" {
  60460. import { Mesh } from "babylonjs/Meshes/mesh";
  60461. /**
  60462. * A simplifier interface for future simplification implementations
  60463. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60464. */
  60465. export interface ISimplifier {
  60466. /**
  60467. * Simplification of a given mesh according to the given settings.
  60468. * Since this requires computation, it is assumed that the function runs async.
  60469. * @param settings The settings of the simplification, including quality and distance
  60470. * @param successCallback A callback that will be called after the mesh was simplified.
  60471. * @param errorCallback in case of an error, this callback will be called. optional.
  60472. */
  60473. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60474. }
  60475. /**
  60476. * Expected simplification settings.
  60477. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60478. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60479. */
  60480. export interface ISimplificationSettings {
  60481. /**
  60482. * Gets or sets the expected quality
  60483. */
  60484. quality: number;
  60485. /**
  60486. * Gets or sets the distance when this optimized version should be used
  60487. */
  60488. distance: number;
  60489. /**
  60490. * Gets an already optimized mesh
  60491. */
  60492. optimizeMesh?: boolean;
  60493. }
  60494. /**
  60495. * Class used to specify simplification options
  60496. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60497. */
  60498. export class SimplificationSettings implements ISimplificationSettings {
  60499. /** expected quality */
  60500. quality: number;
  60501. /** distance when this optimized version should be used */
  60502. distance: number;
  60503. /** already optimized mesh */
  60504. optimizeMesh?: boolean | undefined;
  60505. /**
  60506. * Creates a SimplificationSettings
  60507. * @param quality expected quality
  60508. * @param distance distance when this optimized version should be used
  60509. * @param optimizeMesh already optimized mesh
  60510. */
  60511. constructor(
  60512. /** expected quality */
  60513. quality: number,
  60514. /** distance when this optimized version should be used */
  60515. distance: number,
  60516. /** already optimized mesh */
  60517. optimizeMesh?: boolean | undefined);
  60518. }
  60519. /**
  60520. * Interface used to define a simplification task
  60521. */
  60522. export interface ISimplificationTask {
  60523. /**
  60524. * Array of settings
  60525. */
  60526. settings: Array<ISimplificationSettings>;
  60527. /**
  60528. * Simplification type
  60529. */
  60530. simplificationType: SimplificationType;
  60531. /**
  60532. * Mesh to simplify
  60533. */
  60534. mesh: Mesh;
  60535. /**
  60536. * Callback called on success
  60537. */
  60538. successCallback?: () => void;
  60539. /**
  60540. * Defines if parallel processing can be used
  60541. */
  60542. parallelProcessing: boolean;
  60543. }
  60544. /**
  60545. * Queue used to order the simplification tasks
  60546. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60547. */
  60548. export class SimplificationQueue {
  60549. private _simplificationArray;
  60550. /**
  60551. * Gets a boolean indicating that the process is still running
  60552. */
  60553. running: boolean;
  60554. /**
  60555. * Creates a new queue
  60556. */
  60557. constructor();
  60558. /**
  60559. * Adds a new simplification task
  60560. * @param task defines a task to add
  60561. */
  60562. addTask(task: ISimplificationTask): void;
  60563. /**
  60564. * Execute next task
  60565. */
  60566. executeNext(): void;
  60567. /**
  60568. * Execute a simplification task
  60569. * @param task defines the task to run
  60570. */
  60571. runSimplification(task: ISimplificationTask): void;
  60572. private getSimplifier;
  60573. }
  60574. /**
  60575. * The implemented types of simplification
  60576. * At the moment only Quadratic Error Decimation is implemented
  60577. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60578. */
  60579. export enum SimplificationType {
  60580. /** Quadratic error decimation */
  60581. QUADRATIC = 0
  60582. }
  60583. }
  60584. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  60585. import { Scene } from "babylonjs/scene";
  60586. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  60587. import { ISceneComponent } from "babylonjs/sceneComponent";
  60588. module "babylonjs/scene" {
  60589. interface Scene {
  60590. /** @hidden (Backing field) */
  60591. _simplificationQueue: SimplificationQueue;
  60592. /**
  60593. * Gets or sets the simplification queue attached to the scene
  60594. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60595. */
  60596. simplificationQueue: SimplificationQueue;
  60597. }
  60598. }
  60599. module "babylonjs/Meshes/mesh" {
  60600. interface Mesh {
  60601. /**
  60602. * Simplify the mesh according to the given array of settings.
  60603. * Function will return immediately and will simplify async
  60604. * @param settings a collection of simplification settings
  60605. * @param parallelProcessing should all levels calculate parallel or one after the other
  60606. * @param simplificationType the type of simplification to run
  60607. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  60608. * @returns the current mesh
  60609. */
  60610. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  60611. }
  60612. }
  60613. /**
  60614. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  60615. * created in a scene
  60616. */
  60617. export class SimplicationQueueSceneComponent implements ISceneComponent {
  60618. /**
  60619. * The component name helpfull to identify the component in the list of scene components.
  60620. */
  60621. readonly name: string;
  60622. /**
  60623. * The scene the component belongs to.
  60624. */
  60625. scene: Scene;
  60626. /**
  60627. * Creates a new instance of the component for the given scene
  60628. * @param scene Defines the scene to register the component in
  60629. */
  60630. constructor(scene: Scene);
  60631. /**
  60632. * Registers the component in a given scene
  60633. */
  60634. register(): void;
  60635. /**
  60636. * Rebuilds the elements related to this component in case of
  60637. * context lost for instance.
  60638. */
  60639. rebuild(): void;
  60640. /**
  60641. * Disposes the component and the associated ressources
  60642. */
  60643. dispose(): void;
  60644. private _beforeCameraUpdate;
  60645. }
  60646. }
  60647. declare module "babylonjs/Meshes/Builders/index" {
  60648. export * from "babylonjs/Meshes/Builders/boxBuilder";
  60649. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  60650. export * from "babylonjs/Meshes/Builders/discBuilder";
  60651. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  60652. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  60653. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  60654. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  60655. export * from "babylonjs/Meshes/Builders/torusBuilder";
  60656. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  60657. export * from "babylonjs/Meshes/Builders/linesBuilder";
  60658. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  60659. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  60660. export * from "babylonjs/Meshes/Builders/latheBuilder";
  60661. export * from "babylonjs/Meshes/Builders/planeBuilder";
  60662. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  60663. export * from "babylonjs/Meshes/Builders/groundBuilder";
  60664. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  60665. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  60666. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  60667. export * from "babylonjs/Meshes/Builders/decalBuilder";
  60668. }
  60669. declare module "babylonjs/Meshes/index" {
  60670. export * from "babylonjs/Meshes/abstractMesh";
  60671. export * from "babylonjs/Meshes/buffer";
  60672. export * from "babylonjs/Meshes/Compression/index";
  60673. export * from "babylonjs/Meshes/csg";
  60674. export * from "babylonjs/Meshes/geometry";
  60675. export * from "babylonjs/Meshes/groundMesh";
  60676. export * from "babylonjs/Meshes/trailMesh";
  60677. export * from "babylonjs/Meshes/instancedMesh";
  60678. export * from "babylonjs/Meshes/linesMesh";
  60679. export * from "babylonjs/Meshes/mesh";
  60680. export * from "babylonjs/Meshes/mesh.vertexData";
  60681. export * from "babylonjs/Meshes/meshBuilder";
  60682. export * from "babylonjs/Meshes/meshSimplification";
  60683. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  60684. export * from "babylonjs/Meshes/polygonMesh";
  60685. export * from "babylonjs/Meshes/subMesh";
  60686. export * from "babylonjs/Meshes/meshLODLevel";
  60687. export * from "babylonjs/Meshes/transformNode";
  60688. export * from "babylonjs/Meshes/Builders/index";
  60689. export * from "babylonjs/Meshes/dataBuffer";
  60690. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  60691. }
  60692. declare module "babylonjs/Morph/index" {
  60693. export * from "babylonjs/Morph/morphTarget";
  60694. export * from "babylonjs/Morph/morphTargetManager";
  60695. }
  60696. declare module "babylonjs/Navigation/INavigationEngine" {
  60697. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60698. import { Vector3 } from "babylonjs/Maths/math";
  60699. import { Mesh } from "babylonjs/Meshes/mesh";
  60700. import { Scene } from "babylonjs/scene";
  60701. /**
  60702. * Navigation plugin interface to add navigation constrained by a navigation mesh
  60703. */
  60704. export interface INavigationEnginePlugin {
  60705. /**
  60706. * plugin name
  60707. */
  60708. name: string;
  60709. /**
  60710. * Creates a navigation mesh
  60711. * @param meshes array of all the geometry used to compute the navigatio mesh
  60712. * @param parameters bunch of parameters used to filter geometry
  60713. */
  60714. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60715. /**
  60716. * Create a navigation mesh debug mesh
  60717. * @param scene is where the mesh will be added
  60718. * @returns debug display mesh
  60719. */
  60720. createDebugNavMesh(scene: Scene): Mesh;
  60721. /**
  60722. * Get a navigation mesh constrained position, closest to the parameter position
  60723. * @param position world position
  60724. * @returns the closest point to position constrained by the navigation mesh
  60725. */
  60726. getClosestPoint(position: Vector3): Vector3;
  60727. /**
  60728. * Get a navigation mesh constrained position, within a particular radius
  60729. * @param position world position
  60730. * @param maxRadius the maximum distance to the constrained world position
  60731. * @returns the closest point to position constrained by the navigation mesh
  60732. */
  60733. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60734. /**
  60735. * Compute the final position from a segment made of destination-position
  60736. * @param position world position
  60737. * @param destination world position
  60738. * @returns the resulting point along the navmesh
  60739. */
  60740. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60741. /**
  60742. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60743. * @param start world position
  60744. * @param end world position
  60745. * @returns array containing world position composing the path
  60746. */
  60747. computePath(start: Vector3, end: Vector3): Vector3[];
  60748. /**
  60749. * If this plugin is supported
  60750. * @returns true if plugin is supported
  60751. */
  60752. isSupported(): boolean;
  60753. /**
  60754. * Create a new Crowd so you can add agents
  60755. * @param maxAgents the maximum agent count in the crowd
  60756. * @param maxAgentRadius the maximum radius an agent can have
  60757. * @param scene to attach the crowd to
  60758. * @returns the crowd you can add agents to
  60759. */
  60760. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60761. /**
  60762. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60763. * The queries will try to find a solution within those bounds
  60764. * default is (1,1,1)
  60765. * @param extent x,y,z value that define the extent around the queries point of reference
  60766. */
  60767. setDefaultQueryExtent(extent: Vector3): void;
  60768. /**
  60769. * Get the Bounding box extent specified by setDefaultQueryExtent
  60770. * @returns the box extent values
  60771. */
  60772. getDefaultQueryExtent(): Vector3;
  60773. /**
  60774. * Release all resources
  60775. */
  60776. dispose(): void;
  60777. }
  60778. /**
  60779. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  60780. */
  60781. export interface ICrowd {
  60782. /**
  60783. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  60784. * You can attach anything to that node. The node position is updated in the scene update tick.
  60785. * @param pos world position that will be constrained by the navigation mesh
  60786. * @param parameters agent parameters
  60787. * @param transform hooked to the agent that will be update by the scene
  60788. * @returns agent index
  60789. */
  60790. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  60791. /**
  60792. * Returns the agent position in world space
  60793. * @param index agent index returned by addAgent
  60794. * @returns world space position
  60795. */
  60796. getAgentPosition(index: number): Vector3;
  60797. /**
  60798. * Gets the agent velocity in world space
  60799. * @param index agent index returned by addAgent
  60800. * @returns world space velocity
  60801. */
  60802. getAgentVelocity(index: number): Vector3;
  60803. /**
  60804. * remove a particular agent previously created
  60805. * @param index agent index returned by addAgent
  60806. */
  60807. removeAgent(index: number): void;
  60808. /**
  60809. * get the list of all agents attached to this crowd
  60810. * @returns list of agent indices
  60811. */
  60812. getAgents(): number[];
  60813. /**
  60814. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  60815. * @param deltaTime in seconds
  60816. */
  60817. update(deltaTime: number): void;
  60818. /**
  60819. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  60820. * @param index agent index returned by addAgent
  60821. * @param destination targeted world position
  60822. */
  60823. agentGoto(index: number, destination: Vector3): void;
  60824. /**
  60825. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60826. * The queries will try to find a solution within those bounds
  60827. * default is (1,1,1)
  60828. * @param extent x,y,z value that define the extent around the queries point of reference
  60829. */
  60830. setDefaultQueryExtent(extent: Vector3): void;
  60831. /**
  60832. * Get the Bounding box extent specified by setDefaultQueryExtent
  60833. * @returns the box extent values
  60834. */
  60835. getDefaultQueryExtent(): Vector3;
  60836. /**
  60837. * Release all resources
  60838. */
  60839. dispose(): void;
  60840. }
  60841. /**
  60842. * Configures an agent
  60843. */
  60844. export interface IAgentParameters {
  60845. /**
  60846. * Agent radius. [Limit: >= 0]
  60847. */
  60848. radius: number;
  60849. /**
  60850. * Agent height. [Limit: > 0]
  60851. */
  60852. height: number;
  60853. /**
  60854. * Maximum allowed acceleration. [Limit: >= 0]
  60855. */
  60856. maxAcceleration: number;
  60857. /**
  60858. * Maximum allowed speed. [Limit: >= 0]
  60859. */
  60860. maxSpeed: number;
  60861. /**
  60862. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  60863. */
  60864. collisionQueryRange: number;
  60865. /**
  60866. * The path visibility optimization range. [Limit: > 0]
  60867. */
  60868. pathOptimizationRange: number;
  60869. /**
  60870. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  60871. */
  60872. separationWeight: number;
  60873. }
  60874. /**
  60875. * Configures the navigation mesh creation
  60876. */
  60877. export interface INavMeshParameters {
  60878. /**
  60879. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  60880. */
  60881. cs: number;
  60882. /**
  60883. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  60884. */
  60885. ch: number;
  60886. /**
  60887. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  60888. */
  60889. walkableSlopeAngle: number;
  60890. /**
  60891. * Minimum floor to 'ceiling' height that will still allow the floor area to
  60892. * be considered walkable. [Limit: >= 3] [Units: vx]
  60893. */
  60894. walkableHeight: number;
  60895. /**
  60896. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  60897. */
  60898. walkableClimb: number;
  60899. /**
  60900. * The distance to erode/shrink the walkable area of the heightfield away from
  60901. * obstructions. [Limit: >=0] [Units: vx]
  60902. */
  60903. walkableRadius: number;
  60904. /**
  60905. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  60906. */
  60907. maxEdgeLen: number;
  60908. /**
  60909. * The maximum distance a simplfied contour's border edges should deviate
  60910. * the original raw contour. [Limit: >=0] [Units: vx]
  60911. */
  60912. maxSimplificationError: number;
  60913. /**
  60914. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  60915. */
  60916. minRegionArea: number;
  60917. /**
  60918. * Any regions with a span count smaller than this value will, if possible,
  60919. * be merged with larger regions. [Limit: >=0] [Units: vx]
  60920. */
  60921. mergeRegionArea: number;
  60922. /**
  60923. * The maximum number of vertices allowed for polygons generated during the
  60924. * contour to polygon conversion process. [Limit: >= 3]
  60925. */
  60926. maxVertsPerPoly: number;
  60927. /**
  60928. * Sets the sampling distance to use when generating the detail mesh.
  60929. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  60930. */
  60931. detailSampleDist: number;
  60932. /**
  60933. * The maximum distance the detail mesh surface should deviate from heightfield
  60934. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  60935. */
  60936. detailSampleMaxError: number;
  60937. }
  60938. }
  60939. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  60940. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  60941. import { Mesh } from "babylonjs/Meshes/mesh";
  60942. import { Scene } from "babylonjs/scene";
  60943. import { Vector3 } from "babylonjs/Maths/math";
  60944. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60945. /**
  60946. * RecastJS navigation plugin
  60947. */
  60948. export class RecastJSPlugin implements INavigationEnginePlugin {
  60949. /**
  60950. * Reference to the Recast library
  60951. */
  60952. bjsRECAST: any;
  60953. /**
  60954. * plugin name
  60955. */
  60956. name: string;
  60957. /**
  60958. * the first navmesh created. We might extend this to support multiple navmeshes
  60959. */
  60960. navMesh: any;
  60961. /**
  60962. * Initializes the recastJS plugin
  60963. * @param recastInjection can be used to inject your own recast reference
  60964. */
  60965. constructor(recastInjection?: any);
  60966. /**
  60967. * Creates a navigation mesh
  60968. * @param meshes array of all the geometry used to compute the navigatio mesh
  60969. * @param parameters bunch of parameters used to filter geometry
  60970. */
  60971. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60972. /**
  60973. * Create a navigation mesh debug mesh
  60974. * @param scene is where the mesh will be added
  60975. * @returns debug display mesh
  60976. */
  60977. createDebugNavMesh(scene: Scene): Mesh;
  60978. /**
  60979. * Get a navigation mesh constrained position, closest to the parameter position
  60980. * @param position world position
  60981. * @returns the closest point to position constrained by the navigation mesh
  60982. */
  60983. getClosestPoint(position: Vector3): Vector3;
  60984. /**
  60985. * Get a navigation mesh constrained position, within a particular radius
  60986. * @param position world position
  60987. * @param maxRadius the maximum distance to the constrained world position
  60988. * @returns the closest point to position constrained by the navigation mesh
  60989. */
  60990. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60991. /**
  60992. * Compute the final position from a segment made of destination-position
  60993. * @param position world position
  60994. * @param destination world position
  60995. * @returns the resulting point along the navmesh
  60996. */
  60997. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60998. /**
  60999. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61000. * @param start world position
  61001. * @param end world position
  61002. * @returns array containing world position composing the path
  61003. */
  61004. computePath(start: Vector3, end: Vector3): Vector3[];
  61005. /**
  61006. * Create a new Crowd so you can add agents
  61007. * @param maxAgents the maximum agent count in the crowd
  61008. * @param maxAgentRadius the maximum radius an agent can have
  61009. * @param scene to attach the crowd to
  61010. * @returns the crowd you can add agents to
  61011. */
  61012. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61013. /**
  61014. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61015. * The queries will try to find a solution within those bounds
  61016. * default is (1,1,1)
  61017. * @param extent x,y,z value that define the extent around the queries point of reference
  61018. */
  61019. setDefaultQueryExtent(extent: Vector3): void;
  61020. /**
  61021. * Get the Bounding box extent specified by setDefaultQueryExtent
  61022. * @returns the box extent values
  61023. */
  61024. getDefaultQueryExtent(): Vector3;
  61025. /**
  61026. * Disposes
  61027. */
  61028. dispose(): void;
  61029. /**
  61030. * If this plugin is supported
  61031. * @returns true if plugin is supported
  61032. */
  61033. isSupported(): boolean;
  61034. }
  61035. /**
  61036. * Recast detour crowd implementation
  61037. */
  61038. export class RecastJSCrowd implements ICrowd {
  61039. /**
  61040. * Recast/detour plugin
  61041. */
  61042. bjsRECASTPlugin: RecastJSPlugin;
  61043. /**
  61044. * Link to the detour crowd
  61045. */
  61046. recastCrowd: any;
  61047. /**
  61048. * One transform per agent
  61049. */
  61050. transforms: TransformNode[];
  61051. /**
  61052. * All agents created
  61053. */
  61054. agents: number[];
  61055. /**
  61056. * Link to the scene is kept to unregister the crowd from the scene
  61057. */
  61058. private _scene;
  61059. /**
  61060. * Observer for crowd updates
  61061. */
  61062. private _onBeforeAnimationsObserver;
  61063. /**
  61064. * Constructor
  61065. * @param plugin recastJS plugin
  61066. * @param maxAgents the maximum agent count in the crowd
  61067. * @param maxAgentRadius the maximum radius an agent can have
  61068. * @param scene to attach the crowd to
  61069. * @returns the crowd you can add agents to
  61070. */
  61071. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61072. /**
  61073. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61074. * You can attach anything to that node. The node position is updated in the scene update tick.
  61075. * @param pos world position that will be constrained by the navigation mesh
  61076. * @param parameters agent parameters
  61077. * @param transform hooked to the agent that will be update by the scene
  61078. * @returns agent index
  61079. */
  61080. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61081. /**
  61082. * Returns the agent position in world space
  61083. * @param index agent index returned by addAgent
  61084. * @returns world space position
  61085. */
  61086. getAgentPosition(index: number): Vector3;
  61087. /**
  61088. * Returns the agent velocity in world space
  61089. * @param index agent index returned by addAgent
  61090. * @returns world space velocity
  61091. */
  61092. getAgentVelocity(index: number): Vector3;
  61093. /**
  61094. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61095. * @param index agent index returned by addAgent
  61096. * @param destination targeted world position
  61097. */
  61098. agentGoto(index: number, destination: Vector3): void;
  61099. /**
  61100. * remove a particular agent previously created
  61101. * @param index agent index returned by addAgent
  61102. */
  61103. removeAgent(index: number): void;
  61104. /**
  61105. * get the list of all agents attached to this crowd
  61106. * @returns list of agent indices
  61107. */
  61108. getAgents(): number[];
  61109. /**
  61110. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61111. * @param deltaTime in seconds
  61112. */
  61113. update(deltaTime: number): void;
  61114. /**
  61115. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61116. * The queries will try to find a solution within those bounds
  61117. * default is (1,1,1)
  61118. * @param extent x,y,z value that define the extent around the queries point of reference
  61119. */
  61120. setDefaultQueryExtent(extent: Vector3): void;
  61121. /**
  61122. * Get the Bounding box extent specified by setDefaultQueryExtent
  61123. * @returns the box extent values
  61124. */
  61125. getDefaultQueryExtent(): Vector3;
  61126. /**
  61127. * Release all resources
  61128. */
  61129. dispose(): void;
  61130. }
  61131. }
  61132. declare module "babylonjs/Navigation/Plugins/index" {
  61133. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61134. }
  61135. declare module "babylonjs/Navigation/index" {
  61136. export * from "babylonjs/Navigation/INavigationEngine";
  61137. export * from "babylonjs/Navigation/Plugins/index";
  61138. }
  61139. declare module "babylonjs/Offline/database" {
  61140. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61141. /**
  61142. * Class used to enable access to IndexedDB
  61143. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61144. */
  61145. export class Database implements IOfflineProvider {
  61146. private _callbackManifestChecked;
  61147. private _currentSceneUrl;
  61148. private _db;
  61149. private _enableSceneOffline;
  61150. private _enableTexturesOffline;
  61151. private _manifestVersionFound;
  61152. private _mustUpdateRessources;
  61153. private _hasReachedQuota;
  61154. private _isSupported;
  61155. private _idbFactory;
  61156. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61157. private static IsUASupportingBlobStorage;
  61158. /**
  61159. * Gets a boolean indicating if Database storate is enabled (off by default)
  61160. */
  61161. static IDBStorageEnabled: boolean;
  61162. /**
  61163. * Gets a boolean indicating if scene must be saved in the database
  61164. */
  61165. readonly enableSceneOffline: boolean;
  61166. /**
  61167. * Gets a boolean indicating if textures must be saved in the database
  61168. */
  61169. readonly enableTexturesOffline: boolean;
  61170. /**
  61171. * Creates a new Database
  61172. * @param urlToScene defines the url to load the scene
  61173. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61174. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61175. */
  61176. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61177. private static _ParseURL;
  61178. private static _ReturnFullUrlLocation;
  61179. private _checkManifestFile;
  61180. /**
  61181. * Open the database and make it available
  61182. * @param successCallback defines the callback to call on success
  61183. * @param errorCallback defines the callback to call on error
  61184. */
  61185. open(successCallback: () => void, errorCallback: () => void): void;
  61186. /**
  61187. * Loads an image from the database
  61188. * @param url defines the url to load from
  61189. * @param image defines the target DOM image
  61190. */
  61191. loadImage(url: string, image: HTMLImageElement): void;
  61192. private _loadImageFromDBAsync;
  61193. private _saveImageIntoDBAsync;
  61194. private _checkVersionFromDB;
  61195. private _loadVersionFromDBAsync;
  61196. private _saveVersionIntoDBAsync;
  61197. /**
  61198. * Loads a file from database
  61199. * @param url defines the URL to load from
  61200. * @param sceneLoaded defines a callback to call on success
  61201. * @param progressCallBack defines a callback to call when progress changed
  61202. * @param errorCallback defines a callback to call on error
  61203. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61204. */
  61205. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61206. private _loadFileAsync;
  61207. private _saveFileAsync;
  61208. /**
  61209. * Validates if xhr data is correct
  61210. * @param xhr defines the request to validate
  61211. * @param dataType defines the expected data type
  61212. * @returns true if data is correct
  61213. */
  61214. private static _ValidateXHRData;
  61215. }
  61216. }
  61217. declare module "babylonjs/Offline/index" {
  61218. export * from "babylonjs/Offline/database";
  61219. export * from "babylonjs/Offline/IOfflineProvider";
  61220. }
  61221. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61222. /** @hidden */
  61223. export var gpuUpdateParticlesPixelShader: {
  61224. name: string;
  61225. shader: string;
  61226. };
  61227. }
  61228. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61229. /** @hidden */
  61230. export var gpuUpdateParticlesVertexShader: {
  61231. name: string;
  61232. shader: string;
  61233. };
  61234. }
  61235. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61236. /** @hidden */
  61237. export var clipPlaneFragmentDeclaration2: {
  61238. name: string;
  61239. shader: string;
  61240. };
  61241. }
  61242. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61243. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61244. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61245. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61246. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61247. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61248. /** @hidden */
  61249. export var gpuRenderParticlesPixelShader: {
  61250. name: string;
  61251. shader: string;
  61252. };
  61253. }
  61254. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61255. /** @hidden */
  61256. export var clipPlaneVertexDeclaration2: {
  61257. name: string;
  61258. shader: string;
  61259. };
  61260. }
  61261. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61262. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61263. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61264. /** @hidden */
  61265. export var gpuRenderParticlesVertexShader: {
  61266. name: string;
  61267. shader: string;
  61268. };
  61269. }
  61270. declare module "babylonjs/Particles/gpuParticleSystem" {
  61271. import { Nullable } from "babylonjs/types";
  61272. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61273. import { Observable } from "babylonjs/Misc/observable";
  61274. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61275. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61276. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61277. import { Scene, IDisposable } from "babylonjs/scene";
  61278. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61279. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61280. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61281. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61282. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61283. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61284. /**
  61285. * This represents a GPU particle system in Babylon
  61286. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61287. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61288. */
  61289. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61290. /**
  61291. * The layer mask we are rendering the particles through.
  61292. */
  61293. layerMask: number;
  61294. private _capacity;
  61295. private _activeCount;
  61296. private _currentActiveCount;
  61297. private _accumulatedCount;
  61298. private _renderEffect;
  61299. private _updateEffect;
  61300. private _buffer0;
  61301. private _buffer1;
  61302. private _spriteBuffer;
  61303. private _updateVAO;
  61304. private _renderVAO;
  61305. private _targetIndex;
  61306. private _sourceBuffer;
  61307. private _targetBuffer;
  61308. private _engine;
  61309. private _currentRenderId;
  61310. private _started;
  61311. private _stopped;
  61312. private _timeDelta;
  61313. private _randomTexture;
  61314. private _randomTexture2;
  61315. private _attributesStrideSize;
  61316. private _updateEffectOptions;
  61317. private _randomTextureSize;
  61318. private _actualFrame;
  61319. private readonly _rawTextureWidth;
  61320. /**
  61321. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61322. */
  61323. static readonly IsSupported: boolean;
  61324. /**
  61325. * An event triggered when the system is disposed.
  61326. */
  61327. onDisposeObservable: Observable<GPUParticleSystem>;
  61328. /**
  61329. * Gets the maximum number of particles active at the same time.
  61330. * @returns The max number of active particles.
  61331. */
  61332. getCapacity(): number;
  61333. /**
  61334. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61335. * to override the particles.
  61336. */
  61337. forceDepthWrite: boolean;
  61338. /**
  61339. * Gets or set the number of active particles
  61340. */
  61341. activeParticleCount: number;
  61342. private _preWarmDone;
  61343. /**
  61344. * Is this system ready to be used/rendered
  61345. * @return true if the system is ready
  61346. */
  61347. isReady(): boolean;
  61348. /**
  61349. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61350. * @returns True if it has been started, otherwise false.
  61351. */
  61352. isStarted(): boolean;
  61353. /**
  61354. * Starts the particle system and begins to emit
  61355. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61356. */
  61357. start(delay?: number): void;
  61358. /**
  61359. * Stops the particle system.
  61360. */
  61361. stop(): void;
  61362. /**
  61363. * Remove all active particles
  61364. */
  61365. reset(): void;
  61366. /**
  61367. * Returns the string "GPUParticleSystem"
  61368. * @returns a string containing the class name
  61369. */
  61370. getClassName(): string;
  61371. private _colorGradientsTexture;
  61372. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61373. /**
  61374. * Adds a new color gradient
  61375. * @param gradient defines the gradient to use (between 0 and 1)
  61376. * @param color1 defines the color to affect to the specified gradient
  61377. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61378. * @returns the current particle system
  61379. */
  61380. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61381. /**
  61382. * Remove a specific color gradient
  61383. * @param gradient defines the gradient to remove
  61384. * @returns the current particle system
  61385. */
  61386. removeColorGradient(gradient: number): GPUParticleSystem;
  61387. private _angularSpeedGradientsTexture;
  61388. private _sizeGradientsTexture;
  61389. private _velocityGradientsTexture;
  61390. private _limitVelocityGradientsTexture;
  61391. private _dragGradientsTexture;
  61392. private _addFactorGradient;
  61393. /**
  61394. * Adds a new size gradient
  61395. * @param gradient defines the gradient to use (between 0 and 1)
  61396. * @param factor defines the size factor to affect to the specified gradient
  61397. * @returns the current particle system
  61398. */
  61399. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61400. /**
  61401. * Remove a specific size gradient
  61402. * @param gradient defines the gradient to remove
  61403. * @returns the current particle system
  61404. */
  61405. removeSizeGradient(gradient: number): GPUParticleSystem;
  61406. /**
  61407. * Adds a new angular speed gradient
  61408. * @param gradient defines the gradient to use (between 0 and 1)
  61409. * @param factor defines the angular speed to affect to the specified gradient
  61410. * @returns the current particle system
  61411. */
  61412. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61413. /**
  61414. * Remove a specific angular speed gradient
  61415. * @param gradient defines the gradient to remove
  61416. * @returns the current particle system
  61417. */
  61418. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61419. /**
  61420. * Adds a new velocity gradient
  61421. * @param gradient defines the gradient to use (between 0 and 1)
  61422. * @param factor defines the velocity to affect to the specified gradient
  61423. * @returns the current particle system
  61424. */
  61425. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61426. /**
  61427. * Remove a specific velocity gradient
  61428. * @param gradient defines the gradient to remove
  61429. * @returns the current particle system
  61430. */
  61431. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61432. /**
  61433. * Adds a new limit velocity gradient
  61434. * @param gradient defines the gradient to use (between 0 and 1)
  61435. * @param factor defines the limit velocity value to affect to the specified gradient
  61436. * @returns the current particle system
  61437. */
  61438. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61439. /**
  61440. * Remove a specific limit velocity gradient
  61441. * @param gradient defines the gradient to remove
  61442. * @returns the current particle system
  61443. */
  61444. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61445. /**
  61446. * Adds a new drag gradient
  61447. * @param gradient defines the gradient to use (between 0 and 1)
  61448. * @param factor defines the drag value to affect to the specified gradient
  61449. * @returns the current particle system
  61450. */
  61451. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61452. /**
  61453. * Remove a specific drag gradient
  61454. * @param gradient defines the gradient to remove
  61455. * @returns the current particle system
  61456. */
  61457. removeDragGradient(gradient: number): GPUParticleSystem;
  61458. /**
  61459. * Not supported by GPUParticleSystem
  61460. * @param gradient defines the gradient to use (between 0 and 1)
  61461. * @param factor defines the emit rate value to affect to the specified gradient
  61462. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61463. * @returns the current particle system
  61464. */
  61465. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61466. /**
  61467. * Not supported by GPUParticleSystem
  61468. * @param gradient defines the gradient to remove
  61469. * @returns the current particle system
  61470. */
  61471. removeEmitRateGradient(gradient: number): IParticleSystem;
  61472. /**
  61473. * Not supported by GPUParticleSystem
  61474. * @param gradient defines the gradient to use (between 0 and 1)
  61475. * @param factor defines the start size value to affect to the specified gradient
  61476. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61477. * @returns the current particle system
  61478. */
  61479. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61480. /**
  61481. * Not supported by GPUParticleSystem
  61482. * @param gradient defines the gradient to remove
  61483. * @returns the current particle system
  61484. */
  61485. removeStartSizeGradient(gradient: number): IParticleSystem;
  61486. /**
  61487. * Not supported by GPUParticleSystem
  61488. * @param gradient defines the gradient to use (between 0 and 1)
  61489. * @param min defines the color remap minimal range
  61490. * @param max defines the color remap maximal range
  61491. * @returns the current particle system
  61492. */
  61493. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61494. /**
  61495. * Not supported by GPUParticleSystem
  61496. * @param gradient defines the gradient to remove
  61497. * @returns the current particle system
  61498. */
  61499. removeColorRemapGradient(): IParticleSystem;
  61500. /**
  61501. * Not supported by GPUParticleSystem
  61502. * @param gradient defines the gradient to use (between 0 and 1)
  61503. * @param min defines the alpha remap minimal range
  61504. * @param max defines the alpha remap maximal range
  61505. * @returns the current particle system
  61506. */
  61507. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61508. /**
  61509. * Not supported by GPUParticleSystem
  61510. * @param gradient defines the gradient to remove
  61511. * @returns the current particle system
  61512. */
  61513. removeAlphaRemapGradient(): IParticleSystem;
  61514. /**
  61515. * Not supported by GPUParticleSystem
  61516. * @param gradient defines the gradient to use (between 0 and 1)
  61517. * @param color defines the color to affect to the specified gradient
  61518. * @returns the current particle system
  61519. */
  61520. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  61521. /**
  61522. * Not supported by GPUParticleSystem
  61523. * @param gradient defines the gradient to remove
  61524. * @returns the current particle system
  61525. */
  61526. removeRampGradient(): IParticleSystem;
  61527. /**
  61528. * Not supported by GPUParticleSystem
  61529. * @returns the list of ramp gradients
  61530. */
  61531. getRampGradients(): Nullable<Array<Color3Gradient>>;
  61532. /**
  61533. * Not supported by GPUParticleSystem
  61534. * Gets or sets a boolean indicating that ramp gradients must be used
  61535. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61536. */
  61537. useRampGradients: boolean;
  61538. /**
  61539. * Not supported by GPUParticleSystem
  61540. * @param gradient defines the gradient to use (between 0 and 1)
  61541. * @param factor defines the life time factor to affect to the specified gradient
  61542. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61543. * @returns the current particle system
  61544. */
  61545. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61546. /**
  61547. * Not supported by GPUParticleSystem
  61548. * @param gradient defines the gradient to remove
  61549. * @returns the current particle system
  61550. */
  61551. removeLifeTimeGradient(gradient: number): IParticleSystem;
  61552. /**
  61553. * Instantiates a GPU particle system.
  61554. * 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.
  61555. * @param name The name of the particle system
  61556. * @param options The options used to create the system
  61557. * @param scene The scene the particle system belongs to
  61558. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61559. */
  61560. constructor(name: string, options: Partial<{
  61561. capacity: number;
  61562. randomTextureSize: number;
  61563. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  61564. protected _reset(): void;
  61565. private _createUpdateVAO;
  61566. private _createRenderVAO;
  61567. private _initialize;
  61568. /** @hidden */
  61569. _recreateUpdateEffect(): void;
  61570. /** @hidden */
  61571. _recreateRenderEffect(): void;
  61572. /**
  61573. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61574. * @param preWarm defines if we are in the pre-warmimg phase
  61575. */
  61576. animate(preWarm?: boolean): void;
  61577. private _createFactorGradientTexture;
  61578. private _createSizeGradientTexture;
  61579. private _createAngularSpeedGradientTexture;
  61580. private _createVelocityGradientTexture;
  61581. private _createLimitVelocityGradientTexture;
  61582. private _createDragGradientTexture;
  61583. private _createColorGradientTexture;
  61584. /**
  61585. * Renders the particle system in its current state
  61586. * @param preWarm defines if the system should only update the particles but not render them
  61587. * @returns the current number of particles
  61588. */
  61589. render(preWarm?: boolean): number;
  61590. /**
  61591. * Rebuilds the particle system
  61592. */
  61593. rebuild(): void;
  61594. private _releaseBuffers;
  61595. private _releaseVAOs;
  61596. /**
  61597. * Disposes the particle system and free the associated resources
  61598. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61599. */
  61600. dispose(disposeTexture?: boolean): void;
  61601. /**
  61602. * Clones the particle system.
  61603. * @param name The name of the cloned object
  61604. * @param newEmitter The new emitter to use
  61605. * @returns the cloned particle system
  61606. */
  61607. clone(name: string, newEmitter: any): GPUParticleSystem;
  61608. /**
  61609. * Serializes the particle system to a JSON object.
  61610. * @returns the JSON object
  61611. */
  61612. serialize(): any;
  61613. /**
  61614. * Parses a JSON object to create a GPU particle system.
  61615. * @param parsedParticleSystem The JSON object to parse
  61616. * @param scene The scene to create the particle system in
  61617. * @param rootUrl The root url to use to load external dependencies like texture
  61618. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  61619. * @returns the parsed GPU particle system
  61620. */
  61621. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  61622. }
  61623. }
  61624. declare module "babylonjs/Particles/particleSystemSet" {
  61625. import { Nullable } from "babylonjs/types";
  61626. import { Color3 } from "babylonjs/Maths/math.color";
  61627. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61629. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61630. import { Scene, IDisposable } from "babylonjs/scene";
  61631. /**
  61632. * Represents a set of particle systems working together to create a specific effect
  61633. */
  61634. export class ParticleSystemSet implements IDisposable {
  61635. /**
  61636. * Gets or sets base Assets URL
  61637. */
  61638. static BaseAssetsUrl: string;
  61639. private _emitterCreationOptions;
  61640. private _emitterNode;
  61641. /**
  61642. * Gets the particle system list
  61643. */
  61644. systems: IParticleSystem[];
  61645. /**
  61646. * Gets the emitter node used with this set
  61647. */
  61648. readonly emitterNode: Nullable<TransformNode>;
  61649. /**
  61650. * Creates a new emitter mesh as a sphere
  61651. * @param options defines the options used to create the sphere
  61652. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  61653. * @param scene defines the hosting scene
  61654. */
  61655. setEmitterAsSphere(options: {
  61656. diameter: number;
  61657. segments: number;
  61658. color: Color3;
  61659. }, renderingGroupId: number, scene: Scene): void;
  61660. /**
  61661. * Starts all particle systems of the set
  61662. * @param emitter defines an optional mesh to use as emitter for the particle systems
  61663. */
  61664. start(emitter?: AbstractMesh): void;
  61665. /**
  61666. * Release all associated resources
  61667. */
  61668. dispose(): void;
  61669. /**
  61670. * Serialize the set into a JSON compatible object
  61671. * @returns a JSON compatible representation of the set
  61672. */
  61673. serialize(): any;
  61674. /**
  61675. * Parse a new ParticleSystemSet from a serialized source
  61676. * @param data defines a JSON compatible representation of the set
  61677. * @param scene defines the hosting scene
  61678. * @param gpu defines if we want GPU particles or CPU particles
  61679. * @returns a new ParticleSystemSet
  61680. */
  61681. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  61682. }
  61683. }
  61684. declare module "babylonjs/Particles/particleHelper" {
  61685. import { Nullable } from "babylonjs/types";
  61686. import { Scene } from "babylonjs/scene";
  61687. import { Vector3 } from "babylonjs/Maths/math.vector";
  61688. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61689. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61690. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  61691. /**
  61692. * This class is made for on one-liner static method to help creating particle system set.
  61693. */
  61694. export class ParticleHelper {
  61695. /**
  61696. * Gets or sets base Assets URL
  61697. */
  61698. static BaseAssetsUrl: string;
  61699. /**
  61700. * Create a default particle system that you can tweak
  61701. * @param emitter defines the emitter to use
  61702. * @param capacity defines the system capacity (default is 500 particles)
  61703. * @param scene defines the hosting scene
  61704. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  61705. * @returns the new Particle system
  61706. */
  61707. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  61708. /**
  61709. * This is the main static method (one-liner) of this helper to create different particle systems
  61710. * @param type This string represents the type to the particle system to create
  61711. * @param scene The scene where the particle system should live
  61712. * @param gpu If the system will use gpu
  61713. * @returns the ParticleSystemSet created
  61714. */
  61715. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  61716. /**
  61717. * Static function used to export a particle system to a ParticleSystemSet variable.
  61718. * Please note that the emitter shape is not exported
  61719. * @param systems defines the particle systems to export
  61720. * @returns the created particle system set
  61721. */
  61722. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  61723. }
  61724. }
  61725. declare module "babylonjs/Particles/particleSystemComponent" {
  61726. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61727. import { Effect } from "babylonjs/Materials/effect";
  61728. import "babylonjs/Shaders/particles.vertex";
  61729. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  61730. module "babylonjs/Engines/engine" {
  61731. interface Engine {
  61732. /**
  61733. * Create an effect to use with particle systems.
  61734. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  61735. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  61736. * @param uniformsNames defines a list of attribute names
  61737. * @param samplers defines an array of string used to represent textures
  61738. * @param defines defines the string containing the defines to use to compile the shaders
  61739. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  61740. * @param onCompiled defines a function to call when the effect creation is successful
  61741. * @param onError defines a function to call when the effect creation has failed
  61742. * @returns the new Effect
  61743. */
  61744. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  61745. }
  61746. }
  61747. module "babylonjs/Meshes/mesh" {
  61748. interface Mesh {
  61749. /**
  61750. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  61751. * @returns an array of IParticleSystem
  61752. */
  61753. getEmittedParticleSystems(): IParticleSystem[];
  61754. /**
  61755. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  61756. * @returns an array of IParticleSystem
  61757. */
  61758. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  61759. }
  61760. }
  61761. /**
  61762. * @hidden
  61763. */
  61764. export var _IDoNeedToBeInTheBuild: number;
  61765. }
  61766. declare module "babylonjs/Particles/pointsCloudSystem" {
  61767. import { Color4 } from "babylonjs/Maths/math";
  61768. import { Mesh } from "babylonjs/Meshes/mesh";
  61769. import { Scene, IDisposable } from "babylonjs/scene";
  61770. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  61771. /** Defines the 4 color options */
  61772. export enum PointColor {
  61773. /** color value */
  61774. Color = 2,
  61775. /** uv value */
  61776. UV = 1,
  61777. /** random value */
  61778. Random = 0,
  61779. /** stated value */
  61780. Stated = 3
  61781. }
  61782. /**
  61783. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  61784. * 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.
  61785. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  61786. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  61787. *
  61788. * Full documentation here : TO BE ENTERED
  61789. */
  61790. export class PointsCloudSystem implements IDisposable {
  61791. /**
  61792. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  61793. * Example : var p = SPS.particles[i];
  61794. */
  61795. particles: CloudPoint[];
  61796. /**
  61797. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  61798. */
  61799. nbParticles: number;
  61800. /**
  61801. * This a counter for your own usage. It's not set by any SPS functions.
  61802. */
  61803. counter: number;
  61804. /**
  61805. * The PCS name. This name is also given to the underlying mesh.
  61806. */
  61807. name: string;
  61808. /**
  61809. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  61810. */
  61811. mesh: Mesh;
  61812. /**
  61813. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  61814. * Please read :
  61815. */
  61816. vars: any;
  61817. /**
  61818. * @hidden
  61819. */
  61820. _size: number;
  61821. private _scene;
  61822. private _promises;
  61823. private _positions;
  61824. private _indices;
  61825. private _normals;
  61826. private _colors;
  61827. private _uvs;
  61828. private _indices32;
  61829. private _positions32;
  61830. private _colors32;
  61831. private _uvs32;
  61832. private _updatable;
  61833. private _isVisibilityBoxLocked;
  61834. private _alwaysVisible;
  61835. private _groups;
  61836. private _groupCounter;
  61837. private _computeParticleColor;
  61838. private _computeParticleTexture;
  61839. private _computeParticleRotation;
  61840. private _computeBoundingBox;
  61841. private _isReady;
  61842. /**
  61843. * Creates a PCS (Points Cloud System) object
  61844. * @param name (String) is the PCS name, this will be the underlying mesh name
  61845. * @param pointSize (number) is the size for each point
  61846. * @param scene (Scene) is the scene in which the PCS is added
  61847. * @param options defines the options of the PCS e.g.
  61848. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  61849. */
  61850. constructor(name: string, pointSize: number, scene: Scene, options?: {
  61851. updatable?: boolean;
  61852. });
  61853. /**
  61854. * Builds the PCS underlying mesh. Returns a standard Mesh.
  61855. * If no points were added to the PCS, the returned mesh is just a single point.
  61856. * @returns a promise for the created mesh
  61857. */
  61858. buildMeshAsync(): Promise<Mesh>;
  61859. /**
  61860. * @hidden
  61861. */
  61862. private _buildMesh;
  61863. private _addParticle;
  61864. private _randomUnitVector;
  61865. private _getColorIndicesForCoord;
  61866. private _setPointsColorOrUV;
  61867. private _colorFromTexture;
  61868. private _calculateDensity;
  61869. /**
  61870. * Adds points to the PCS in random positions within a unit sphere
  61871. * @param nb (positive integer) the number of particles to be created from this model
  61872. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  61873. * @returns the number of groups in the system
  61874. */
  61875. addPoints(nb: number, pointFunction?: any): number;
  61876. /**
  61877. * Adds points to the PCS from the surface of the model shape
  61878. * @param mesh is any Mesh object that will be used as a surface model for the points
  61879. * @param nb (positive integer) the number of particles to be created from this model
  61880. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  61881. * @param color (color3) to be used when colorWith is stated
  61882. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61883. * @returns the number of groups in the system
  61884. */
  61885. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61886. /**
  61887. * Adds points to the PCS inside the model shape
  61888. * @param mesh is any Mesh object that will be used as a surface model for the points
  61889. * @param nb (positive integer) the number of particles to be created from this model
  61890. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  61891. * @param color (color4) to be used when colorWith is stated
  61892. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61893. * @returns the number of groups in the system
  61894. */
  61895. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61896. /**
  61897. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  61898. * This method calls `updateParticle()` for each particle of the SPS.
  61899. * For an animated SPS, it is usually called within the render loop.
  61900. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  61901. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  61902. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  61903. * @returns the PCS.
  61904. */
  61905. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  61906. /**
  61907. * Disposes the PCS.
  61908. */
  61909. dispose(): void;
  61910. /**
  61911. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  61912. * doc :
  61913. * @returns the PCS.
  61914. */
  61915. refreshVisibleSize(): PointsCloudSystem;
  61916. /**
  61917. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  61918. * @param size the size (float) of the visibility box
  61919. * note : this doesn't lock the PCS mesh bounding box.
  61920. * doc :
  61921. */
  61922. setVisibilityBox(size: number): void;
  61923. /**
  61924. * Gets whether the PCS is always visible or not
  61925. * doc :
  61926. */
  61927. /**
  61928. * Sets the PCS as always visible or not
  61929. * doc :
  61930. */
  61931. isAlwaysVisible: boolean;
  61932. /**
  61933. * Tells to `setParticles()` to compute the particle rotations or not
  61934. * Default value : false. The PCS is faster when it's set to false
  61935. * Note : particle rotations are only applied to parent particles
  61936. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  61937. */
  61938. computeParticleRotation: boolean;
  61939. /**
  61940. * Tells to `setParticles()` to compute the particle colors or not.
  61941. * Default value : true. The PCS is faster when it's set to false.
  61942. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61943. */
  61944. /**
  61945. * Gets if `setParticles()` computes the particle colors or not.
  61946. * Default value : false. The PCS is faster when it's set to false.
  61947. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61948. */
  61949. computeParticleColor: boolean;
  61950. /**
  61951. * Gets if `setParticles()` computes the particle textures or not.
  61952. * Default value : false. The PCS is faster when it's set to false.
  61953. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  61954. */
  61955. computeParticleTexture: boolean;
  61956. /**
  61957. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  61958. */
  61959. /**
  61960. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  61961. */
  61962. computeBoundingBox: boolean;
  61963. /**
  61964. * This function does nothing. It may be overwritten to set all the particle first values.
  61965. * The PCS doesn't call this function, you may have to call it by your own.
  61966. * doc :
  61967. */
  61968. initParticles(): void;
  61969. /**
  61970. * This function does nothing. It may be overwritten to recycle a particle
  61971. * The PCS doesn't call this function, you can to call it
  61972. * doc :
  61973. * @param particle The particle to recycle
  61974. * @returns the recycled particle
  61975. */
  61976. recycleParticle(particle: CloudPoint): CloudPoint;
  61977. /**
  61978. * Updates a particle : this function should be overwritten by the user.
  61979. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  61980. * doc :
  61981. * @example : just set a particle position or velocity and recycle conditions
  61982. * @param particle The particle to update
  61983. * @returns the updated particle
  61984. */
  61985. updateParticle(particle: CloudPoint): CloudPoint;
  61986. /**
  61987. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  61988. * This does nothing and may be overwritten by the user.
  61989. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61990. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61991. * @param update the boolean update value actually passed to setParticles()
  61992. */
  61993. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61994. /**
  61995. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  61996. * This will be passed three parameters.
  61997. * This does nothing and may be overwritten by the user.
  61998. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61999. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62000. * @param update the boolean update value actually passed to setParticles()
  62001. */
  62002. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62003. }
  62004. }
  62005. declare module "babylonjs/Particles/cloudPoint" {
  62006. import { Nullable } from "babylonjs/types";
  62007. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62008. import { Mesh } from "babylonjs/Meshes/mesh";
  62009. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62010. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62011. /**
  62012. * Represents one particle of a points cloud system.
  62013. */
  62014. export class CloudPoint {
  62015. /**
  62016. * particle global index
  62017. */
  62018. idx: number;
  62019. /**
  62020. * The color of the particle
  62021. */
  62022. color: Nullable<Color4>;
  62023. /**
  62024. * The world space position of the particle.
  62025. */
  62026. position: Vector3;
  62027. /**
  62028. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62029. */
  62030. rotation: Vector3;
  62031. /**
  62032. * The world space rotation quaternion of the particle.
  62033. */
  62034. rotationQuaternion: Nullable<Quaternion>;
  62035. /**
  62036. * The uv of the particle.
  62037. */
  62038. uv: Nullable<Vector2>;
  62039. /**
  62040. * The current speed of the particle.
  62041. */
  62042. velocity: Vector3;
  62043. /**
  62044. * The pivot point in the particle local space.
  62045. */
  62046. pivot: Vector3;
  62047. /**
  62048. * Must the particle be translated from its pivot point in its local space ?
  62049. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62050. * Default : false
  62051. */
  62052. translateFromPivot: boolean;
  62053. /**
  62054. * Index of this particle in the global "positions" array (Internal use)
  62055. * @hidden
  62056. */
  62057. _pos: number;
  62058. /**
  62059. * @hidden Index of this particle in the global "indices" array (Internal use)
  62060. */
  62061. _ind: number;
  62062. /**
  62063. * Group this particle belongs to
  62064. */
  62065. _group: PointsGroup;
  62066. /**
  62067. * Group id of this particle
  62068. */
  62069. groupId: number;
  62070. /**
  62071. * Index of the particle in its group id (Internal use)
  62072. */
  62073. idxInGroup: number;
  62074. /**
  62075. * @hidden Particle BoundingInfo object (Internal use)
  62076. */
  62077. _boundingInfo: BoundingInfo;
  62078. /**
  62079. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62080. */
  62081. _pcs: PointsCloudSystem;
  62082. /**
  62083. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62084. */
  62085. _stillInvisible: boolean;
  62086. /**
  62087. * @hidden Last computed particle rotation matrix
  62088. */
  62089. _rotationMatrix: number[];
  62090. /**
  62091. * Parent particle Id, if any.
  62092. * Default null.
  62093. */
  62094. parentId: Nullable<number>;
  62095. /**
  62096. * @hidden Internal global position in the PCS.
  62097. */
  62098. _globalPosition: Vector3;
  62099. /**
  62100. * Creates a Point Cloud object.
  62101. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62102. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62103. * @param group (PointsGroup) is the group the particle belongs to
  62104. * @param groupId (integer) is the group identifier in the PCS.
  62105. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62106. * @param pcs defines the PCS it is associated to
  62107. */
  62108. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62109. /**
  62110. * get point size
  62111. */
  62112. /**
  62113. * Set point size
  62114. */
  62115. size: Vector3;
  62116. /**
  62117. * Legacy support, changed quaternion to rotationQuaternion
  62118. */
  62119. /**
  62120. * Legacy support, changed quaternion to rotationQuaternion
  62121. */
  62122. quaternion: Nullable<Quaternion>;
  62123. /**
  62124. * Returns a boolean. True if the particle intersects a mesh, else false
  62125. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62126. * @param target is the object (point or mesh) what the intersection is computed against
  62127. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62128. * @returns true if it intersects
  62129. */
  62130. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62131. /**
  62132. * get the rotation matrix of the particle
  62133. * @hidden
  62134. */
  62135. getRotationMatrix(m: Matrix): void;
  62136. }
  62137. /**
  62138. * Represents a group of points in a points cloud system
  62139. * * PCS internal tool, don't use it manually.
  62140. */
  62141. export class PointsGroup {
  62142. /**
  62143. * The group id
  62144. * @hidden
  62145. */
  62146. groupID: number;
  62147. /**
  62148. * image data for group (internal use)
  62149. * @hidden
  62150. */
  62151. _groupImageData: Nullable<ArrayBufferView>;
  62152. /**
  62153. * Image Width (internal use)
  62154. * @hidden
  62155. */
  62156. _groupImgWidth: number;
  62157. /**
  62158. * Image Height (internal use)
  62159. * @hidden
  62160. */
  62161. _groupImgHeight: number;
  62162. /**
  62163. * Custom position function (internal use)
  62164. * @hidden
  62165. */
  62166. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62167. /**
  62168. * density per facet for surface points
  62169. * @hidden
  62170. */
  62171. _groupDensity: number[];
  62172. /**
  62173. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62174. * PCS internal tool, don't use it manually.
  62175. * @hidden
  62176. */
  62177. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62178. }
  62179. }
  62180. declare module "babylonjs/Particles/index" {
  62181. export * from "babylonjs/Particles/baseParticleSystem";
  62182. export * from "babylonjs/Particles/EmitterTypes/index";
  62183. export * from "babylonjs/Particles/gpuParticleSystem";
  62184. export * from "babylonjs/Particles/IParticleSystem";
  62185. export * from "babylonjs/Particles/particle";
  62186. export * from "babylonjs/Particles/particleHelper";
  62187. export * from "babylonjs/Particles/particleSystem";
  62188. export * from "babylonjs/Particles/particleSystemComponent";
  62189. export * from "babylonjs/Particles/particleSystemSet";
  62190. export * from "babylonjs/Particles/solidParticle";
  62191. export * from "babylonjs/Particles/solidParticleSystem";
  62192. export * from "babylonjs/Particles/cloudPoint";
  62193. export * from "babylonjs/Particles/pointsCloudSystem";
  62194. export * from "babylonjs/Particles/subEmitter";
  62195. }
  62196. declare module "babylonjs/Physics/physicsEngineComponent" {
  62197. import { Nullable } from "babylonjs/types";
  62198. import { Observable, Observer } from "babylonjs/Misc/observable";
  62199. import { Vector3 } from "babylonjs/Maths/math.vector";
  62200. import { Mesh } from "babylonjs/Meshes/mesh";
  62201. import { ISceneComponent } from "babylonjs/sceneComponent";
  62202. import { Scene } from "babylonjs/scene";
  62203. import { Node } from "babylonjs/node";
  62204. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62205. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62206. module "babylonjs/scene" {
  62207. interface Scene {
  62208. /** @hidden (Backing field) */
  62209. _physicsEngine: Nullable<IPhysicsEngine>;
  62210. /**
  62211. * Gets the current physics engine
  62212. * @returns a IPhysicsEngine or null if none attached
  62213. */
  62214. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62215. /**
  62216. * Enables physics to the current scene
  62217. * @param gravity defines the scene's gravity for the physics engine
  62218. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62219. * @return a boolean indicating if the physics engine was initialized
  62220. */
  62221. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62222. /**
  62223. * Disables and disposes the physics engine associated with the scene
  62224. */
  62225. disablePhysicsEngine(): void;
  62226. /**
  62227. * Gets a boolean indicating if there is an active physics engine
  62228. * @returns a boolean indicating if there is an active physics engine
  62229. */
  62230. isPhysicsEnabled(): boolean;
  62231. /**
  62232. * Deletes a physics compound impostor
  62233. * @param compound defines the compound to delete
  62234. */
  62235. deleteCompoundImpostor(compound: any): void;
  62236. /**
  62237. * An event triggered when physic simulation is about to be run
  62238. */
  62239. onBeforePhysicsObservable: Observable<Scene>;
  62240. /**
  62241. * An event triggered when physic simulation has been done
  62242. */
  62243. onAfterPhysicsObservable: Observable<Scene>;
  62244. }
  62245. }
  62246. module "babylonjs/Meshes/abstractMesh" {
  62247. interface AbstractMesh {
  62248. /** @hidden */
  62249. _physicsImpostor: Nullable<PhysicsImpostor>;
  62250. /**
  62251. * Gets or sets impostor used for physic simulation
  62252. * @see http://doc.babylonjs.com/features/physics_engine
  62253. */
  62254. physicsImpostor: Nullable<PhysicsImpostor>;
  62255. /**
  62256. * Gets the current physics impostor
  62257. * @see http://doc.babylonjs.com/features/physics_engine
  62258. * @returns a physics impostor or null
  62259. */
  62260. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62261. /** Apply a physic impulse to the mesh
  62262. * @param force defines the force to apply
  62263. * @param contactPoint defines where to apply the force
  62264. * @returns the current mesh
  62265. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62266. */
  62267. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62268. /**
  62269. * Creates a physic joint between two meshes
  62270. * @param otherMesh defines the other mesh to use
  62271. * @param pivot1 defines the pivot to use on this mesh
  62272. * @param pivot2 defines the pivot to use on the other mesh
  62273. * @param options defines additional options (can be plugin dependent)
  62274. * @returns the current mesh
  62275. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62276. */
  62277. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62278. /** @hidden */
  62279. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62280. }
  62281. }
  62282. /**
  62283. * Defines the physics engine scene component responsible to manage a physics engine
  62284. */
  62285. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62286. /**
  62287. * The component name helpful to identify the component in the list of scene components.
  62288. */
  62289. readonly name: string;
  62290. /**
  62291. * The scene the component belongs to.
  62292. */
  62293. scene: Scene;
  62294. /**
  62295. * Creates a new instance of the component for the given scene
  62296. * @param scene Defines the scene to register the component in
  62297. */
  62298. constructor(scene: Scene);
  62299. /**
  62300. * Registers the component in a given scene
  62301. */
  62302. register(): void;
  62303. /**
  62304. * Rebuilds the elements related to this component in case of
  62305. * context lost for instance.
  62306. */
  62307. rebuild(): void;
  62308. /**
  62309. * Disposes the component and the associated ressources
  62310. */
  62311. dispose(): void;
  62312. }
  62313. }
  62314. declare module "babylonjs/Physics/physicsHelper" {
  62315. import { Nullable } from "babylonjs/types";
  62316. import { Vector3 } from "babylonjs/Maths/math.vector";
  62317. import { Mesh } from "babylonjs/Meshes/mesh";
  62318. import { Scene } from "babylonjs/scene";
  62319. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62320. /**
  62321. * A helper for physics simulations
  62322. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62323. */
  62324. export class PhysicsHelper {
  62325. private _scene;
  62326. private _physicsEngine;
  62327. /**
  62328. * Initializes the Physics helper
  62329. * @param scene Babylon.js scene
  62330. */
  62331. constructor(scene: Scene);
  62332. /**
  62333. * Applies a radial explosion impulse
  62334. * @param origin the origin of the explosion
  62335. * @param radiusOrEventOptions the radius or the options of radial explosion
  62336. * @param strength the explosion strength
  62337. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62338. * @returns A physics radial explosion event, or null
  62339. */
  62340. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62341. /**
  62342. * Applies a radial explosion force
  62343. * @param origin the origin of the explosion
  62344. * @param radiusOrEventOptions the radius or the options of radial explosion
  62345. * @param strength the explosion strength
  62346. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62347. * @returns A physics radial explosion event, or null
  62348. */
  62349. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62350. /**
  62351. * Creates a gravitational field
  62352. * @param origin the origin of the explosion
  62353. * @param radiusOrEventOptions the radius or the options of radial explosion
  62354. * @param strength the explosion strength
  62355. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62356. * @returns A physics gravitational field event, or null
  62357. */
  62358. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62359. /**
  62360. * Creates a physics updraft event
  62361. * @param origin the origin of the updraft
  62362. * @param radiusOrEventOptions the radius or the options of the updraft
  62363. * @param strength the strength of the updraft
  62364. * @param height the height of the updraft
  62365. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62366. * @returns A physics updraft event, or null
  62367. */
  62368. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62369. /**
  62370. * Creates a physics vortex event
  62371. * @param origin the of the vortex
  62372. * @param radiusOrEventOptions the radius or the options of the vortex
  62373. * @param strength the strength of the vortex
  62374. * @param height the height of the vortex
  62375. * @returns a Physics vortex event, or null
  62376. * A physics vortex event or null
  62377. */
  62378. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62379. }
  62380. /**
  62381. * Represents a physics radial explosion event
  62382. */
  62383. class PhysicsRadialExplosionEvent {
  62384. private _scene;
  62385. private _options;
  62386. private _sphere;
  62387. private _dataFetched;
  62388. /**
  62389. * Initializes a radial explosioin event
  62390. * @param _scene BabylonJS scene
  62391. * @param _options The options for the vortex event
  62392. */
  62393. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62394. /**
  62395. * Returns the data related to the radial explosion event (sphere).
  62396. * @returns The radial explosion event data
  62397. */
  62398. getData(): PhysicsRadialExplosionEventData;
  62399. /**
  62400. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62401. * @param impostor A physics imposter
  62402. * @param origin the origin of the explosion
  62403. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62404. */
  62405. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62406. /**
  62407. * Triggers affecterd impostors callbacks
  62408. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62409. */
  62410. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62411. /**
  62412. * Disposes the sphere.
  62413. * @param force Specifies if the sphere should be disposed by force
  62414. */
  62415. dispose(force?: boolean): void;
  62416. /*** Helpers ***/
  62417. private _prepareSphere;
  62418. private _intersectsWithSphere;
  62419. }
  62420. /**
  62421. * Represents a gravitational field event
  62422. */
  62423. class PhysicsGravitationalFieldEvent {
  62424. private _physicsHelper;
  62425. private _scene;
  62426. private _origin;
  62427. private _options;
  62428. private _tickCallback;
  62429. private _sphere;
  62430. private _dataFetched;
  62431. /**
  62432. * Initializes the physics gravitational field event
  62433. * @param _physicsHelper A physics helper
  62434. * @param _scene BabylonJS scene
  62435. * @param _origin The origin position of the gravitational field event
  62436. * @param _options The options for the vortex event
  62437. */
  62438. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62439. /**
  62440. * Returns the data related to the gravitational field event (sphere).
  62441. * @returns A gravitational field event
  62442. */
  62443. getData(): PhysicsGravitationalFieldEventData;
  62444. /**
  62445. * Enables the gravitational field.
  62446. */
  62447. enable(): void;
  62448. /**
  62449. * Disables the gravitational field.
  62450. */
  62451. disable(): void;
  62452. /**
  62453. * Disposes the sphere.
  62454. * @param force The force to dispose from the gravitational field event
  62455. */
  62456. dispose(force?: boolean): void;
  62457. private _tick;
  62458. }
  62459. /**
  62460. * Represents a physics updraft event
  62461. */
  62462. class PhysicsUpdraftEvent {
  62463. private _scene;
  62464. private _origin;
  62465. private _options;
  62466. private _physicsEngine;
  62467. private _originTop;
  62468. private _originDirection;
  62469. private _tickCallback;
  62470. private _cylinder;
  62471. private _cylinderPosition;
  62472. private _dataFetched;
  62473. /**
  62474. * Initializes the physics updraft event
  62475. * @param _scene BabylonJS scene
  62476. * @param _origin The origin position of the updraft
  62477. * @param _options The options for the updraft event
  62478. */
  62479. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62480. /**
  62481. * Returns the data related to the updraft event (cylinder).
  62482. * @returns A physics updraft event
  62483. */
  62484. getData(): PhysicsUpdraftEventData;
  62485. /**
  62486. * Enables the updraft.
  62487. */
  62488. enable(): void;
  62489. /**
  62490. * Disables the updraft.
  62491. */
  62492. disable(): void;
  62493. /**
  62494. * Disposes the cylinder.
  62495. * @param force Specifies if the updraft should be disposed by force
  62496. */
  62497. dispose(force?: boolean): void;
  62498. private getImpostorHitData;
  62499. private _tick;
  62500. /*** Helpers ***/
  62501. private _prepareCylinder;
  62502. private _intersectsWithCylinder;
  62503. }
  62504. /**
  62505. * Represents a physics vortex event
  62506. */
  62507. class PhysicsVortexEvent {
  62508. private _scene;
  62509. private _origin;
  62510. private _options;
  62511. private _physicsEngine;
  62512. private _originTop;
  62513. private _tickCallback;
  62514. private _cylinder;
  62515. private _cylinderPosition;
  62516. private _dataFetched;
  62517. /**
  62518. * Initializes the physics vortex event
  62519. * @param _scene The BabylonJS scene
  62520. * @param _origin The origin position of the vortex
  62521. * @param _options The options for the vortex event
  62522. */
  62523. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  62524. /**
  62525. * Returns the data related to the vortex event (cylinder).
  62526. * @returns The physics vortex event data
  62527. */
  62528. getData(): PhysicsVortexEventData;
  62529. /**
  62530. * Enables the vortex.
  62531. */
  62532. enable(): void;
  62533. /**
  62534. * Disables the cortex.
  62535. */
  62536. disable(): void;
  62537. /**
  62538. * Disposes the sphere.
  62539. * @param force
  62540. */
  62541. dispose(force?: boolean): void;
  62542. private getImpostorHitData;
  62543. private _tick;
  62544. /*** Helpers ***/
  62545. private _prepareCylinder;
  62546. private _intersectsWithCylinder;
  62547. }
  62548. /**
  62549. * Options fot the radial explosion event
  62550. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62551. */
  62552. export class PhysicsRadialExplosionEventOptions {
  62553. /**
  62554. * The radius of the sphere for the radial explosion.
  62555. */
  62556. radius: number;
  62557. /**
  62558. * The strenth of the explosion.
  62559. */
  62560. strength: number;
  62561. /**
  62562. * The strenght of the force in correspondence to the distance of the affected object
  62563. */
  62564. falloff: PhysicsRadialImpulseFalloff;
  62565. /**
  62566. * Sphere options for the radial explosion.
  62567. */
  62568. sphere: {
  62569. segments: number;
  62570. diameter: number;
  62571. };
  62572. /**
  62573. * Sphere options for the radial explosion.
  62574. */
  62575. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  62576. }
  62577. /**
  62578. * Options fot the updraft event
  62579. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62580. */
  62581. export class PhysicsUpdraftEventOptions {
  62582. /**
  62583. * The radius of the cylinder for the vortex
  62584. */
  62585. radius: number;
  62586. /**
  62587. * The strenth of the updraft.
  62588. */
  62589. strength: number;
  62590. /**
  62591. * The height of the cylinder for the updraft.
  62592. */
  62593. height: number;
  62594. /**
  62595. * The mode for the the updraft.
  62596. */
  62597. updraftMode: PhysicsUpdraftMode;
  62598. }
  62599. /**
  62600. * Options fot the vortex event
  62601. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62602. */
  62603. export class PhysicsVortexEventOptions {
  62604. /**
  62605. * The radius of the cylinder for the vortex
  62606. */
  62607. radius: number;
  62608. /**
  62609. * The strenth of the vortex.
  62610. */
  62611. strength: number;
  62612. /**
  62613. * The height of the cylinder for the vortex.
  62614. */
  62615. height: number;
  62616. /**
  62617. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  62618. */
  62619. centripetalForceThreshold: number;
  62620. /**
  62621. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  62622. */
  62623. centripetalForceMultiplier: number;
  62624. /**
  62625. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  62626. */
  62627. centrifugalForceMultiplier: number;
  62628. /**
  62629. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  62630. */
  62631. updraftForceMultiplier: number;
  62632. }
  62633. /**
  62634. * The strenght of the force in correspondence to the distance of the affected object
  62635. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62636. */
  62637. export enum PhysicsRadialImpulseFalloff {
  62638. /** Defines that impulse is constant in strength across it's whole radius */
  62639. Constant = 0,
  62640. /** Defines that impulse gets weaker if it's further from the origin */
  62641. Linear = 1
  62642. }
  62643. /**
  62644. * The strength of the force in correspondence to the distance of the affected object
  62645. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62646. */
  62647. export enum PhysicsUpdraftMode {
  62648. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  62649. Center = 0,
  62650. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  62651. Perpendicular = 1
  62652. }
  62653. /**
  62654. * Interface for a physics hit data
  62655. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62656. */
  62657. export interface PhysicsHitData {
  62658. /**
  62659. * The force applied at the contact point
  62660. */
  62661. force: Vector3;
  62662. /**
  62663. * The contact point
  62664. */
  62665. contactPoint: Vector3;
  62666. /**
  62667. * The distance from the origin to the contact point
  62668. */
  62669. distanceFromOrigin: number;
  62670. }
  62671. /**
  62672. * Interface for radial explosion event data
  62673. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62674. */
  62675. export interface PhysicsRadialExplosionEventData {
  62676. /**
  62677. * A sphere used for the radial explosion event
  62678. */
  62679. sphere: Mesh;
  62680. }
  62681. /**
  62682. * Interface for gravitational field event data
  62683. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62684. */
  62685. export interface PhysicsGravitationalFieldEventData {
  62686. /**
  62687. * A sphere mesh used for the gravitational field event
  62688. */
  62689. sphere: Mesh;
  62690. }
  62691. /**
  62692. * Interface for updraft event data
  62693. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62694. */
  62695. export interface PhysicsUpdraftEventData {
  62696. /**
  62697. * A cylinder used for the updraft event
  62698. */
  62699. cylinder: Mesh;
  62700. }
  62701. /**
  62702. * Interface for vortex event data
  62703. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62704. */
  62705. export interface PhysicsVortexEventData {
  62706. /**
  62707. * A cylinder used for the vortex event
  62708. */
  62709. cylinder: Mesh;
  62710. }
  62711. /**
  62712. * Interface for an affected physics impostor
  62713. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62714. */
  62715. export interface PhysicsAffectedImpostorWithData {
  62716. /**
  62717. * The impostor affected by the effect
  62718. */
  62719. impostor: PhysicsImpostor;
  62720. /**
  62721. * The data about the hit/horce from the explosion
  62722. */
  62723. hitData: PhysicsHitData;
  62724. }
  62725. }
  62726. declare module "babylonjs/Physics/Plugins/index" {
  62727. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  62728. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  62729. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  62730. }
  62731. declare module "babylonjs/Physics/index" {
  62732. export * from "babylonjs/Physics/IPhysicsEngine";
  62733. export * from "babylonjs/Physics/physicsEngine";
  62734. export * from "babylonjs/Physics/physicsEngineComponent";
  62735. export * from "babylonjs/Physics/physicsHelper";
  62736. export * from "babylonjs/Physics/physicsImpostor";
  62737. export * from "babylonjs/Physics/physicsJoint";
  62738. export * from "babylonjs/Physics/Plugins/index";
  62739. }
  62740. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  62741. /** @hidden */
  62742. export var blackAndWhitePixelShader: {
  62743. name: string;
  62744. shader: string;
  62745. };
  62746. }
  62747. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  62748. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62749. import { Camera } from "babylonjs/Cameras/camera";
  62750. import { Engine } from "babylonjs/Engines/engine";
  62751. import "babylonjs/Shaders/blackAndWhite.fragment";
  62752. /**
  62753. * Post process used to render in black and white
  62754. */
  62755. export class BlackAndWhitePostProcess extends PostProcess {
  62756. /**
  62757. * Linear about to convert he result to black and white (default: 1)
  62758. */
  62759. degree: number;
  62760. /**
  62761. * Creates a black and white post process
  62762. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  62763. * @param name The name of the effect.
  62764. * @param options The required width/height ratio to downsize to before computing the render pass.
  62765. * @param camera The camera to apply the render pass to.
  62766. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62767. * @param engine The engine which the post process will be applied. (default: current engine)
  62768. * @param reusable If the post process can be reused on the same frame. (default: false)
  62769. */
  62770. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  62771. }
  62772. }
  62773. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  62774. import { Nullable } from "babylonjs/types";
  62775. import { Camera } from "babylonjs/Cameras/camera";
  62776. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62777. import { Engine } from "babylonjs/Engines/engine";
  62778. /**
  62779. * This represents a set of one or more post processes in Babylon.
  62780. * A post process can be used to apply a shader to a texture after it is rendered.
  62781. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62782. */
  62783. export class PostProcessRenderEffect {
  62784. private _postProcesses;
  62785. private _getPostProcesses;
  62786. private _singleInstance;
  62787. private _cameras;
  62788. private _indicesForCamera;
  62789. /**
  62790. * Name of the effect
  62791. * @hidden
  62792. */
  62793. _name: string;
  62794. /**
  62795. * Instantiates a post process render effect.
  62796. * A post process can be used to apply a shader to a texture after it is rendered.
  62797. * @param engine The engine the effect is tied to
  62798. * @param name The name of the effect
  62799. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  62800. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  62801. */
  62802. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  62803. /**
  62804. * Checks if all the post processes in the effect are supported.
  62805. */
  62806. readonly isSupported: boolean;
  62807. /**
  62808. * Updates the current state of the effect
  62809. * @hidden
  62810. */
  62811. _update(): void;
  62812. /**
  62813. * Attaches the effect on cameras
  62814. * @param cameras The camera to attach to.
  62815. * @hidden
  62816. */
  62817. _attachCameras(cameras: Camera): void;
  62818. /**
  62819. * Attaches the effect on cameras
  62820. * @param cameras The camera to attach to.
  62821. * @hidden
  62822. */
  62823. _attachCameras(cameras: Camera[]): void;
  62824. /**
  62825. * Detaches the effect on cameras
  62826. * @param cameras The camera to detatch from.
  62827. * @hidden
  62828. */
  62829. _detachCameras(cameras: Camera): void;
  62830. /**
  62831. * Detatches the effect on cameras
  62832. * @param cameras The camera to detatch from.
  62833. * @hidden
  62834. */
  62835. _detachCameras(cameras: Camera[]): void;
  62836. /**
  62837. * Enables the effect on given cameras
  62838. * @param cameras The camera to enable.
  62839. * @hidden
  62840. */
  62841. _enable(cameras: Camera): void;
  62842. /**
  62843. * Enables the effect on given cameras
  62844. * @param cameras The camera to enable.
  62845. * @hidden
  62846. */
  62847. _enable(cameras: Nullable<Camera[]>): void;
  62848. /**
  62849. * Disables the effect on the given cameras
  62850. * @param cameras The camera to disable.
  62851. * @hidden
  62852. */
  62853. _disable(cameras: Camera): void;
  62854. /**
  62855. * Disables the effect on the given cameras
  62856. * @param cameras The camera to disable.
  62857. * @hidden
  62858. */
  62859. _disable(cameras: Nullable<Camera[]>): void;
  62860. /**
  62861. * Gets a list of the post processes contained in the effect.
  62862. * @param camera The camera to get the post processes on.
  62863. * @returns The list of the post processes in the effect.
  62864. */
  62865. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  62866. }
  62867. }
  62868. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  62869. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62870. /** @hidden */
  62871. export var extractHighlightsPixelShader: {
  62872. name: string;
  62873. shader: string;
  62874. };
  62875. }
  62876. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  62877. import { Nullable } from "babylonjs/types";
  62878. import { Camera } from "babylonjs/Cameras/camera";
  62879. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62880. import { Engine } from "babylonjs/Engines/engine";
  62881. import "babylonjs/Shaders/extractHighlights.fragment";
  62882. /**
  62883. * 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.
  62884. */
  62885. export class ExtractHighlightsPostProcess extends PostProcess {
  62886. /**
  62887. * The luminance threshold, pixels below this value will be set to black.
  62888. */
  62889. threshold: number;
  62890. /** @hidden */
  62891. _exposure: number;
  62892. /**
  62893. * Post process which has the input texture to be used when performing highlight extraction
  62894. * @hidden
  62895. */
  62896. _inputPostProcess: Nullable<PostProcess>;
  62897. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62898. }
  62899. }
  62900. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  62901. /** @hidden */
  62902. export var bloomMergePixelShader: {
  62903. name: string;
  62904. shader: string;
  62905. };
  62906. }
  62907. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  62908. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62909. import { Nullable } from "babylonjs/types";
  62910. import { Engine } from "babylonjs/Engines/engine";
  62911. import { Camera } from "babylonjs/Cameras/camera";
  62912. import "babylonjs/Shaders/bloomMerge.fragment";
  62913. /**
  62914. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  62915. */
  62916. export class BloomMergePostProcess extends PostProcess {
  62917. /** Weight of the bloom to be added to the original input. */
  62918. weight: number;
  62919. /**
  62920. * Creates a new instance of @see BloomMergePostProcess
  62921. * @param name The name of the effect.
  62922. * @param originalFromInput Post process which's input will be used for the merge.
  62923. * @param blurred Blurred highlights post process which's output will be used.
  62924. * @param weight Weight of the bloom to be added to the original input.
  62925. * @param options The required width/height ratio to downsize to before computing the render pass.
  62926. * @param camera The camera to apply the render pass to.
  62927. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62928. * @param engine The engine which the post process will be applied. (default: current engine)
  62929. * @param reusable If the post process can be reused on the same frame. (default: false)
  62930. * @param textureType Type of textures used when performing the post process. (default: 0)
  62931. * @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)
  62932. */
  62933. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  62934. /** Weight of the bloom to be added to the original input. */
  62935. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62936. }
  62937. }
  62938. declare module "babylonjs/PostProcesses/bloomEffect" {
  62939. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62940. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62941. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62942. import { Camera } from "babylonjs/Cameras/camera";
  62943. import { Scene } from "babylonjs/scene";
  62944. /**
  62945. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  62946. */
  62947. export class BloomEffect extends PostProcessRenderEffect {
  62948. private bloomScale;
  62949. /**
  62950. * @hidden Internal
  62951. */
  62952. _effects: Array<PostProcess>;
  62953. /**
  62954. * @hidden Internal
  62955. */
  62956. _downscale: ExtractHighlightsPostProcess;
  62957. private _blurX;
  62958. private _blurY;
  62959. private _merge;
  62960. /**
  62961. * The luminance threshold to find bright areas of the image to bloom.
  62962. */
  62963. threshold: number;
  62964. /**
  62965. * The strength of the bloom.
  62966. */
  62967. weight: number;
  62968. /**
  62969. * Specifies the size of the bloom blur kernel, relative to the final output size
  62970. */
  62971. kernel: number;
  62972. /**
  62973. * Creates a new instance of @see BloomEffect
  62974. * @param scene The scene the effect belongs to.
  62975. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  62976. * @param bloomKernel The size of the kernel to be used when applying the blur.
  62977. * @param bloomWeight The the strength of bloom.
  62978. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  62979. * @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)
  62980. */
  62981. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  62982. /**
  62983. * Disposes each of the internal effects for a given camera.
  62984. * @param camera The camera to dispose the effect on.
  62985. */
  62986. disposeEffects(camera: Camera): void;
  62987. /**
  62988. * @hidden Internal
  62989. */
  62990. _updateEffects(): void;
  62991. /**
  62992. * Internal
  62993. * @returns if all the contained post processes are ready.
  62994. * @hidden
  62995. */
  62996. _isReady(): boolean;
  62997. }
  62998. }
  62999. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63000. /** @hidden */
  63001. export var chromaticAberrationPixelShader: {
  63002. name: string;
  63003. shader: string;
  63004. };
  63005. }
  63006. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63007. import { Vector2 } from "babylonjs/Maths/math.vector";
  63008. import { Nullable } from "babylonjs/types";
  63009. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63010. import { Camera } from "babylonjs/Cameras/camera";
  63011. import { Engine } from "babylonjs/Engines/engine";
  63012. import "babylonjs/Shaders/chromaticAberration.fragment";
  63013. /**
  63014. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63015. */
  63016. export class ChromaticAberrationPostProcess extends PostProcess {
  63017. /**
  63018. * The amount of seperation of rgb channels (default: 30)
  63019. */
  63020. aberrationAmount: number;
  63021. /**
  63022. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63023. */
  63024. radialIntensity: number;
  63025. /**
  63026. * 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))
  63027. */
  63028. direction: Vector2;
  63029. /**
  63030. * 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))
  63031. */
  63032. centerPosition: Vector2;
  63033. /**
  63034. * Creates a new instance ChromaticAberrationPostProcess
  63035. * @param name The name of the effect.
  63036. * @param screenWidth The width of the screen to apply the effect on.
  63037. * @param screenHeight The height of the screen to apply the effect on.
  63038. * @param options The required width/height ratio to downsize to before computing the render pass.
  63039. * @param camera The camera to apply the render pass to.
  63040. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63041. * @param engine The engine which the post process will be applied. (default: current engine)
  63042. * @param reusable If the post process can be reused on the same frame. (default: false)
  63043. * @param textureType Type of textures used when performing the post process. (default: 0)
  63044. * @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)
  63045. */
  63046. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63047. }
  63048. }
  63049. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63050. /** @hidden */
  63051. export var circleOfConfusionPixelShader: {
  63052. name: string;
  63053. shader: string;
  63054. };
  63055. }
  63056. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63057. import { Nullable } from "babylonjs/types";
  63058. import { Engine } from "babylonjs/Engines/engine";
  63059. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63060. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63061. import { Camera } from "babylonjs/Cameras/camera";
  63062. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63063. /**
  63064. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63065. */
  63066. export class CircleOfConfusionPostProcess extends PostProcess {
  63067. /**
  63068. * 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.
  63069. */
  63070. lensSize: number;
  63071. /**
  63072. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63073. */
  63074. fStop: number;
  63075. /**
  63076. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63077. */
  63078. focusDistance: number;
  63079. /**
  63080. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63081. */
  63082. focalLength: number;
  63083. private _depthTexture;
  63084. /**
  63085. * Creates a new instance CircleOfConfusionPostProcess
  63086. * @param name The name of the effect.
  63087. * @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.
  63088. * @param options The required width/height ratio to downsize to before computing the render pass.
  63089. * @param camera The camera to apply the render pass to.
  63090. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63091. * @param engine The engine which the post process will be applied. (default: current engine)
  63092. * @param reusable If the post process can be reused on the same frame. (default: false)
  63093. * @param textureType Type of textures used when performing the post process. (default: 0)
  63094. * @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)
  63095. */
  63096. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63097. /**
  63098. * 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.
  63099. */
  63100. depthTexture: RenderTargetTexture;
  63101. }
  63102. }
  63103. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63104. /** @hidden */
  63105. export var colorCorrectionPixelShader: {
  63106. name: string;
  63107. shader: string;
  63108. };
  63109. }
  63110. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63111. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63112. import { Engine } from "babylonjs/Engines/engine";
  63113. import { Camera } from "babylonjs/Cameras/camera";
  63114. import "babylonjs/Shaders/colorCorrection.fragment";
  63115. /**
  63116. *
  63117. * This post-process allows the modification of rendered colors by using
  63118. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63119. *
  63120. * The object needs to be provided an url to a texture containing the color
  63121. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63122. * Use an image editing software to tweak the LUT to match your needs.
  63123. *
  63124. * For an example of a color LUT, see here:
  63125. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63126. * For explanations on color grading, see here:
  63127. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63128. *
  63129. */
  63130. export class ColorCorrectionPostProcess extends PostProcess {
  63131. private _colorTableTexture;
  63132. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63133. }
  63134. }
  63135. declare module "babylonjs/Shaders/convolution.fragment" {
  63136. /** @hidden */
  63137. export var convolutionPixelShader: {
  63138. name: string;
  63139. shader: string;
  63140. };
  63141. }
  63142. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63143. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63144. import { Nullable } from "babylonjs/types";
  63145. import { Camera } from "babylonjs/Cameras/camera";
  63146. import { Engine } from "babylonjs/Engines/engine";
  63147. import "babylonjs/Shaders/convolution.fragment";
  63148. /**
  63149. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63150. * input texture to perform effects such as edge detection or sharpening
  63151. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63152. */
  63153. export class ConvolutionPostProcess extends PostProcess {
  63154. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63155. kernel: number[];
  63156. /**
  63157. * Creates a new instance ConvolutionPostProcess
  63158. * @param name The name of the effect.
  63159. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63160. * @param options The required width/height ratio to downsize to before computing the render pass.
  63161. * @param camera The camera to apply the render pass to.
  63162. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63163. * @param engine The engine which the post process will be applied. (default: current engine)
  63164. * @param reusable If the post process can be reused on the same frame. (default: false)
  63165. * @param textureType Type of textures used when performing the post process. (default: 0)
  63166. */
  63167. constructor(name: string,
  63168. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63169. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63170. /**
  63171. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63172. */
  63173. static EdgeDetect0Kernel: number[];
  63174. /**
  63175. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63176. */
  63177. static EdgeDetect1Kernel: number[];
  63178. /**
  63179. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63180. */
  63181. static EdgeDetect2Kernel: number[];
  63182. /**
  63183. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63184. */
  63185. static SharpenKernel: number[];
  63186. /**
  63187. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63188. */
  63189. static EmbossKernel: number[];
  63190. /**
  63191. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63192. */
  63193. static GaussianKernel: number[];
  63194. }
  63195. }
  63196. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63197. import { Nullable } from "babylonjs/types";
  63198. import { Vector2 } from "babylonjs/Maths/math.vector";
  63199. import { Camera } from "babylonjs/Cameras/camera";
  63200. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63201. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63202. import { Engine } from "babylonjs/Engines/engine";
  63203. import { Scene } from "babylonjs/scene";
  63204. /**
  63205. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63206. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63207. * based on samples that have a large difference in distance than the center pixel.
  63208. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63209. */
  63210. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63211. direction: Vector2;
  63212. /**
  63213. * Creates a new instance CircleOfConfusionPostProcess
  63214. * @param name The name of the effect.
  63215. * @param scene The scene the effect belongs to.
  63216. * @param direction The direction the blur should be applied.
  63217. * @param kernel The size of the kernel used to blur.
  63218. * @param options The required width/height ratio to downsize to before computing the render pass.
  63219. * @param camera The camera to apply the render pass to.
  63220. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63221. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63222. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63223. * @param engine The engine which the post process will be applied. (default: current engine)
  63224. * @param reusable If the post process can be reused on the same frame. (default: false)
  63225. * @param textureType Type of textures used when performing the post process. (default: 0)
  63226. * @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)
  63227. */
  63228. 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);
  63229. }
  63230. }
  63231. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63232. /** @hidden */
  63233. export var depthOfFieldMergePixelShader: {
  63234. name: string;
  63235. shader: string;
  63236. };
  63237. }
  63238. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63239. import { Nullable } from "babylonjs/types";
  63240. import { Camera } from "babylonjs/Cameras/camera";
  63241. import { Effect } from "babylonjs/Materials/effect";
  63242. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63243. import { Engine } from "babylonjs/Engines/engine";
  63244. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63245. /**
  63246. * Options to be set when merging outputs from the default pipeline.
  63247. */
  63248. export class DepthOfFieldMergePostProcessOptions {
  63249. /**
  63250. * The original image to merge on top of
  63251. */
  63252. originalFromInput: PostProcess;
  63253. /**
  63254. * Parameters to perform the merge of the depth of field effect
  63255. */
  63256. depthOfField?: {
  63257. circleOfConfusion: PostProcess;
  63258. blurSteps: Array<PostProcess>;
  63259. };
  63260. /**
  63261. * Parameters to perform the merge of bloom effect
  63262. */
  63263. bloom?: {
  63264. blurred: PostProcess;
  63265. weight: number;
  63266. };
  63267. }
  63268. /**
  63269. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63270. */
  63271. export class DepthOfFieldMergePostProcess extends PostProcess {
  63272. private blurSteps;
  63273. /**
  63274. * Creates a new instance of DepthOfFieldMergePostProcess
  63275. * @param name The name of the effect.
  63276. * @param originalFromInput Post process which's input will be used for the merge.
  63277. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63278. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63279. * @param options The required width/height ratio to downsize to before computing the render pass.
  63280. * @param camera The camera to apply the render pass to.
  63281. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63282. * @param engine The engine which the post process will be applied. (default: current engine)
  63283. * @param reusable If the post process can be reused on the same frame. (default: false)
  63284. * @param textureType Type of textures used when performing the post process. (default: 0)
  63285. * @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)
  63286. */
  63287. 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);
  63288. /**
  63289. * Updates the effect with the current post process compile time values and recompiles the shader.
  63290. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63291. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63292. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63293. * @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
  63294. * @param onCompiled Called when the shader has been compiled.
  63295. * @param onError Called if there is an error when compiling a shader.
  63296. */
  63297. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63298. }
  63299. }
  63300. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63301. import { Nullable } from "babylonjs/types";
  63302. import { Camera } from "babylonjs/Cameras/camera";
  63303. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63304. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63305. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63306. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63307. import { Scene } from "babylonjs/scene";
  63308. /**
  63309. * Specifies the level of max blur that should be applied when using the depth of field effect
  63310. */
  63311. export enum DepthOfFieldEffectBlurLevel {
  63312. /**
  63313. * Subtle blur
  63314. */
  63315. Low = 0,
  63316. /**
  63317. * Medium blur
  63318. */
  63319. Medium = 1,
  63320. /**
  63321. * Large blur
  63322. */
  63323. High = 2
  63324. }
  63325. /**
  63326. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63327. */
  63328. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63329. private _circleOfConfusion;
  63330. /**
  63331. * @hidden Internal, blurs from high to low
  63332. */
  63333. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63334. private _depthOfFieldBlurY;
  63335. private _dofMerge;
  63336. /**
  63337. * @hidden Internal post processes in depth of field effect
  63338. */
  63339. _effects: Array<PostProcess>;
  63340. /**
  63341. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63342. */
  63343. focalLength: number;
  63344. /**
  63345. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63346. */
  63347. fStop: number;
  63348. /**
  63349. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63350. */
  63351. focusDistance: number;
  63352. /**
  63353. * 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.
  63354. */
  63355. lensSize: number;
  63356. /**
  63357. * Creates a new instance DepthOfFieldEffect
  63358. * @param scene The scene the effect belongs to.
  63359. * @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.
  63360. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63361. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63362. */
  63363. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63364. /**
  63365. * Get the current class name of the current effet
  63366. * @returns "DepthOfFieldEffect"
  63367. */
  63368. getClassName(): string;
  63369. /**
  63370. * 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.
  63371. */
  63372. depthTexture: RenderTargetTexture;
  63373. /**
  63374. * Disposes each of the internal effects for a given camera.
  63375. * @param camera The camera to dispose the effect on.
  63376. */
  63377. disposeEffects(camera: Camera): void;
  63378. /**
  63379. * @hidden Internal
  63380. */
  63381. _updateEffects(): void;
  63382. /**
  63383. * Internal
  63384. * @returns if all the contained post processes are ready.
  63385. * @hidden
  63386. */
  63387. _isReady(): boolean;
  63388. }
  63389. }
  63390. declare module "babylonjs/Shaders/displayPass.fragment" {
  63391. /** @hidden */
  63392. export var displayPassPixelShader: {
  63393. name: string;
  63394. shader: string;
  63395. };
  63396. }
  63397. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63398. import { Nullable } from "babylonjs/types";
  63399. import { Camera } from "babylonjs/Cameras/camera";
  63400. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63401. import { Engine } from "babylonjs/Engines/engine";
  63402. import "babylonjs/Shaders/displayPass.fragment";
  63403. /**
  63404. * DisplayPassPostProcess which produces an output the same as it's input
  63405. */
  63406. export class DisplayPassPostProcess extends PostProcess {
  63407. /**
  63408. * Creates the DisplayPassPostProcess
  63409. * @param name The name of the effect.
  63410. * @param options The required width/height ratio to downsize to before computing the render pass.
  63411. * @param camera The camera to apply the render pass to.
  63412. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63413. * @param engine The engine which the post process will be applied. (default: current engine)
  63414. * @param reusable If the post process can be reused on the same frame. (default: false)
  63415. */
  63416. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63417. }
  63418. }
  63419. declare module "babylonjs/Shaders/filter.fragment" {
  63420. /** @hidden */
  63421. export var filterPixelShader: {
  63422. name: string;
  63423. shader: string;
  63424. };
  63425. }
  63426. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63427. import { Nullable } from "babylonjs/types";
  63428. import { Matrix } from "babylonjs/Maths/math.vector";
  63429. import { Camera } from "babylonjs/Cameras/camera";
  63430. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63431. import { Engine } from "babylonjs/Engines/engine";
  63432. import "babylonjs/Shaders/filter.fragment";
  63433. /**
  63434. * Applies a kernel filter to the image
  63435. */
  63436. export class FilterPostProcess extends PostProcess {
  63437. /** The matrix to be applied to the image */
  63438. kernelMatrix: Matrix;
  63439. /**
  63440. *
  63441. * @param name The name of the effect.
  63442. * @param kernelMatrix The matrix to be applied to the image
  63443. * @param options The required width/height ratio to downsize to before computing the render pass.
  63444. * @param camera The camera to apply the render pass to.
  63445. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63446. * @param engine The engine which the post process will be applied. (default: current engine)
  63447. * @param reusable If the post process can be reused on the same frame. (default: false)
  63448. */
  63449. constructor(name: string,
  63450. /** The matrix to be applied to the image */
  63451. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63452. }
  63453. }
  63454. declare module "babylonjs/Shaders/fxaa.fragment" {
  63455. /** @hidden */
  63456. export var fxaaPixelShader: {
  63457. name: string;
  63458. shader: string;
  63459. };
  63460. }
  63461. declare module "babylonjs/Shaders/fxaa.vertex" {
  63462. /** @hidden */
  63463. export var fxaaVertexShader: {
  63464. name: string;
  63465. shader: string;
  63466. };
  63467. }
  63468. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63469. import { Nullable } from "babylonjs/types";
  63470. import { Camera } from "babylonjs/Cameras/camera";
  63471. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63472. import { Engine } from "babylonjs/Engines/engine";
  63473. import "babylonjs/Shaders/fxaa.fragment";
  63474. import "babylonjs/Shaders/fxaa.vertex";
  63475. /**
  63476. * Fxaa post process
  63477. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63478. */
  63479. export class FxaaPostProcess extends PostProcess {
  63480. /** @hidden */
  63481. texelWidth: number;
  63482. /** @hidden */
  63483. texelHeight: number;
  63484. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63485. private _getDefines;
  63486. }
  63487. }
  63488. declare module "babylonjs/Shaders/grain.fragment" {
  63489. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63490. /** @hidden */
  63491. export var grainPixelShader: {
  63492. name: string;
  63493. shader: string;
  63494. };
  63495. }
  63496. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63497. import { Nullable } from "babylonjs/types";
  63498. import { Camera } from "babylonjs/Cameras/camera";
  63499. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63500. import { Engine } from "babylonjs/Engines/engine";
  63501. import "babylonjs/Shaders/grain.fragment";
  63502. /**
  63503. * The GrainPostProcess adds noise to the image at mid luminance levels
  63504. */
  63505. export class GrainPostProcess extends PostProcess {
  63506. /**
  63507. * The intensity of the grain added (default: 30)
  63508. */
  63509. intensity: number;
  63510. /**
  63511. * If the grain should be randomized on every frame
  63512. */
  63513. animated: boolean;
  63514. /**
  63515. * Creates a new instance of @see GrainPostProcess
  63516. * @param name The name of the effect.
  63517. * @param options The required width/height ratio to downsize to before computing the render pass.
  63518. * @param camera The camera to apply the render pass to.
  63519. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63520. * @param engine The engine which the post process will be applied. (default: current engine)
  63521. * @param reusable If the post process can be reused on the same frame. (default: false)
  63522. * @param textureType Type of textures used when performing the post process. (default: 0)
  63523. * @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)
  63524. */
  63525. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63526. }
  63527. }
  63528. declare module "babylonjs/Shaders/highlights.fragment" {
  63529. /** @hidden */
  63530. export var highlightsPixelShader: {
  63531. name: string;
  63532. shader: string;
  63533. };
  63534. }
  63535. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  63536. import { Nullable } from "babylonjs/types";
  63537. import { Camera } from "babylonjs/Cameras/camera";
  63538. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63539. import { Engine } from "babylonjs/Engines/engine";
  63540. import "babylonjs/Shaders/highlights.fragment";
  63541. /**
  63542. * Extracts highlights from the image
  63543. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63544. */
  63545. export class HighlightsPostProcess extends PostProcess {
  63546. /**
  63547. * Extracts highlights from the image
  63548. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63549. * @param name The name of the effect.
  63550. * @param options The required width/height ratio to downsize to before computing the render pass.
  63551. * @param camera The camera to apply the render pass to.
  63552. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63553. * @param engine The engine which the post process will be applied. (default: current engine)
  63554. * @param reusable If the post process can be reused on the same frame. (default: false)
  63555. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  63556. */
  63557. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63558. }
  63559. }
  63560. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  63561. /** @hidden */
  63562. export var mrtFragmentDeclaration: {
  63563. name: string;
  63564. shader: string;
  63565. };
  63566. }
  63567. declare module "babylonjs/Shaders/geometry.fragment" {
  63568. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  63569. /** @hidden */
  63570. export var geometryPixelShader: {
  63571. name: string;
  63572. shader: string;
  63573. };
  63574. }
  63575. declare module "babylonjs/Shaders/geometry.vertex" {
  63576. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63577. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63578. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63579. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63580. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63581. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63582. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63583. /** @hidden */
  63584. export var geometryVertexShader: {
  63585. name: string;
  63586. shader: string;
  63587. };
  63588. }
  63589. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  63590. import { Matrix } from "babylonjs/Maths/math.vector";
  63591. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63592. import { Mesh } from "babylonjs/Meshes/mesh";
  63593. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  63594. import { Effect } from "babylonjs/Materials/effect";
  63595. import { Scene } from "babylonjs/scene";
  63596. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63597. import "babylonjs/Shaders/geometry.fragment";
  63598. import "babylonjs/Shaders/geometry.vertex";
  63599. /** @hidden */
  63600. interface ISavedTransformationMatrix {
  63601. world: Matrix;
  63602. viewProjection: Matrix;
  63603. }
  63604. /**
  63605. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  63606. */
  63607. export class GeometryBufferRenderer {
  63608. /**
  63609. * Constant used to retrieve the position texture index in the G-Buffer textures array
  63610. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  63611. */
  63612. static readonly POSITION_TEXTURE_TYPE: number;
  63613. /**
  63614. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  63615. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  63616. */
  63617. static readonly VELOCITY_TEXTURE_TYPE: number;
  63618. /**
  63619. * Dictionary used to store the previous transformation matrices of each rendered mesh
  63620. * in order to compute objects velocities when enableVelocity is set to "true"
  63621. * @hidden
  63622. */
  63623. _previousTransformationMatrices: {
  63624. [index: number]: ISavedTransformationMatrix;
  63625. };
  63626. /**
  63627. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  63628. * in order to compute objects velocities when enableVelocity is set to "true"
  63629. * @hidden
  63630. */
  63631. _previousBonesTransformationMatrices: {
  63632. [index: number]: Float32Array;
  63633. };
  63634. /**
  63635. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  63636. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  63637. */
  63638. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  63639. private _scene;
  63640. private _multiRenderTarget;
  63641. private _ratio;
  63642. private _enablePosition;
  63643. private _enableVelocity;
  63644. private _positionIndex;
  63645. private _velocityIndex;
  63646. protected _effect: Effect;
  63647. protected _cachedDefines: string;
  63648. /**
  63649. * Set the render list (meshes to be rendered) used in the G buffer.
  63650. */
  63651. renderList: Mesh[];
  63652. /**
  63653. * Gets wether or not G buffer are supported by the running hardware.
  63654. * This requires draw buffer supports
  63655. */
  63656. readonly isSupported: boolean;
  63657. /**
  63658. * Returns the index of the given texture type in the G-Buffer textures array
  63659. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  63660. * @returns the index of the given texture type in the G-Buffer textures array
  63661. */
  63662. getTextureIndex(textureType: number): number;
  63663. /**
  63664. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  63665. */
  63666. /**
  63667. * Sets whether or not objects positions are enabled for the G buffer.
  63668. */
  63669. enablePosition: boolean;
  63670. /**
  63671. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  63672. */
  63673. /**
  63674. * Sets wether or not objects velocities are enabled for the G buffer.
  63675. */
  63676. enableVelocity: boolean;
  63677. /**
  63678. * Gets the scene associated with the buffer.
  63679. */
  63680. readonly scene: Scene;
  63681. /**
  63682. * Gets the ratio used by the buffer during its creation.
  63683. * How big is the buffer related to the main canvas.
  63684. */
  63685. readonly ratio: number;
  63686. /** @hidden */
  63687. static _SceneComponentInitialization: (scene: Scene) => void;
  63688. /**
  63689. * Creates a new G Buffer for the scene
  63690. * @param scene The scene the buffer belongs to
  63691. * @param ratio How big is the buffer related to the main canvas.
  63692. */
  63693. constructor(scene: Scene, ratio?: number);
  63694. /**
  63695. * Checks wether everything is ready to render a submesh to the G buffer.
  63696. * @param subMesh the submesh to check readiness for
  63697. * @param useInstances is the mesh drawn using instance or not
  63698. * @returns true if ready otherwise false
  63699. */
  63700. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63701. /**
  63702. * Gets the current underlying G Buffer.
  63703. * @returns the buffer
  63704. */
  63705. getGBuffer(): MultiRenderTarget;
  63706. /**
  63707. * Gets the number of samples used to render the buffer (anti aliasing).
  63708. */
  63709. /**
  63710. * Sets the number of samples used to render the buffer (anti aliasing).
  63711. */
  63712. samples: number;
  63713. /**
  63714. * Disposes the renderer and frees up associated resources.
  63715. */
  63716. dispose(): void;
  63717. protected _createRenderTargets(): void;
  63718. private _copyBonesTransformationMatrices;
  63719. }
  63720. }
  63721. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  63722. import { Nullable } from "babylonjs/types";
  63723. import { Scene } from "babylonjs/scene";
  63724. import { ISceneComponent } from "babylonjs/sceneComponent";
  63725. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  63726. module "babylonjs/scene" {
  63727. interface Scene {
  63728. /** @hidden (Backing field) */
  63729. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63730. /**
  63731. * Gets or Sets the current geometry buffer associated to the scene.
  63732. */
  63733. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63734. /**
  63735. * Enables a GeometryBufferRender and associates it with the scene
  63736. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  63737. * @returns the GeometryBufferRenderer
  63738. */
  63739. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  63740. /**
  63741. * Disables the GeometryBufferRender associated with the scene
  63742. */
  63743. disableGeometryBufferRenderer(): void;
  63744. }
  63745. }
  63746. /**
  63747. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  63748. * in several rendering techniques.
  63749. */
  63750. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  63751. /**
  63752. * The component name helpful to identify the component in the list of scene components.
  63753. */
  63754. readonly name: string;
  63755. /**
  63756. * The scene the component belongs to.
  63757. */
  63758. scene: Scene;
  63759. /**
  63760. * Creates a new instance of the component for the given scene
  63761. * @param scene Defines the scene to register the component in
  63762. */
  63763. constructor(scene: Scene);
  63764. /**
  63765. * Registers the component in a given scene
  63766. */
  63767. register(): void;
  63768. /**
  63769. * Rebuilds the elements related to this component in case of
  63770. * context lost for instance.
  63771. */
  63772. rebuild(): void;
  63773. /**
  63774. * Disposes the component and the associated ressources
  63775. */
  63776. dispose(): void;
  63777. private _gatherRenderTargets;
  63778. }
  63779. }
  63780. declare module "babylonjs/Shaders/motionBlur.fragment" {
  63781. /** @hidden */
  63782. export var motionBlurPixelShader: {
  63783. name: string;
  63784. shader: string;
  63785. };
  63786. }
  63787. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  63788. import { Nullable } from "babylonjs/types";
  63789. import { Camera } from "babylonjs/Cameras/camera";
  63790. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63791. import { Scene } from "babylonjs/scene";
  63792. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63793. import "babylonjs/Animations/animatable";
  63794. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63795. import "babylonjs/Shaders/motionBlur.fragment";
  63796. import { Engine } from "babylonjs/Engines/engine";
  63797. /**
  63798. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  63799. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  63800. * As an example, all you have to do is to create the post-process:
  63801. * var mb = new BABYLON.MotionBlurPostProcess(
  63802. * 'mb', // The name of the effect.
  63803. * scene, // The scene containing the objects to blur according to their velocity.
  63804. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  63805. * camera // The camera to apply the render pass to.
  63806. * );
  63807. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  63808. */
  63809. export class MotionBlurPostProcess extends PostProcess {
  63810. /**
  63811. * Defines how much the image is blurred by the movement. Default value is equal to 1
  63812. */
  63813. motionStrength: number;
  63814. /**
  63815. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  63816. */
  63817. /**
  63818. * Sets the number of iterations to be used for motion blur quality
  63819. */
  63820. motionBlurSamples: number;
  63821. private _motionBlurSamples;
  63822. private _geometryBufferRenderer;
  63823. /**
  63824. * Creates a new instance MotionBlurPostProcess
  63825. * @param name The name of the effect.
  63826. * @param scene The scene containing the objects to blur according to their velocity.
  63827. * @param options The required width/height ratio to downsize to before computing the render pass.
  63828. * @param camera The camera to apply the render pass to.
  63829. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63830. * @param engine The engine which the post process will be applied. (default: current engine)
  63831. * @param reusable If the post process can be reused on the same frame. (default: false)
  63832. * @param textureType Type of textures used when performing the post process. (default: 0)
  63833. * @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)
  63834. */
  63835. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63836. /**
  63837. * Excludes the given skinned mesh from computing bones velocities.
  63838. * 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.
  63839. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  63840. */
  63841. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63842. /**
  63843. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  63844. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  63845. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  63846. */
  63847. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63848. /**
  63849. * Disposes the post process.
  63850. * @param camera The camera to dispose the post process on.
  63851. */
  63852. dispose(camera?: Camera): void;
  63853. }
  63854. }
  63855. declare module "babylonjs/Shaders/refraction.fragment" {
  63856. /** @hidden */
  63857. export var refractionPixelShader: {
  63858. name: string;
  63859. shader: string;
  63860. };
  63861. }
  63862. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  63863. import { Color3 } from "babylonjs/Maths/math.color";
  63864. import { Camera } from "babylonjs/Cameras/camera";
  63865. import { Texture } from "babylonjs/Materials/Textures/texture";
  63866. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63867. import { Engine } from "babylonjs/Engines/engine";
  63868. import "babylonjs/Shaders/refraction.fragment";
  63869. /**
  63870. * Post process which applies a refractin texture
  63871. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63872. */
  63873. export class RefractionPostProcess extends PostProcess {
  63874. /** the base color of the refraction (used to taint the rendering) */
  63875. color: Color3;
  63876. /** simulated refraction depth */
  63877. depth: number;
  63878. /** the coefficient of the base color (0 to remove base color tainting) */
  63879. colorLevel: number;
  63880. private _refTexture;
  63881. private _ownRefractionTexture;
  63882. /**
  63883. * Gets or sets the refraction texture
  63884. * Please note that you are responsible for disposing the texture if you set it manually
  63885. */
  63886. refractionTexture: Texture;
  63887. /**
  63888. * Initializes the RefractionPostProcess
  63889. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63890. * @param name The name of the effect.
  63891. * @param refractionTextureUrl Url of the refraction texture to use
  63892. * @param color the base color of the refraction (used to taint the rendering)
  63893. * @param depth simulated refraction depth
  63894. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  63895. * @param camera The camera to apply the render pass to.
  63896. * @param options The required width/height ratio to downsize to before computing the render pass.
  63897. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63898. * @param engine The engine which the post process will be applied. (default: current engine)
  63899. * @param reusable If the post process can be reused on the same frame. (default: false)
  63900. */
  63901. constructor(name: string, refractionTextureUrl: string,
  63902. /** the base color of the refraction (used to taint the rendering) */
  63903. color: Color3,
  63904. /** simulated refraction depth */
  63905. depth: number,
  63906. /** the coefficient of the base color (0 to remove base color tainting) */
  63907. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63908. /**
  63909. * Disposes of the post process
  63910. * @param camera Camera to dispose post process on
  63911. */
  63912. dispose(camera: Camera): void;
  63913. }
  63914. }
  63915. declare module "babylonjs/Shaders/sharpen.fragment" {
  63916. /** @hidden */
  63917. export var sharpenPixelShader: {
  63918. name: string;
  63919. shader: string;
  63920. };
  63921. }
  63922. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  63923. import { Nullable } from "babylonjs/types";
  63924. import { Camera } from "babylonjs/Cameras/camera";
  63925. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63926. import "babylonjs/Shaders/sharpen.fragment";
  63927. import { Engine } from "babylonjs/Engines/engine";
  63928. /**
  63929. * The SharpenPostProcess applies a sharpen kernel to every pixel
  63930. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63931. */
  63932. export class SharpenPostProcess extends PostProcess {
  63933. /**
  63934. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  63935. */
  63936. colorAmount: number;
  63937. /**
  63938. * How much sharpness should be applied (default: 0.3)
  63939. */
  63940. edgeAmount: number;
  63941. /**
  63942. * Creates a new instance ConvolutionPostProcess
  63943. * @param name The name of the effect.
  63944. * @param options The required width/height ratio to downsize to before computing the render pass.
  63945. * @param camera The camera to apply the render pass to.
  63946. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63947. * @param engine The engine which the post process will be applied. (default: current engine)
  63948. * @param reusable If the post process can be reused on the same frame. (default: false)
  63949. * @param textureType Type of textures used when performing the post process. (default: 0)
  63950. * @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)
  63951. */
  63952. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63953. }
  63954. }
  63955. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  63956. import { Nullable } from "babylonjs/types";
  63957. import { Camera } from "babylonjs/Cameras/camera";
  63958. import { Engine } from "babylonjs/Engines/engine";
  63959. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63960. import { IInspectable } from "babylonjs/Misc/iInspectable";
  63961. /**
  63962. * PostProcessRenderPipeline
  63963. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63964. */
  63965. export class PostProcessRenderPipeline {
  63966. private engine;
  63967. private _renderEffects;
  63968. private _renderEffectsForIsolatedPass;
  63969. /**
  63970. * List of inspectable custom properties (used by the Inspector)
  63971. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  63972. */
  63973. inspectableCustomProperties: IInspectable[];
  63974. /**
  63975. * @hidden
  63976. */
  63977. protected _cameras: Camera[];
  63978. /** @hidden */
  63979. _name: string;
  63980. /**
  63981. * Gets pipeline name
  63982. */
  63983. readonly name: string;
  63984. /** Gets the list of attached cameras */
  63985. readonly cameras: Camera[];
  63986. /**
  63987. * Initializes a PostProcessRenderPipeline
  63988. * @param engine engine to add the pipeline to
  63989. * @param name name of the pipeline
  63990. */
  63991. constructor(engine: Engine, name: string);
  63992. /**
  63993. * Gets the class name
  63994. * @returns "PostProcessRenderPipeline"
  63995. */
  63996. getClassName(): string;
  63997. /**
  63998. * If all the render effects in the pipeline are supported
  63999. */
  64000. readonly isSupported: boolean;
  64001. /**
  64002. * Adds an effect to the pipeline
  64003. * @param renderEffect the effect to add
  64004. */
  64005. addEffect(renderEffect: PostProcessRenderEffect): void;
  64006. /** @hidden */
  64007. _rebuild(): void;
  64008. /** @hidden */
  64009. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64010. /** @hidden */
  64011. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64012. /** @hidden */
  64013. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64014. /** @hidden */
  64015. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64016. /** @hidden */
  64017. _attachCameras(cameras: Camera, unique: boolean): void;
  64018. /** @hidden */
  64019. _attachCameras(cameras: Camera[], unique: boolean): void;
  64020. /** @hidden */
  64021. _detachCameras(cameras: Camera): void;
  64022. /** @hidden */
  64023. _detachCameras(cameras: Nullable<Camera[]>): void;
  64024. /** @hidden */
  64025. _update(): void;
  64026. /** @hidden */
  64027. _reset(): void;
  64028. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64029. /**
  64030. * Disposes of the pipeline
  64031. */
  64032. dispose(): void;
  64033. }
  64034. }
  64035. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64036. import { Camera } from "babylonjs/Cameras/camera";
  64037. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64038. /**
  64039. * PostProcessRenderPipelineManager class
  64040. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64041. */
  64042. export class PostProcessRenderPipelineManager {
  64043. private _renderPipelines;
  64044. /**
  64045. * Initializes a PostProcessRenderPipelineManager
  64046. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64047. */
  64048. constructor();
  64049. /**
  64050. * Gets the list of supported render pipelines
  64051. */
  64052. readonly supportedPipelines: PostProcessRenderPipeline[];
  64053. /**
  64054. * Adds a pipeline to the manager
  64055. * @param renderPipeline The pipeline to add
  64056. */
  64057. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64058. /**
  64059. * Attaches a camera to the pipeline
  64060. * @param renderPipelineName The name of the pipeline to attach to
  64061. * @param cameras the camera to attach
  64062. * @param unique if the camera can be attached multiple times to the pipeline
  64063. */
  64064. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64065. /**
  64066. * Detaches a camera from the pipeline
  64067. * @param renderPipelineName The name of the pipeline to detach from
  64068. * @param cameras the camera to detach
  64069. */
  64070. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64071. /**
  64072. * Enables an effect by name on a pipeline
  64073. * @param renderPipelineName the name of the pipeline to enable the effect in
  64074. * @param renderEffectName the name of the effect to enable
  64075. * @param cameras the cameras that the effect should be enabled on
  64076. */
  64077. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64078. /**
  64079. * Disables an effect by name on a pipeline
  64080. * @param renderPipelineName the name of the pipeline to disable the effect in
  64081. * @param renderEffectName the name of the effect to disable
  64082. * @param cameras the cameras that the effect should be disabled on
  64083. */
  64084. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64085. /**
  64086. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64087. */
  64088. update(): void;
  64089. /** @hidden */
  64090. _rebuild(): void;
  64091. /**
  64092. * Disposes of the manager and pipelines
  64093. */
  64094. dispose(): void;
  64095. }
  64096. }
  64097. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64098. import { ISceneComponent } from "babylonjs/sceneComponent";
  64099. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64100. import { Scene } from "babylonjs/scene";
  64101. module "babylonjs/scene" {
  64102. interface Scene {
  64103. /** @hidden (Backing field) */
  64104. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64105. /**
  64106. * Gets the postprocess render pipeline manager
  64107. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64108. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64109. */
  64110. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64111. }
  64112. }
  64113. /**
  64114. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64115. */
  64116. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64117. /**
  64118. * The component name helpfull to identify the component in the list of scene components.
  64119. */
  64120. readonly name: string;
  64121. /**
  64122. * The scene the component belongs to.
  64123. */
  64124. scene: Scene;
  64125. /**
  64126. * Creates a new instance of the component for the given scene
  64127. * @param scene Defines the scene to register the component in
  64128. */
  64129. constructor(scene: Scene);
  64130. /**
  64131. * Registers the component in a given scene
  64132. */
  64133. register(): void;
  64134. /**
  64135. * Rebuilds the elements related to this component in case of
  64136. * context lost for instance.
  64137. */
  64138. rebuild(): void;
  64139. /**
  64140. * Disposes the component and the associated ressources
  64141. */
  64142. dispose(): void;
  64143. private _gatherRenderTargets;
  64144. }
  64145. }
  64146. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64147. import { Nullable } from "babylonjs/types";
  64148. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64149. import { Camera } from "babylonjs/Cameras/camera";
  64150. import { IDisposable } from "babylonjs/scene";
  64151. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64152. import { Scene } from "babylonjs/scene";
  64153. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64154. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64155. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64156. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64157. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64158. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64159. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64160. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64161. import { Animation } from "babylonjs/Animations/animation";
  64162. /**
  64163. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64164. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64165. */
  64166. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64167. private _scene;
  64168. private _camerasToBeAttached;
  64169. /**
  64170. * ID of the sharpen post process,
  64171. */
  64172. private readonly SharpenPostProcessId;
  64173. /**
  64174. * @ignore
  64175. * ID of the image processing post process;
  64176. */
  64177. readonly ImageProcessingPostProcessId: string;
  64178. /**
  64179. * @ignore
  64180. * ID of the Fast Approximate Anti-Aliasing post process;
  64181. */
  64182. readonly FxaaPostProcessId: string;
  64183. /**
  64184. * ID of the chromatic aberration post process,
  64185. */
  64186. private readonly ChromaticAberrationPostProcessId;
  64187. /**
  64188. * ID of the grain post process
  64189. */
  64190. private readonly GrainPostProcessId;
  64191. /**
  64192. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64193. */
  64194. sharpen: SharpenPostProcess;
  64195. private _sharpenEffect;
  64196. private bloom;
  64197. /**
  64198. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64199. */
  64200. depthOfField: DepthOfFieldEffect;
  64201. /**
  64202. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64203. */
  64204. fxaa: FxaaPostProcess;
  64205. /**
  64206. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64207. */
  64208. imageProcessing: ImageProcessingPostProcess;
  64209. /**
  64210. * Chromatic aberration post process which will shift rgb colors in the image
  64211. */
  64212. chromaticAberration: ChromaticAberrationPostProcess;
  64213. private _chromaticAberrationEffect;
  64214. /**
  64215. * Grain post process which add noise to the image
  64216. */
  64217. grain: GrainPostProcess;
  64218. private _grainEffect;
  64219. /**
  64220. * Glow post process which adds a glow to emissive areas of the image
  64221. */
  64222. private _glowLayer;
  64223. /**
  64224. * Animations which can be used to tweak settings over a period of time
  64225. */
  64226. animations: Animation[];
  64227. private _imageProcessingConfigurationObserver;
  64228. private _sharpenEnabled;
  64229. private _bloomEnabled;
  64230. private _depthOfFieldEnabled;
  64231. private _depthOfFieldBlurLevel;
  64232. private _fxaaEnabled;
  64233. private _imageProcessingEnabled;
  64234. private _defaultPipelineTextureType;
  64235. private _bloomScale;
  64236. private _chromaticAberrationEnabled;
  64237. private _grainEnabled;
  64238. private _buildAllowed;
  64239. /**
  64240. * Gets active scene
  64241. */
  64242. readonly scene: Scene;
  64243. /**
  64244. * Enable or disable the sharpen process from the pipeline
  64245. */
  64246. sharpenEnabled: boolean;
  64247. private _resizeObserver;
  64248. private _hardwareScaleLevel;
  64249. private _bloomKernel;
  64250. /**
  64251. * Specifies the size of the bloom blur kernel, relative to the final output size
  64252. */
  64253. bloomKernel: number;
  64254. /**
  64255. * Specifies the weight of the bloom in the final rendering
  64256. */
  64257. private _bloomWeight;
  64258. /**
  64259. * Specifies the luma threshold for the area that will be blurred by the bloom
  64260. */
  64261. private _bloomThreshold;
  64262. private _hdr;
  64263. /**
  64264. * The strength of the bloom.
  64265. */
  64266. bloomWeight: number;
  64267. /**
  64268. * The strength of the bloom.
  64269. */
  64270. bloomThreshold: number;
  64271. /**
  64272. * The scale of the bloom, lower value will provide better performance.
  64273. */
  64274. bloomScale: number;
  64275. /**
  64276. * Enable or disable the bloom from the pipeline
  64277. */
  64278. bloomEnabled: boolean;
  64279. private _rebuildBloom;
  64280. /**
  64281. * If the depth of field is enabled.
  64282. */
  64283. depthOfFieldEnabled: boolean;
  64284. /**
  64285. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64286. */
  64287. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64288. /**
  64289. * If the anti aliasing is enabled.
  64290. */
  64291. fxaaEnabled: boolean;
  64292. private _samples;
  64293. /**
  64294. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64295. */
  64296. samples: number;
  64297. /**
  64298. * If image processing is enabled.
  64299. */
  64300. imageProcessingEnabled: boolean;
  64301. /**
  64302. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64303. */
  64304. glowLayerEnabled: boolean;
  64305. /**
  64306. * Gets the glow layer (or null if not defined)
  64307. */
  64308. readonly glowLayer: Nullable<GlowLayer>;
  64309. /**
  64310. * Enable or disable the chromaticAberration process from the pipeline
  64311. */
  64312. chromaticAberrationEnabled: boolean;
  64313. /**
  64314. * Enable or disable the grain process from the pipeline
  64315. */
  64316. grainEnabled: boolean;
  64317. /**
  64318. * @constructor
  64319. * @param name - The rendering pipeline name (default: "")
  64320. * @param hdr - If high dynamic range textures should be used (default: true)
  64321. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64322. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64323. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64324. */
  64325. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64326. /**
  64327. * Get the class name
  64328. * @returns "DefaultRenderingPipeline"
  64329. */
  64330. getClassName(): string;
  64331. /**
  64332. * Force the compilation of the entire pipeline.
  64333. */
  64334. prepare(): void;
  64335. private _hasCleared;
  64336. private _prevPostProcess;
  64337. private _prevPrevPostProcess;
  64338. private _setAutoClearAndTextureSharing;
  64339. private _depthOfFieldSceneObserver;
  64340. private _buildPipeline;
  64341. private _disposePostProcesses;
  64342. /**
  64343. * Adds a camera to the pipeline
  64344. * @param camera the camera to be added
  64345. */
  64346. addCamera(camera: Camera): void;
  64347. /**
  64348. * Removes a camera from the pipeline
  64349. * @param camera the camera to remove
  64350. */
  64351. removeCamera(camera: Camera): void;
  64352. /**
  64353. * Dispose of the pipeline and stop all post processes
  64354. */
  64355. dispose(): void;
  64356. /**
  64357. * Serialize the rendering pipeline (Used when exporting)
  64358. * @returns the serialized object
  64359. */
  64360. serialize(): any;
  64361. /**
  64362. * Parse the serialized pipeline
  64363. * @param source Source pipeline.
  64364. * @param scene The scene to load the pipeline to.
  64365. * @param rootUrl The URL of the serialized pipeline.
  64366. * @returns An instantiated pipeline from the serialized object.
  64367. */
  64368. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64369. }
  64370. }
  64371. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64372. /** @hidden */
  64373. export var lensHighlightsPixelShader: {
  64374. name: string;
  64375. shader: string;
  64376. };
  64377. }
  64378. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64379. /** @hidden */
  64380. export var depthOfFieldPixelShader: {
  64381. name: string;
  64382. shader: string;
  64383. };
  64384. }
  64385. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64386. import { Camera } from "babylonjs/Cameras/camera";
  64387. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64388. import { Scene } from "babylonjs/scene";
  64389. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64390. import "babylonjs/Shaders/chromaticAberration.fragment";
  64391. import "babylonjs/Shaders/lensHighlights.fragment";
  64392. import "babylonjs/Shaders/depthOfField.fragment";
  64393. /**
  64394. * BABYLON.JS Chromatic Aberration GLSL Shader
  64395. * Author: Olivier Guyot
  64396. * Separates very slightly R, G and B colors on the edges of the screen
  64397. * Inspired by Francois Tarlier & Martins Upitis
  64398. */
  64399. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64400. /**
  64401. * @ignore
  64402. * The chromatic aberration PostProcess id in the pipeline
  64403. */
  64404. LensChromaticAberrationEffect: string;
  64405. /**
  64406. * @ignore
  64407. * The highlights enhancing PostProcess id in the pipeline
  64408. */
  64409. HighlightsEnhancingEffect: string;
  64410. /**
  64411. * @ignore
  64412. * The depth-of-field PostProcess id in the pipeline
  64413. */
  64414. LensDepthOfFieldEffect: string;
  64415. private _scene;
  64416. private _depthTexture;
  64417. private _grainTexture;
  64418. private _chromaticAberrationPostProcess;
  64419. private _highlightsPostProcess;
  64420. private _depthOfFieldPostProcess;
  64421. private _edgeBlur;
  64422. private _grainAmount;
  64423. private _chromaticAberration;
  64424. private _distortion;
  64425. private _highlightsGain;
  64426. private _highlightsThreshold;
  64427. private _dofDistance;
  64428. private _dofAperture;
  64429. private _dofDarken;
  64430. private _dofPentagon;
  64431. private _blurNoise;
  64432. /**
  64433. * @constructor
  64434. *
  64435. * Effect parameters are as follow:
  64436. * {
  64437. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64438. * edge_blur: number; // from 0 to x (1 for realism)
  64439. * distortion: number; // from 0 to x (1 for realism)
  64440. * grain_amount: number; // from 0 to 1
  64441. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64442. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64443. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64444. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64445. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64446. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64447. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64448. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64449. * }
  64450. * Note: if an effect parameter is unset, effect is disabled
  64451. *
  64452. * @param name The rendering pipeline name
  64453. * @param parameters - An object containing all parameters (see above)
  64454. * @param scene The scene linked to this pipeline
  64455. * @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)
  64456. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64457. */
  64458. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64459. /**
  64460. * Get the class name
  64461. * @returns "LensRenderingPipeline"
  64462. */
  64463. getClassName(): string;
  64464. /**
  64465. * Gets associated scene
  64466. */
  64467. readonly scene: Scene;
  64468. /**
  64469. * Gets or sets the edge blur
  64470. */
  64471. edgeBlur: number;
  64472. /**
  64473. * Gets or sets the grain amount
  64474. */
  64475. grainAmount: number;
  64476. /**
  64477. * Gets or sets the chromatic aberration amount
  64478. */
  64479. chromaticAberration: number;
  64480. /**
  64481. * Gets or sets the depth of field aperture
  64482. */
  64483. dofAperture: number;
  64484. /**
  64485. * Gets or sets the edge distortion
  64486. */
  64487. edgeDistortion: number;
  64488. /**
  64489. * Gets or sets the depth of field distortion
  64490. */
  64491. dofDistortion: number;
  64492. /**
  64493. * Gets or sets the darken out of focus amount
  64494. */
  64495. darkenOutOfFocus: number;
  64496. /**
  64497. * Gets or sets a boolean indicating if blur noise is enabled
  64498. */
  64499. blurNoise: boolean;
  64500. /**
  64501. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  64502. */
  64503. pentagonBokeh: boolean;
  64504. /**
  64505. * Gets or sets the highlight grain amount
  64506. */
  64507. highlightsGain: number;
  64508. /**
  64509. * Gets or sets the highlight threshold
  64510. */
  64511. highlightsThreshold: number;
  64512. /**
  64513. * Sets the amount of blur at the edges
  64514. * @param amount blur amount
  64515. */
  64516. setEdgeBlur(amount: number): void;
  64517. /**
  64518. * Sets edge blur to 0
  64519. */
  64520. disableEdgeBlur(): void;
  64521. /**
  64522. * Sets the amout of grain
  64523. * @param amount Amount of grain
  64524. */
  64525. setGrainAmount(amount: number): void;
  64526. /**
  64527. * Set grain amount to 0
  64528. */
  64529. disableGrain(): void;
  64530. /**
  64531. * Sets the chromatic aberration amount
  64532. * @param amount amount of chromatic aberration
  64533. */
  64534. setChromaticAberration(amount: number): void;
  64535. /**
  64536. * Sets chromatic aberration amount to 0
  64537. */
  64538. disableChromaticAberration(): void;
  64539. /**
  64540. * Sets the EdgeDistortion amount
  64541. * @param amount amount of EdgeDistortion
  64542. */
  64543. setEdgeDistortion(amount: number): void;
  64544. /**
  64545. * Sets edge distortion to 0
  64546. */
  64547. disableEdgeDistortion(): void;
  64548. /**
  64549. * Sets the FocusDistance amount
  64550. * @param amount amount of FocusDistance
  64551. */
  64552. setFocusDistance(amount: number): void;
  64553. /**
  64554. * Disables depth of field
  64555. */
  64556. disableDepthOfField(): void;
  64557. /**
  64558. * Sets the Aperture amount
  64559. * @param amount amount of Aperture
  64560. */
  64561. setAperture(amount: number): void;
  64562. /**
  64563. * Sets the DarkenOutOfFocus amount
  64564. * @param amount amount of DarkenOutOfFocus
  64565. */
  64566. setDarkenOutOfFocus(amount: number): void;
  64567. private _pentagonBokehIsEnabled;
  64568. /**
  64569. * Creates a pentagon bokeh effect
  64570. */
  64571. enablePentagonBokeh(): void;
  64572. /**
  64573. * Disables the pentagon bokeh effect
  64574. */
  64575. disablePentagonBokeh(): void;
  64576. /**
  64577. * Enables noise blur
  64578. */
  64579. enableNoiseBlur(): void;
  64580. /**
  64581. * Disables noise blur
  64582. */
  64583. disableNoiseBlur(): void;
  64584. /**
  64585. * Sets the HighlightsGain amount
  64586. * @param amount amount of HighlightsGain
  64587. */
  64588. setHighlightsGain(amount: number): void;
  64589. /**
  64590. * Sets the HighlightsThreshold amount
  64591. * @param amount amount of HighlightsThreshold
  64592. */
  64593. setHighlightsThreshold(amount: number): void;
  64594. /**
  64595. * Disables highlights
  64596. */
  64597. disableHighlights(): void;
  64598. /**
  64599. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  64600. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  64601. */
  64602. dispose(disableDepthRender?: boolean): void;
  64603. private _createChromaticAberrationPostProcess;
  64604. private _createHighlightsPostProcess;
  64605. private _createDepthOfFieldPostProcess;
  64606. private _createGrainTexture;
  64607. }
  64608. }
  64609. declare module "babylonjs/Shaders/ssao2.fragment" {
  64610. /** @hidden */
  64611. export var ssao2PixelShader: {
  64612. name: string;
  64613. shader: string;
  64614. };
  64615. }
  64616. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  64617. /** @hidden */
  64618. export var ssaoCombinePixelShader: {
  64619. name: string;
  64620. shader: string;
  64621. };
  64622. }
  64623. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  64624. import { Camera } from "babylonjs/Cameras/camera";
  64625. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64626. import { Scene } from "babylonjs/scene";
  64627. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64628. import "babylonjs/Shaders/ssao2.fragment";
  64629. import "babylonjs/Shaders/ssaoCombine.fragment";
  64630. /**
  64631. * Render pipeline to produce ssao effect
  64632. */
  64633. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  64634. /**
  64635. * @ignore
  64636. * The PassPostProcess id in the pipeline that contains the original scene color
  64637. */
  64638. SSAOOriginalSceneColorEffect: string;
  64639. /**
  64640. * @ignore
  64641. * The SSAO PostProcess id in the pipeline
  64642. */
  64643. SSAORenderEffect: string;
  64644. /**
  64645. * @ignore
  64646. * The horizontal blur PostProcess id in the pipeline
  64647. */
  64648. SSAOBlurHRenderEffect: string;
  64649. /**
  64650. * @ignore
  64651. * The vertical blur PostProcess id in the pipeline
  64652. */
  64653. SSAOBlurVRenderEffect: string;
  64654. /**
  64655. * @ignore
  64656. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64657. */
  64658. SSAOCombineRenderEffect: string;
  64659. /**
  64660. * The output strength of the SSAO post-process. Default value is 1.0.
  64661. */
  64662. totalStrength: number;
  64663. /**
  64664. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  64665. */
  64666. maxZ: number;
  64667. /**
  64668. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  64669. */
  64670. minZAspect: number;
  64671. private _samples;
  64672. /**
  64673. * Number of samples used for the SSAO calculations. Default value is 8
  64674. */
  64675. samples: number;
  64676. private _textureSamples;
  64677. /**
  64678. * Number of samples to use for antialiasing
  64679. */
  64680. textureSamples: number;
  64681. /**
  64682. * Ratio object used for SSAO ratio and blur ratio
  64683. */
  64684. private _ratio;
  64685. /**
  64686. * Dynamically generated sphere sampler.
  64687. */
  64688. private _sampleSphere;
  64689. /**
  64690. * Blur filter offsets
  64691. */
  64692. private _samplerOffsets;
  64693. private _expensiveBlur;
  64694. /**
  64695. * If bilateral blur should be used
  64696. */
  64697. expensiveBlur: boolean;
  64698. /**
  64699. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  64700. */
  64701. radius: number;
  64702. /**
  64703. * The base color of the SSAO post-process
  64704. * The final result is "base + ssao" between [0, 1]
  64705. */
  64706. base: number;
  64707. /**
  64708. * Support test.
  64709. */
  64710. static readonly IsSupported: boolean;
  64711. private _scene;
  64712. private _depthTexture;
  64713. private _normalTexture;
  64714. private _randomTexture;
  64715. private _originalColorPostProcess;
  64716. private _ssaoPostProcess;
  64717. private _blurHPostProcess;
  64718. private _blurVPostProcess;
  64719. private _ssaoCombinePostProcess;
  64720. private _firstUpdate;
  64721. /**
  64722. * Gets active scene
  64723. */
  64724. readonly scene: Scene;
  64725. /**
  64726. * @constructor
  64727. * @param name The rendering pipeline name
  64728. * @param scene The scene linked to this pipeline
  64729. * @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 }
  64730. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64731. */
  64732. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64733. /**
  64734. * Get the class name
  64735. * @returns "SSAO2RenderingPipeline"
  64736. */
  64737. getClassName(): string;
  64738. /**
  64739. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64740. */
  64741. dispose(disableGeometryBufferRenderer?: boolean): void;
  64742. private _createBlurPostProcess;
  64743. /** @hidden */
  64744. _rebuild(): void;
  64745. private _bits;
  64746. private _radicalInverse_VdC;
  64747. private _hammersley;
  64748. private _hemisphereSample_uniform;
  64749. private _generateHemisphere;
  64750. private _createSSAOPostProcess;
  64751. private _createSSAOCombinePostProcess;
  64752. private _createRandomTexture;
  64753. /**
  64754. * Serialize the rendering pipeline (Used when exporting)
  64755. * @returns the serialized object
  64756. */
  64757. serialize(): any;
  64758. /**
  64759. * Parse the serialized pipeline
  64760. * @param source Source pipeline.
  64761. * @param scene The scene to load the pipeline to.
  64762. * @param rootUrl The URL of the serialized pipeline.
  64763. * @returns An instantiated pipeline from the serialized object.
  64764. */
  64765. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  64766. }
  64767. }
  64768. declare module "babylonjs/Shaders/ssao.fragment" {
  64769. /** @hidden */
  64770. export var ssaoPixelShader: {
  64771. name: string;
  64772. shader: string;
  64773. };
  64774. }
  64775. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  64776. import { Camera } from "babylonjs/Cameras/camera";
  64777. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64778. import { Scene } from "babylonjs/scene";
  64779. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64780. import "babylonjs/Shaders/ssao.fragment";
  64781. import "babylonjs/Shaders/ssaoCombine.fragment";
  64782. /**
  64783. * Render pipeline to produce ssao effect
  64784. */
  64785. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  64786. /**
  64787. * @ignore
  64788. * The PassPostProcess id in the pipeline that contains the original scene color
  64789. */
  64790. SSAOOriginalSceneColorEffect: string;
  64791. /**
  64792. * @ignore
  64793. * The SSAO PostProcess id in the pipeline
  64794. */
  64795. SSAORenderEffect: string;
  64796. /**
  64797. * @ignore
  64798. * The horizontal blur PostProcess id in the pipeline
  64799. */
  64800. SSAOBlurHRenderEffect: string;
  64801. /**
  64802. * @ignore
  64803. * The vertical blur PostProcess id in the pipeline
  64804. */
  64805. SSAOBlurVRenderEffect: string;
  64806. /**
  64807. * @ignore
  64808. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64809. */
  64810. SSAOCombineRenderEffect: string;
  64811. /**
  64812. * The output strength of the SSAO post-process. Default value is 1.0.
  64813. */
  64814. totalStrength: number;
  64815. /**
  64816. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  64817. */
  64818. radius: number;
  64819. /**
  64820. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  64821. * Must not be equal to fallOff and superior to fallOff.
  64822. * Default value is 0.0075
  64823. */
  64824. area: number;
  64825. /**
  64826. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  64827. * Must not be equal to area and inferior to area.
  64828. * Default value is 0.000001
  64829. */
  64830. fallOff: number;
  64831. /**
  64832. * The base color of the SSAO post-process
  64833. * The final result is "base + ssao" between [0, 1]
  64834. */
  64835. base: number;
  64836. private _scene;
  64837. private _depthTexture;
  64838. private _randomTexture;
  64839. private _originalColorPostProcess;
  64840. private _ssaoPostProcess;
  64841. private _blurHPostProcess;
  64842. private _blurVPostProcess;
  64843. private _ssaoCombinePostProcess;
  64844. private _firstUpdate;
  64845. /**
  64846. * Gets active scene
  64847. */
  64848. readonly scene: Scene;
  64849. /**
  64850. * @constructor
  64851. * @param name - The rendering pipeline name
  64852. * @param scene - The scene linked to this pipeline
  64853. * @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 }
  64854. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  64855. */
  64856. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64857. /**
  64858. * Get the class name
  64859. * @returns "SSAORenderingPipeline"
  64860. */
  64861. getClassName(): string;
  64862. /**
  64863. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64864. */
  64865. dispose(disableDepthRender?: boolean): void;
  64866. private _createBlurPostProcess;
  64867. /** @hidden */
  64868. _rebuild(): void;
  64869. private _createSSAOPostProcess;
  64870. private _createSSAOCombinePostProcess;
  64871. private _createRandomTexture;
  64872. }
  64873. }
  64874. declare module "babylonjs/Shaders/standard.fragment" {
  64875. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  64876. /** @hidden */
  64877. export var standardPixelShader: {
  64878. name: string;
  64879. shader: string;
  64880. };
  64881. }
  64882. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  64883. import { Nullable } from "babylonjs/types";
  64884. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64885. import { Camera } from "babylonjs/Cameras/camera";
  64886. import { Texture } from "babylonjs/Materials/Textures/texture";
  64887. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  64888. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64889. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  64890. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64891. import { IDisposable } from "babylonjs/scene";
  64892. import { SpotLight } from "babylonjs/Lights/spotLight";
  64893. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  64894. import { Scene } from "babylonjs/scene";
  64895. import { Animation } from "babylonjs/Animations/animation";
  64896. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64897. import "babylonjs/Shaders/standard.fragment";
  64898. /**
  64899. * Standard rendering pipeline
  64900. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  64901. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  64902. */
  64903. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64904. /**
  64905. * Public members
  64906. */
  64907. /**
  64908. * Post-process which contains the original scene color before the pipeline applies all the effects
  64909. */
  64910. originalPostProcess: Nullable<PostProcess>;
  64911. /**
  64912. * Post-process used to down scale an image x4
  64913. */
  64914. downSampleX4PostProcess: Nullable<PostProcess>;
  64915. /**
  64916. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  64917. */
  64918. brightPassPostProcess: Nullable<PostProcess>;
  64919. /**
  64920. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  64921. */
  64922. blurHPostProcesses: PostProcess[];
  64923. /**
  64924. * Post-process array storing all the vertical blur post-processes used by the pipeline
  64925. */
  64926. blurVPostProcesses: PostProcess[];
  64927. /**
  64928. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  64929. */
  64930. textureAdderPostProcess: Nullable<PostProcess>;
  64931. /**
  64932. * Post-process used to create volumetric lighting effect
  64933. */
  64934. volumetricLightPostProcess: Nullable<PostProcess>;
  64935. /**
  64936. * Post-process used to smooth the previous volumetric light post-process on the X axis
  64937. */
  64938. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  64939. /**
  64940. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  64941. */
  64942. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  64943. /**
  64944. * Post-process used to merge the volumetric light effect and the real scene color
  64945. */
  64946. volumetricLightMergePostProces: Nullable<PostProcess>;
  64947. /**
  64948. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  64949. */
  64950. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  64951. /**
  64952. * Base post-process used to calculate the average luminance of the final image for HDR
  64953. */
  64954. luminancePostProcess: Nullable<PostProcess>;
  64955. /**
  64956. * Post-processes used to create down sample post-processes in order to get
  64957. * the average luminance of the final image for HDR
  64958. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  64959. */
  64960. luminanceDownSamplePostProcesses: PostProcess[];
  64961. /**
  64962. * Post-process used to create a HDR effect (light adaptation)
  64963. */
  64964. hdrPostProcess: Nullable<PostProcess>;
  64965. /**
  64966. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  64967. */
  64968. textureAdderFinalPostProcess: Nullable<PostProcess>;
  64969. /**
  64970. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  64971. */
  64972. lensFlareFinalPostProcess: Nullable<PostProcess>;
  64973. /**
  64974. * Post-process used to merge the final HDR post-process and the real scene color
  64975. */
  64976. hdrFinalPostProcess: Nullable<PostProcess>;
  64977. /**
  64978. * Post-process used to create a lens flare effect
  64979. */
  64980. lensFlarePostProcess: Nullable<PostProcess>;
  64981. /**
  64982. * Post-process that merges the result of the lens flare post-process and the real scene color
  64983. */
  64984. lensFlareComposePostProcess: Nullable<PostProcess>;
  64985. /**
  64986. * Post-process used to create a motion blur effect
  64987. */
  64988. motionBlurPostProcess: Nullable<PostProcess>;
  64989. /**
  64990. * Post-process used to create a depth of field effect
  64991. */
  64992. depthOfFieldPostProcess: Nullable<PostProcess>;
  64993. /**
  64994. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64995. */
  64996. fxaaPostProcess: Nullable<FxaaPostProcess>;
  64997. /**
  64998. * Represents the brightness threshold in order to configure the illuminated surfaces
  64999. */
  65000. brightThreshold: number;
  65001. /**
  65002. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65003. */
  65004. blurWidth: number;
  65005. /**
  65006. * Sets if the blur for highlighted surfaces must be only horizontal
  65007. */
  65008. horizontalBlur: boolean;
  65009. /**
  65010. * Gets the overall exposure used by the pipeline
  65011. */
  65012. /**
  65013. * Sets the overall exposure used by the pipeline
  65014. */
  65015. exposure: number;
  65016. /**
  65017. * Texture used typically to simulate "dirty" on camera lens
  65018. */
  65019. lensTexture: Nullable<Texture>;
  65020. /**
  65021. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65022. */
  65023. volumetricLightCoefficient: number;
  65024. /**
  65025. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65026. */
  65027. volumetricLightPower: number;
  65028. /**
  65029. * Used the set the blur intensity to smooth the volumetric lights
  65030. */
  65031. volumetricLightBlurScale: number;
  65032. /**
  65033. * Light (spot or directional) used to generate the volumetric lights rays
  65034. * The source light must have a shadow generate so the pipeline can get its
  65035. * depth map
  65036. */
  65037. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65038. /**
  65039. * For eye adaptation, represents the minimum luminance the eye can see
  65040. */
  65041. hdrMinimumLuminance: number;
  65042. /**
  65043. * For eye adaptation, represents the decrease luminance speed
  65044. */
  65045. hdrDecreaseRate: number;
  65046. /**
  65047. * For eye adaptation, represents the increase luminance speed
  65048. */
  65049. hdrIncreaseRate: number;
  65050. /**
  65051. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65052. */
  65053. /**
  65054. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65055. */
  65056. hdrAutoExposure: boolean;
  65057. /**
  65058. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65059. */
  65060. lensColorTexture: Nullable<Texture>;
  65061. /**
  65062. * The overall strengh for the lens flare effect
  65063. */
  65064. lensFlareStrength: number;
  65065. /**
  65066. * Dispersion coefficient for lens flare ghosts
  65067. */
  65068. lensFlareGhostDispersal: number;
  65069. /**
  65070. * Main lens flare halo width
  65071. */
  65072. lensFlareHaloWidth: number;
  65073. /**
  65074. * Based on the lens distortion effect, defines how much the lens flare result
  65075. * is distorted
  65076. */
  65077. lensFlareDistortionStrength: number;
  65078. /**
  65079. * Configures the blur intensity used for for lens flare (halo)
  65080. */
  65081. lensFlareBlurWidth: number;
  65082. /**
  65083. * Lens star texture must be used to simulate rays on the flares and is available
  65084. * in the documentation
  65085. */
  65086. lensStarTexture: Nullable<Texture>;
  65087. /**
  65088. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65089. * flare effect by taking account of the dirt texture
  65090. */
  65091. lensFlareDirtTexture: Nullable<Texture>;
  65092. /**
  65093. * Represents the focal length for the depth of field effect
  65094. */
  65095. depthOfFieldDistance: number;
  65096. /**
  65097. * Represents the blur intensity for the blurred part of the depth of field effect
  65098. */
  65099. depthOfFieldBlurWidth: number;
  65100. /**
  65101. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65102. */
  65103. /**
  65104. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65105. */
  65106. motionStrength: number;
  65107. /**
  65108. * Gets wether or not the motion blur post-process is object based or screen based.
  65109. */
  65110. /**
  65111. * Sets wether or not the motion blur post-process should be object based or screen based
  65112. */
  65113. objectBasedMotionBlur: boolean;
  65114. /**
  65115. * List of animations for the pipeline (IAnimatable implementation)
  65116. */
  65117. animations: Animation[];
  65118. /**
  65119. * Private members
  65120. */
  65121. private _scene;
  65122. private _currentDepthOfFieldSource;
  65123. private _basePostProcess;
  65124. private _fixedExposure;
  65125. private _currentExposure;
  65126. private _hdrAutoExposure;
  65127. private _hdrCurrentLuminance;
  65128. private _motionStrength;
  65129. private _isObjectBasedMotionBlur;
  65130. private _floatTextureType;
  65131. private _camerasToBeAttached;
  65132. private _ratio;
  65133. private _bloomEnabled;
  65134. private _depthOfFieldEnabled;
  65135. private _vlsEnabled;
  65136. private _lensFlareEnabled;
  65137. private _hdrEnabled;
  65138. private _motionBlurEnabled;
  65139. private _fxaaEnabled;
  65140. private _motionBlurSamples;
  65141. private _volumetricLightStepsCount;
  65142. private _samples;
  65143. /**
  65144. * @ignore
  65145. * Specifies if the bloom pipeline is enabled
  65146. */
  65147. BloomEnabled: boolean;
  65148. /**
  65149. * @ignore
  65150. * Specifies if the depth of field pipeline is enabed
  65151. */
  65152. DepthOfFieldEnabled: boolean;
  65153. /**
  65154. * @ignore
  65155. * Specifies if the lens flare pipeline is enabed
  65156. */
  65157. LensFlareEnabled: boolean;
  65158. /**
  65159. * @ignore
  65160. * Specifies if the HDR pipeline is enabled
  65161. */
  65162. HDREnabled: boolean;
  65163. /**
  65164. * @ignore
  65165. * Specifies if the volumetric lights scattering effect is enabled
  65166. */
  65167. VLSEnabled: boolean;
  65168. /**
  65169. * @ignore
  65170. * Specifies if the motion blur effect is enabled
  65171. */
  65172. MotionBlurEnabled: boolean;
  65173. /**
  65174. * Specifies if anti-aliasing is enabled
  65175. */
  65176. fxaaEnabled: boolean;
  65177. /**
  65178. * Specifies the number of steps used to calculate the volumetric lights
  65179. * Typically in interval [50, 200]
  65180. */
  65181. volumetricLightStepsCount: number;
  65182. /**
  65183. * Specifies the number of samples used for the motion blur effect
  65184. * Typically in interval [16, 64]
  65185. */
  65186. motionBlurSamples: number;
  65187. /**
  65188. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65189. */
  65190. samples: number;
  65191. /**
  65192. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65193. * @constructor
  65194. * @param name The rendering pipeline name
  65195. * @param scene The scene linked to this pipeline
  65196. * @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)
  65197. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65198. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65199. */
  65200. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65201. private _buildPipeline;
  65202. private _createDownSampleX4PostProcess;
  65203. private _createBrightPassPostProcess;
  65204. private _createBlurPostProcesses;
  65205. private _createTextureAdderPostProcess;
  65206. private _createVolumetricLightPostProcess;
  65207. private _createLuminancePostProcesses;
  65208. private _createHdrPostProcess;
  65209. private _createLensFlarePostProcess;
  65210. private _createDepthOfFieldPostProcess;
  65211. private _createMotionBlurPostProcess;
  65212. private _getDepthTexture;
  65213. private _disposePostProcesses;
  65214. /**
  65215. * Dispose of the pipeline and stop all post processes
  65216. */
  65217. dispose(): void;
  65218. /**
  65219. * Serialize the rendering pipeline (Used when exporting)
  65220. * @returns the serialized object
  65221. */
  65222. serialize(): any;
  65223. /**
  65224. * Parse the serialized pipeline
  65225. * @param source Source pipeline.
  65226. * @param scene The scene to load the pipeline to.
  65227. * @param rootUrl The URL of the serialized pipeline.
  65228. * @returns An instantiated pipeline from the serialized object.
  65229. */
  65230. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65231. /**
  65232. * Luminance steps
  65233. */
  65234. static LuminanceSteps: number;
  65235. }
  65236. }
  65237. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65238. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65239. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65240. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65241. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65242. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65243. }
  65244. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65245. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65246. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65247. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65248. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65249. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65250. }
  65251. declare module "babylonjs/Shaders/tonemap.fragment" {
  65252. /** @hidden */
  65253. export var tonemapPixelShader: {
  65254. name: string;
  65255. shader: string;
  65256. };
  65257. }
  65258. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65259. import { Camera } from "babylonjs/Cameras/camera";
  65260. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65261. import "babylonjs/Shaders/tonemap.fragment";
  65262. import { Engine } from "babylonjs/Engines/engine";
  65263. /** Defines operator used for tonemapping */
  65264. export enum TonemappingOperator {
  65265. /** Hable */
  65266. Hable = 0,
  65267. /** Reinhard */
  65268. Reinhard = 1,
  65269. /** HejiDawson */
  65270. HejiDawson = 2,
  65271. /** Photographic */
  65272. Photographic = 3
  65273. }
  65274. /**
  65275. * Defines a post process to apply tone mapping
  65276. */
  65277. export class TonemapPostProcess extends PostProcess {
  65278. private _operator;
  65279. /** Defines the required exposure adjustement */
  65280. exposureAdjustment: number;
  65281. /**
  65282. * Creates a new TonemapPostProcess
  65283. * @param name defines the name of the postprocess
  65284. * @param _operator defines the operator to use
  65285. * @param exposureAdjustment defines the required exposure adjustement
  65286. * @param camera defines the camera to use (can be null)
  65287. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65288. * @param engine defines the hosting engine (can be ignore if camera is set)
  65289. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65290. */
  65291. constructor(name: string, _operator: TonemappingOperator,
  65292. /** Defines the required exposure adjustement */
  65293. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65294. }
  65295. }
  65296. declare module "babylonjs/Shaders/depth.vertex" {
  65297. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65298. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65299. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65300. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65301. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65302. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65303. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65304. /** @hidden */
  65305. export var depthVertexShader: {
  65306. name: string;
  65307. shader: string;
  65308. };
  65309. }
  65310. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65311. /** @hidden */
  65312. export var volumetricLightScatteringPixelShader: {
  65313. name: string;
  65314. shader: string;
  65315. };
  65316. }
  65317. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65318. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65319. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65320. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65321. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65322. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65323. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65324. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65325. /** @hidden */
  65326. export var volumetricLightScatteringPassVertexShader: {
  65327. name: string;
  65328. shader: string;
  65329. };
  65330. }
  65331. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65332. /** @hidden */
  65333. export var volumetricLightScatteringPassPixelShader: {
  65334. name: string;
  65335. shader: string;
  65336. };
  65337. }
  65338. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65339. import { Vector3 } from "babylonjs/Maths/math.vector";
  65340. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65341. import { Mesh } from "babylonjs/Meshes/mesh";
  65342. import { Camera } from "babylonjs/Cameras/camera";
  65343. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65344. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65345. import { Scene } from "babylonjs/scene";
  65346. import "babylonjs/Meshes/Builders/planeBuilder";
  65347. import "babylonjs/Shaders/depth.vertex";
  65348. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65349. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65350. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65351. import { Engine } from "babylonjs/Engines/engine";
  65352. /**
  65353. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65354. */
  65355. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65356. private _volumetricLightScatteringPass;
  65357. private _volumetricLightScatteringRTT;
  65358. private _viewPort;
  65359. private _screenCoordinates;
  65360. private _cachedDefines;
  65361. /**
  65362. * If not undefined, the mesh position is computed from the attached node position
  65363. */
  65364. attachedNode: {
  65365. position: Vector3;
  65366. };
  65367. /**
  65368. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65369. */
  65370. customMeshPosition: Vector3;
  65371. /**
  65372. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65373. */
  65374. useCustomMeshPosition: boolean;
  65375. /**
  65376. * If the post-process should inverse the light scattering direction
  65377. */
  65378. invert: boolean;
  65379. /**
  65380. * The internal mesh used by the post-process
  65381. */
  65382. mesh: Mesh;
  65383. /**
  65384. * @hidden
  65385. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65386. */
  65387. useDiffuseColor: boolean;
  65388. /**
  65389. * Array containing the excluded meshes not rendered in the internal pass
  65390. */
  65391. excludedMeshes: AbstractMesh[];
  65392. /**
  65393. * Controls the overall intensity of the post-process
  65394. */
  65395. exposure: number;
  65396. /**
  65397. * Dissipates each sample's contribution in range [0, 1]
  65398. */
  65399. decay: number;
  65400. /**
  65401. * Controls the overall intensity of each sample
  65402. */
  65403. weight: number;
  65404. /**
  65405. * Controls the density of each sample
  65406. */
  65407. density: number;
  65408. /**
  65409. * @constructor
  65410. * @param name The post-process name
  65411. * @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)
  65412. * @param camera The camera that the post-process will be attached to
  65413. * @param mesh The mesh used to create the light scattering
  65414. * @param samples The post-process quality, default 100
  65415. * @param samplingModeThe post-process filtering mode
  65416. * @param engine The babylon engine
  65417. * @param reusable If the post-process is reusable
  65418. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65419. */
  65420. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65421. /**
  65422. * Returns the string "VolumetricLightScatteringPostProcess"
  65423. * @returns "VolumetricLightScatteringPostProcess"
  65424. */
  65425. getClassName(): string;
  65426. private _isReady;
  65427. /**
  65428. * Sets the new light position for light scattering effect
  65429. * @param position The new custom light position
  65430. */
  65431. setCustomMeshPosition(position: Vector3): void;
  65432. /**
  65433. * Returns the light position for light scattering effect
  65434. * @return Vector3 The custom light position
  65435. */
  65436. getCustomMeshPosition(): Vector3;
  65437. /**
  65438. * Disposes the internal assets and detaches the post-process from the camera
  65439. */
  65440. dispose(camera: Camera): void;
  65441. /**
  65442. * Returns the render target texture used by the post-process
  65443. * @return the render target texture used by the post-process
  65444. */
  65445. getPass(): RenderTargetTexture;
  65446. private _meshExcluded;
  65447. private _createPass;
  65448. private _updateMeshScreenCoordinates;
  65449. /**
  65450. * Creates a default mesh for the Volumeric Light Scattering post-process
  65451. * @param name The mesh name
  65452. * @param scene The scene where to create the mesh
  65453. * @return the default mesh
  65454. */
  65455. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65456. }
  65457. }
  65458. declare module "babylonjs/PostProcesses/index" {
  65459. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65460. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65461. export * from "babylonjs/PostProcesses/bloomEffect";
  65462. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65463. export * from "babylonjs/PostProcesses/blurPostProcess";
  65464. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65465. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65466. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65467. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65468. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65469. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65470. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65471. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65472. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65473. export * from "babylonjs/PostProcesses/filterPostProcess";
  65474. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65475. export * from "babylonjs/PostProcesses/grainPostProcess";
  65476. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65477. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65478. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65479. export * from "babylonjs/PostProcesses/passPostProcess";
  65480. export * from "babylonjs/PostProcesses/postProcess";
  65481. export * from "babylonjs/PostProcesses/postProcessManager";
  65482. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65483. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65484. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65485. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65486. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65487. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65488. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65489. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65490. }
  65491. declare module "babylonjs/Probes/index" {
  65492. export * from "babylonjs/Probes/reflectionProbe";
  65493. }
  65494. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65495. import { Scene } from "babylonjs/scene";
  65496. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65497. import { SmartArray } from "babylonjs/Misc/smartArray";
  65498. import { ISceneComponent } from "babylonjs/sceneComponent";
  65499. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65500. import "babylonjs/Meshes/Builders/boxBuilder";
  65501. import "babylonjs/Shaders/color.fragment";
  65502. import "babylonjs/Shaders/color.vertex";
  65503. import { Color3 } from "babylonjs/Maths/math.color";
  65504. module "babylonjs/scene" {
  65505. interface Scene {
  65506. /** @hidden (Backing field) */
  65507. _boundingBoxRenderer: BoundingBoxRenderer;
  65508. /** @hidden (Backing field) */
  65509. _forceShowBoundingBoxes: boolean;
  65510. /**
  65511. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  65512. */
  65513. forceShowBoundingBoxes: boolean;
  65514. /**
  65515. * Gets the bounding box renderer associated with the scene
  65516. * @returns a BoundingBoxRenderer
  65517. */
  65518. getBoundingBoxRenderer(): BoundingBoxRenderer;
  65519. }
  65520. }
  65521. module "babylonjs/Meshes/abstractMesh" {
  65522. interface AbstractMesh {
  65523. /** @hidden (Backing field) */
  65524. _showBoundingBox: boolean;
  65525. /**
  65526. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  65527. */
  65528. showBoundingBox: boolean;
  65529. }
  65530. }
  65531. /**
  65532. * Component responsible of rendering the bounding box of the meshes in a scene.
  65533. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65534. */
  65535. export class BoundingBoxRenderer implements ISceneComponent {
  65536. /**
  65537. * The component name helpfull to identify the component in the list of scene components.
  65538. */
  65539. readonly name: string;
  65540. /**
  65541. * The scene the component belongs to.
  65542. */
  65543. scene: Scene;
  65544. /**
  65545. * Color of the bounding box lines placed in front of an object
  65546. */
  65547. frontColor: Color3;
  65548. /**
  65549. * Color of the bounding box lines placed behind an object
  65550. */
  65551. backColor: Color3;
  65552. /**
  65553. * Defines if the renderer should show the back lines or not
  65554. */
  65555. showBackLines: boolean;
  65556. /**
  65557. * @hidden
  65558. */
  65559. renderList: SmartArray<BoundingBox>;
  65560. private _colorShader;
  65561. private _vertexBuffers;
  65562. private _indexBuffer;
  65563. private _fillIndexBuffer;
  65564. private _fillIndexData;
  65565. /**
  65566. * Instantiates a new bounding box renderer in a scene.
  65567. * @param scene the scene the renderer renders in
  65568. */
  65569. constructor(scene: Scene);
  65570. /**
  65571. * Registers the component in a given scene
  65572. */
  65573. register(): void;
  65574. private _evaluateSubMesh;
  65575. private _activeMesh;
  65576. private _prepareRessources;
  65577. private _createIndexBuffer;
  65578. /**
  65579. * Rebuilds the elements related to this component in case of
  65580. * context lost for instance.
  65581. */
  65582. rebuild(): void;
  65583. /**
  65584. * @hidden
  65585. */
  65586. reset(): void;
  65587. /**
  65588. * Render the bounding boxes of a specific rendering group
  65589. * @param renderingGroupId defines the rendering group to render
  65590. */
  65591. render(renderingGroupId: number): void;
  65592. /**
  65593. * In case of occlusion queries, we can render the occlusion bounding box through this method
  65594. * @param mesh Define the mesh to render the occlusion bounding box for
  65595. */
  65596. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  65597. /**
  65598. * Dispose and release the resources attached to this renderer.
  65599. */
  65600. dispose(): void;
  65601. }
  65602. }
  65603. declare module "babylonjs/Shaders/depth.fragment" {
  65604. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65605. /** @hidden */
  65606. export var depthPixelShader: {
  65607. name: string;
  65608. shader: string;
  65609. };
  65610. }
  65611. declare module "babylonjs/Rendering/depthRenderer" {
  65612. import { Nullable } from "babylonjs/types";
  65613. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65614. import { Scene } from "babylonjs/scene";
  65615. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65616. import { Camera } from "babylonjs/Cameras/camera";
  65617. import "babylonjs/Shaders/depth.fragment";
  65618. import "babylonjs/Shaders/depth.vertex";
  65619. /**
  65620. * This represents a depth renderer in Babylon.
  65621. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  65622. */
  65623. export class DepthRenderer {
  65624. private _scene;
  65625. private _depthMap;
  65626. private _effect;
  65627. private readonly _storeNonLinearDepth;
  65628. private readonly _clearColor;
  65629. /** Get if the depth renderer is using packed depth or not */
  65630. readonly isPacked: boolean;
  65631. private _cachedDefines;
  65632. private _camera;
  65633. /**
  65634. * Specifiess that the depth renderer will only be used within
  65635. * the camera it is created for.
  65636. * This can help forcing its rendering during the camera processing.
  65637. */
  65638. useOnlyInActiveCamera: boolean;
  65639. /** @hidden */
  65640. static _SceneComponentInitialization: (scene: Scene) => void;
  65641. /**
  65642. * Instantiates a depth renderer
  65643. * @param scene The scene the renderer belongs to
  65644. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  65645. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  65646. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65647. */
  65648. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  65649. /**
  65650. * Creates the depth rendering effect and checks if the effect is ready.
  65651. * @param subMesh The submesh to be used to render the depth map of
  65652. * @param useInstances If multiple world instances should be used
  65653. * @returns if the depth renderer is ready to render the depth map
  65654. */
  65655. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65656. /**
  65657. * Gets the texture which the depth map will be written to.
  65658. * @returns The depth map texture
  65659. */
  65660. getDepthMap(): RenderTargetTexture;
  65661. /**
  65662. * Disposes of the depth renderer.
  65663. */
  65664. dispose(): void;
  65665. }
  65666. }
  65667. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  65668. import { Nullable } from "babylonjs/types";
  65669. import { Scene } from "babylonjs/scene";
  65670. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  65671. import { Camera } from "babylonjs/Cameras/camera";
  65672. import { ISceneComponent } from "babylonjs/sceneComponent";
  65673. module "babylonjs/scene" {
  65674. interface Scene {
  65675. /** @hidden (Backing field) */
  65676. _depthRenderer: {
  65677. [id: string]: DepthRenderer;
  65678. };
  65679. /**
  65680. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  65681. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  65682. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65683. * @returns the created depth renderer
  65684. */
  65685. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  65686. /**
  65687. * Disables a depth renderer for a given camera
  65688. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  65689. */
  65690. disableDepthRenderer(camera?: Nullable<Camera>): void;
  65691. }
  65692. }
  65693. /**
  65694. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  65695. * in several rendering techniques.
  65696. */
  65697. export class DepthRendererSceneComponent implements ISceneComponent {
  65698. /**
  65699. * The component name helpfull to identify the component in the list of scene components.
  65700. */
  65701. readonly name: string;
  65702. /**
  65703. * The scene the component belongs to.
  65704. */
  65705. scene: Scene;
  65706. /**
  65707. * Creates a new instance of the component for the given scene
  65708. * @param scene Defines the scene to register the component in
  65709. */
  65710. constructor(scene: Scene);
  65711. /**
  65712. * Registers the component in a given scene
  65713. */
  65714. register(): void;
  65715. /**
  65716. * Rebuilds the elements related to this component in case of
  65717. * context lost for instance.
  65718. */
  65719. rebuild(): void;
  65720. /**
  65721. * Disposes the component and the associated ressources
  65722. */
  65723. dispose(): void;
  65724. private _gatherRenderTargets;
  65725. private _gatherActiveCameraRenderTargets;
  65726. }
  65727. }
  65728. declare module "babylonjs/Shaders/outline.fragment" {
  65729. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65730. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  65731. /** @hidden */
  65732. export var outlinePixelShader: {
  65733. name: string;
  65734. shader: string;
  65735. };
  65736. }
  65737. declare module "babylonjs/Shaders/outline.vertex" {
  65738. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65739. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65740. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65741. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65742. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65743. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65744. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65745. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65746. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  65747. /** @hidden */
  65748. export var outlineVertexShader: {
  65749. name: string;
  65750. shader: string;
  65751. };
  65752. }
  65753. declare module "babylonjs/Rendering/outlineRenderer" {
  65754. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65755. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  65756. import { Scene } from "babylonjs/scene";
  65757. import { ISceneComponent } from "babylonjs/sceneComponent";
  65758. import "babylonjs/Shaders/outline.fragment";
  65759. import "babylonjs/Shaders/outline.vertex";
  65760. module "babylonjs/scene" {
  65761. interface Scene {
  65762. /** @hidden */
  65763. _outlineRenderer: OutlineRenderer;
  65764. /**
  65765. * Gets the outline renderer associated with the scene
  65766. * @returns a OutlineRenderer
  65767. */
  65768. getOutlineRenderer(): OutlineRenderer;
  65769. }
  65770. }
  65771. module "babylonjs/Meshes/abstractMesh" {
  65772. interface AbstractMesh {
  65773. /** @hidden (Backing field) */
  65774. _renderOutline: boolean;
  65775. /**
  65776. * Gets or sets a boolean indicating if the outline must be rendered as well
  65777. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  65778. */
  65779. renderOutline: boolean;
  65780. /** @hidden (Backing field) */
  65781. _renderOverlay: boolean;
  65782. /**
  65783. * Gets or sets a boolean indicating if the overlay must be rendered as well
  65784. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  65785. */
  65786. renderOverlay: boolean;
  65787. }
  65788. }
  65789. /**
  65790. * This class is responsible to draw bothe outline/overlay of meshes.
  65791. * It should not be used directly but through the available method on mesh.
  65792. */
  65793. export class OutlineRenderer implements ISceneComponent {
  65794. /**
  65795. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  65796. */
  65797. private static _StencilReference;
  65798. /**
  65799. * The name of the component. Each component must have a unique name.
  65800. */
  65801. name: string;
  65802. /**
  65803. * The scene the component belongs to.
  65804. */
  65805. scene: Scene;
  65806. /**
  65807. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  65808. */
  65809. zOffset: number;
  65810. private _engine;
  65811. private _effect;
  65812. private _cachedDefines;
  65813. private _savedDepthWrite;
  65814. /**
  65815. * Instantiates a new outline renderer. (There could be only one per scene).
  65816. * @param scene Defines the scene it belongs to
  65817. */
  65818. constructor(scene: Scene);
  65819. /**
  65820. * Register the component to one instance of a scene.
  65821. */
  65822. register(): void;
  65823. /**
  65824. * Rebuilds the elements related to this component in case of
  65825. * context lost for instance.
  65826. */
  65827. rebuild(): void;
  65828. /**
  65829. * Disposes the component and the associated ressources.
  65830. */
  65831. dispose(): void;
  65832. /**
  65833. * Renders the outline in the canvas.
  65834. * @param subMesh Defines the sumesh to render
  65835. * @param batch Defines the batch of meshes in case of instances
  65836. * @param useOverlay Defines if the rendering is for the overlay or the outline
  65837. */
  65838. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  65839. /**
  65840. * Returns whether or not the outline renderer is ready for a given submesh.
  65841. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  65842. * @param subMesh Defines the submesh to check readyness for
  65843. * @param useInstances Defines wheter wee are trying to render instances or not
  65844. * @returns true if ready otherwise false
  65845. */
  65846. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65847. private _beforeRenderingMesh;
  65848. private _afterRenderingMesh;
  65849. }
  65850. }
  65851. declare module "babylonjs/Rendering/index" {
  65852. export * from "babylonjs/Rendering/boundingBoxRenderer";
  65853. export * from "babylonjs/Rendering/depthRenderer";
  65854. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  65855. export * from "babylonjs/Rendering/edgesRenderer";
  65856. export * from "babylonjs/Rendering/geometryBufferRenderer";
  65857. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  65858. export * from "babylonjs/Rendering/outlineRenderer";
  65859. export * from "babylonjs/Rendering/renderingGroup";
  65860. export * from "babylonjs/Rendering/renderingManager";
  65861. export * from "babylonjs/Rendering/utilityLayerRenderer";
  65862. }
  65863. declare module "babylonjs/Sprites/spritePackedManager" {
  65864. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  65865. import { Scene } from "babylonjs/scene";
  65866. /**
  65867. * Class used to manage multiple sprites of different sizes on the same spritesheet
  65868. * @see http://doc.babylonjs.com/babylon101/sprites
  65869. */
  65870. export class SpritePackedManager extends SpriteManager {
  65871. /** defines the packed manager's name */
  65872. name: string;
  65873. /**
  65874. * Creates a new sprite manager from a packed sprite sheet
  65875. * @param name defines the manager's name
  65876. * @param imgUrl defines the sprite sheet url
  65877. * @param capacity defines the maximum allowed number of sprites
  65878. * @param scene defines the hosting scene
  65879. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  65880. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  65881. * @param samplingMode defines the smapling mode to use with spritesheet
  65882. * @param fromPacked set to true; do not alter
  65883. */
  65884. constructor(
  65885. /** defines the packed manager's name */
  65886. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  65887. }
  65888. }
  65889. declare module "babylonjs/Sprites/index" {
  65890. export * from "babylonjs/Sprites/sprite";
  65891. export * from "babylonjs/Sprites/spriteManager";
  65892. export * from "babylonjs/Sprites/spritePackedManager";
  65893. export * from "babylonjs/Sprites/spriteSceneComponent";
  65894. }
  65895. declare module "babylonjs/States/index" {
  65896. export * from "babylonjs/States/alphaCullingState";
  65897. export * from "babylonjs/States/depthCullingState";
  65898. export * from "babylonjs/States/stencilState";
  65899. }
  65900. declare module "babylonjs/Misc/assetsManager" {
  65901. import { Scene } from "babylonjs/scene";
  65902. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65903. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  65904. import { Skeleton } from "babylonjs/Bones/skeleton";
  65905. import { Observable } from "babylonjs/Misc/observable";
  65906. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  65907. import { Texture } from "babylonjs/Materials/Textures/texture";
  65908. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  65909. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  65910. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  65911. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  65912. /**
  65913. * Defines the list of states available for a task inside a AssetsManager
  65914. */
  65915. export enum AssetTaskState {
  65916. /**
  65917. * Initialization
  65918. */
  65919. INIT = 0,
  65920. /**
  65921. * Running
  65922. */
  65923. RUNNING = 1,
  65924. /**
  65925. * Done
  65926. */
  65927. DONE = 2,
  65928. /**
  65929. * Error
  65930. */
  65931. ERROR = 3
  65932. }
  65933. /**
  65934. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  65935. */
  65936. export abstract class AbstractAssetTask {
  65937. /**
  65938. * Task name
  65939. */ name: string;
  65940. /**
  65941. * Callback called when the task is successful
  65942. */
  65943. onSuccess: (task: any) => void;
  65944. /**
  65945. * Callback called when the task is not successful
  65946. */
  65947. onError: (task: any, message?: string, exception?: any) => void;
  65948. /**
  65949. * Creates a new AssetsManager
  65950. * @param name defines the name of the task
  65951. */
  65952. constructor(
  65953. /**
  65954. * Task name
  65955. */ name: string);
  65956. private _isCompleted;
  65957. private _taskState;
  65958. private _errorObject;
  65959. /**
  65960. * Get if the task is completed
  65961. */
  65962. readonly isCompleted: boolean;
  65963. /**
  65964. * Gets the current state of the task
  65965. */
  65966. readonly taskState: AssetTaskState;
  65967. /**
  65968. * Gets the current error object (if task is in error)
  65969. */
  65970. readonly errorObject: {
  65971. message?: string;
  65972. exception?: any;
  65973. };
  65974. /**
  65975. * Internal only
  65976. * @hidden
  65977. */
  65978. _setErrorObject(message?: string, exception?: any): void;
  65979. /**
  65980. * Execute the current task
  65981. * @param scene defines the scene where you want your assets to be loaded
  65982. * @param onSuccess is a callback called when the task is successfully executed
  65983. * @param onError is a callback called if an error occurs
  65984. */
  65985. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65986. /**
  65987. * Execute the current task
  65988. * @param scene defines the scene where you want your assets to be loaded
  65989. * @param onSuccess is a callback called when the task is successfully executed
  65990. * @param onError is a callback called if an error occurs
  65991. */
  65992. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65993. /**
  65994. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  65995. * This can be used with failed tasks that have the reason for failure fixed.
  65996. */
  65997. reset(): void;
  65998. private onErrorCallback;
  65999. private onDoneCallback;
  66000. }
  66001. /**
  66002. * Define the interface used by progress events raised during assets loading
  66003. */
  66004. export interface IAssetsProgressEvent {
  66005. /**
  66006. * Defines the number of remaining tasks to process
  66007. */
  66008. remainingCount: number;
  66009. /**
  66010. * Defines the total number of tasks
  66011. */
  66012. totalCount: number;
  66013. /**
  66014. * Defines the task that was just processed
  66015. */
  66016. task: AbstractAssetTask;
  66017. }
  66018. /**
  66019. * Class used to share progress information about assets loading
  66020. */
  66021. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66022. /**
  66023. * Defines the number of remaining tasks to process
  66024. */
  66025. remainingCount: number;
  66026. /**
  66027. * Defines the total number of tasks
  66028. */
  66029. totalCount: number;
  66030. /**
  66031. * Defines the task that was just processed
  66032. */
  66033. task: AbstractAssetTask;
  66034. /**
  66035. * Creates a AssetsProgressEvent
  66036. * @param remainingCount defines the number of remaining tasks to process
  66037. * @param totalCount defines the total number of tasks
  66038. * @param task defines the task that was just processed
  66039. */
  66040. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66041. }
  66042. /**
  66043. * Define a task used by AssetsManager to load meshes
  66044. */
  66045. export class MeshAssetTask extends AbstractAssetTask {
  66046. /**
  66047. * Defines the name of the task
  66048. */
  66049. name: string;
  66050. /**
  66051. * Defines the list of mesh's names you want to load
  66052. */
  66053. meshesNames: any;
  66054. /**
  66055. * Defines the root url to use as a base to load your meshes and associated resources
  66056. */
  66057. rootUrl: string;
  66058. /**
  66059. * Defines the filename of the scene to load from
  66060. */
  66061. sceneFilename: string;
  66062. /**
  66063. * Gets the list of loaded meshes
  66064. */
  66065. loadedMeshes: Array<AbstractMesh>;
  66066. /**
  66067. * Gets the list of loaded particle systems
  66068. */
  66069. loadedParticleSystems: Array<IParticleSystem>;
  66070. /**
  66071. * Gets the list of loaded skeletons
  66072. */
  66073. loadedSkeletons: Array<Skeleton>;
  66074. /**
  66075. * Gets the list of loaded animation groups
  66076. */
  66077. loadedAnimationGroups: Array<AnimationGroup>;
  66078. /**
  66079. * Callback called when the task is successful
  66080. */
  66081. onSuccess: (task: MeshAssetTask) => void;
  66082. /**
  66083. * Callback called when the task is successful
  66084. */
  66085. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66086. /**
  66087. * Creates a new MeshAssetTask
  66088. * @param name defines the name of the task
  66089. * @param meshesNames defines the list of mesh's names you want to load
  66090. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66091. * @param sceneFilename defines the filename of the scene to load from
  66092. */
  66093. constructor(
  66094. /**
  66095. * Defines the name of the task
  66096. */
  66097. name: string,
  66098. /**
  66099. * Defines the list of mesh's names you want to load
  66100. */
  66101. meshesNames: any,
  66102. /**
  66103. * Defines the root url to use as a base to load your meshes and associated resources
  66104. */
  66105. rootUrl: string,
  66106. /**
  66107. * Defines the filename of the scene to load from
  66108. */
  66109. sceneFilename: string);
  66110. /**
  66111. * Execute the current task
  66112. * @param scene defines the scene where you want your assets to be loaded
  66113. * @param onSuccess is a callback called when the task is successfully executed
  66114. * @param onError is a callback called if an error occurs
  66115. */
  66116. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66117. }
  66118. /**
  66119. * Define a task used by AssetsManager to load text content
  66120. */
  66121. export class TextFileAssetTask extends AbstractAssetTask {
  66122. /**
  66123. * Defines the name of the task
  66124. */
  66125. name: string;
  66126. /**
  66127. * Defines the location of the file to load
  66128. */
  66129. url: string;
  66130. /**
  66131. * Gets the loaded text string
  66132. */
  66133. text: string;
  66134. /**
  66135. * Callback called when the task is successful
  66136. */
  66137. onSuccess: (task: TextFileAssetTask) => void;
  66138. /**
  66139. * Callback called when the task is successful
  66140. */
  66141. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66142. /**
  66143. * Creates a new TextFileAssetTask object
  66144. * @param name defines the name of the task
  66145. * @param url defines the location of the file to load
  66146. */
  66147. constructor(
  66148. /**
  66149. * Defines the name of the task
  66150. */
  66151. name: string,
  66152. /**
  66153. * Defines the location of the file to load
  66154. */
  66155. url: string);
  66156. /**
  66157. * Execute the current task
  66158. * @param scene defines the scene where you want your assets to be loaded
  66159. * @param onSuccess is a callback called when the task is successfully executed
  66160. * @param onError is a callback called if an error occurs
  66161. */
  66162. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66163. }
  66164. /**
  66165. * Define a task used by AssetsManager to load binary data
  66166. */
  66167. export class BinaryFileAssetTask extends AbstractAssetTask {
  66168. /**
  66169. * Defines the name of the task
  66170. */
  66171. name: string;
  66172. /**
  66173. * Defines the location of the file to load
  66174. */
  66175. url: string;
  66176. /**
  66177. * Gets the lodaded data (as an array buffer)
  66178. */
  66179. data: ArrayBuffer;
  66180. /**
  66181. * Callback called when the task is successful
  66182. */
  66183. onSuccess: (task: BinaryFileAssetTask) => void;
  66184. /**
  66185. * Callback called when the task is successful
  66186. */
  66187. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66188. /**
  66189. * Creates a new BinaryFileAssetTask object
  66190. * @param name defines the name of the new task
  66191. * @param url defines the location of the file to load
  66192. */
  66193. constructor(
  66194. /**
  66195. * Defines the name of the task
  66196. */
  66197. name: string,
  66198. /**
  66199. * Defines the location of the file to load
  66200. */
  66201. url: string);
  66202. /**
  66203. * Execute the current task
  66204. * @param scene defines the scene where you want your assets to be loaded
  66205. * @param onSuccess is a callback called when the task is successfully executed
  66206. * @param onError is a callback called if an error occurs
  66207. */
  66208. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66209. }
  66210. /**
  66211. * Define a task used by AssetsManager to load images
  66212. */
  66213. export class ImageAssetTask extends AbstractAssetTask {
  66214. /**
  66215. * Defines the name of the task
  66216. */
  66217. name: string;
  66218. /**
  66219. * Defines the location of the image to load
  66220. */
  66221. url: string;
  66222. /**
  66223. * Gets the loaded images
  66224. */
  66225. image: HTMLImageElement;
  66226. /**
  66227. * Callback called when the task is successful
  66228. */
  66229. onSuccess: (task: ImageAssetTask) => void;
  66230. /**
  66231. * Callback called when the task is successful
  66232. */
  66233. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66234. /**
  66235. * Creates a new ImageAssetTask
  66236. * @param name defines the name of the task
  66237. * @param url defines the location of the image to load
  66238. */
  66239. constructor(
  66240. /**
  66241. * Defines the name of the task
  66242. */
  66243. name: string,
  66244. /**
  66245. * Defines the location of the image to load
  66246. */
  66247. url: string);
  66248. /**
  66249. * Execute the current task
  66250. * @param scene defines the scene where you want your assets to be loaded
  66251. * @param onSuccess is a callback called when the task is successfully executed
  66252. * @param onError is a callback called if an error occurs
  66253. */
  66254. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66255. }
  66256. /**
  66257. * Defines the interface used by texture loading tasks
  66258. */
  66259. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66260. /**
  66261. * Gets the loaded texture
  66262. */
  66263. texture: TEX;
  66264. }
  66265. /**
  66266. * Define a task used by AssetsManager to load 2D textures
  66267. */
  66268. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66269. /**
  66270. * Defines the name of the task
  66271. */
  66272. name: string;
  66273. /**
  66274. * Defines the location of the file to load
  66275. */
  66276. url: string;
  66277. /**
  66278. * Defines if mipmap should not be generated (default is false)
  66279. */
  66280. noMipmap?: boolean | undefined;
  66281. /**
  66282. * Defines if texture must be inverted on Y axis (default is false)
  66283. */
  66284. invertY?: boolean | undefined;
  66285. /**
  66286. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66287. */
  66288. samplingMode: number;
  66289. /**
  66290. * Gets the loaded texture
  66291. */
  66292. texture: Texture;
  66293. /**
  66294. * Callback called when the task is successful
  66295. */
  66296. onSuccess: (task: TextureAssetTask) => void;
  66297. /**
  66298. * Callback called when the task is successful
  66299. */
  66300. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66301. /**
  66302. * Creates a new TextureAssetTask object
  66303. * @param name defines the name of the task
  66304. * @param url defines the location of the file to load
  66305. * @param noMipmap defines if mipmap should not be generated (default is false)
  66306. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66307. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66308. */
  66309. constructor(
  66310. /**
  66311. * Defines the name of the task
  66312. */
  66313. name: string,
  66314. /**
  66315. * Defines the location of the file to load
  66316. */
  66317. url: string,
  66318. /**
  66319. * Defines if mipmap should not be generated (default is false)
  66320. */
  66321. noMipmap?: boolean | undefined,
  66322. /**
  66323. * Defines if texture must be inverted on Y axis (default is false)
  66324. */
  66325. invertY?: boolean | undefined,
  66326. /**
  66327. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66328. */
  66329. samplingMode?: number);
  66330. /**
  66331. * Execute the current task
  66332. * @param scene defines the scene where you want your assets to be loaded
  66333. * @param onSuccess is a callback called when the task is successfully executed
  66334. * @param onError is a callback called if an error occurs
  66335. */
  66336. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66337. }
  66338. /**
  66339. * Define a task used by AssetsManager to load cube textures
  66340. */
  66341. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66342. /**
  66343. * Defines the name of the task
  66344. */
  66345. name: string;
  66346. /**
  66347. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66348. */
  66349. url: string;
  66350. /**
  66351. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66352. */
  66353. extensions?: string[] | undefined;
  66354. /**
  66355. * Defines if mipmaps should not be generated (default is false)
  66356. */
  66357. noMipmap?: boolean | undefined;
  66358. /**
  66359. * Defines the explicit list of files (undefined by default)
  66360. */
  66361. files?: string[] | undefined;
  66362. /**
  66363. * Gets the loaded texture
  66364. */
  66365. texture: CubeTexture;
  66366. /**
  66367. * Callback called when the task is successful
  66368. */
  66369. onSuccess: (task: CubeTextureAssetTask) => void;
  66370. /**
  66371. * Callback called when the task is successful
  66372. */
  66373. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66374. /**
  66375. * Creates a new CubeTextureAssetTask
  66376. * @param name defines the name of the task
  66377. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66378. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66379. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66380. * @param files defines the explicit list of files (undefined by default)
  66381. */
  66382. constructor(
  66383. /**
  66384. * Defines the name of the task
  66385. */
  66386. name: string,
  66387. /**
  66388. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66389. */
  66390. url: string,
  66391. /**
  66392. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66393. */
  66394. extensions?: string[] | undefined,
  66395. /**
  66396. * Defines if mipmaps should not be generated (default is false)
  66397. */
  66398. noMipmap?: boolean | undefined,
  66399. /**
  66400. * Defines the explicit list of files (undefined by default)
  66401. */
  66402. files?: string[] | undefined);
  66403. /**
  66404. * Execute the current task
  66405. * @param scene defines the scene where you want your assets to be loaded
  66406. * @param onSuccess is a callback called when the task is successfully executed
  66407. * @param onError is a callback called if an error occurs
  66408. */
  66409. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66410. }
  66411. /**
  66412. * Define a task used by AssetsManager to load HDR cube textures
  66413. */
  66414. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66415. /**
  66416. * Defines the name of the task
  66417. */
  66418. name: string;
  66419. /**
  66420. * Defines the location of the file to load
  66421. */
  66422. url: string;
  66423. /**
  66424. * Defines the desired size (the more it increases the longer the generation will be)
  66425. */
  66426. size: number;
  66427. /**
  66428. * Defines if mipmaps should not be generated (default is false)
  66429. */
  66430. noMipmap: boolean;
  66431. /**
  66432. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66433. */
  66434. generateHarmonics: boolean;
  66435. /**
  66436. * 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)
  66437. */
  66438. gammaSpace: boolean;
  66439. /**
  66440. * Internal Use Only
  66441. */
  66442. reserved: boolean;
  66443. /**
  66444. * Gets the loaded texture
  66445. */
  66446. texture: HDRCubeTexture;
  66447. /**
  66448. * Callback called when the task is successful
  66449. */
  66450. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66451. /**
  66452. * Callback called when the task is successful
  66453. */
  66454. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66455. /**
  66456. * Creates a new HDRCubeTextureAssetTask object
  66457. * @param name defines the name of the task
  66458. * @param url defines the location of the file to load
  66459. * @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.
  66460. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66461. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66462. * @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)
  66463. * @param reserved Internal use only
  66464. */
  66465. constructor(
  66466. /**
  66467. * Defines the name of the task
  66468. */
  66469. name: string,
  66470. /**
  66471. * Defines the location of the file to load
  66472. */
  66473. url: string,
  66474. /**
  66475. * Defines the desired size (the more it increases the longer the generation will be)
  66476. */
  66477. size: number,
  66478. /**
  66479. * Defines if mipmaps should not be generated (default is false)
  66480. */
  66481. noMipmap?: boolean,
  66482. /**
  66483. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66484. */
  66485. generateHarmonics?: boolean,
  66486. /**
  66487. * 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)
  66488. */
  66489. gammaSpace?: boolean,
  66490. /**
  66491. * Internal Use Only
  66492. */
  66493. reserved?: boolean);
  66494. /**
  66495. * Execute the current task
  66496. * @param scene defines the scene where you want your assets to be loaded
  66497. * @param onSuccess is a callback called when the task is successfully executed
  66498. * @param onError is a callback called if an error occurs
  66499. */
  66500. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66501. }
  66502. /**
  66503. * Define a task used by AssetsManager to load Equirectangular cube textures
  66504. */
  66505. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  66506. /**
  66507. * Defines the name of the task
  66508. */
  66509. name: string;
  66510. /**
  66511. * Defines the location of the file to load
  66512. */
  66513. url: string;
  66514. /**
  66515. * Defines the desired size (the more it increases the longer the generation will be)
  66516. */
  66517. size: number;
  66518. /**
  66519. * Defines if mipmaps should not be generated (default is false)
  66520. */
  66521. noMipmap: boolean;
  66522. /**
  66523. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66524. * but the standard material would require them in Gamma space) (default is true)
  66525. */
  66526. gammaSpace: boolean;
  66527. /**
  66528. * Gets the loaded texture
  66529. */
  66530. texture: EquiRectangularCubeTexture;
  66531. /**
  66532. * Callback called when the task is successful
  66533. */
  66534. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  66535. /**
  66536. * Callback called when the task is successful
  66537. */
  66538. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  66539. /**
  66540. * Creates a new EquiRectangularCubeTextureAssetTask object
  66541. * @param name defines the name of the task
  66542. * @param url defines the location of the file to load
  66543. * @param size defines the desired size (the more it increases the longer the generation will be)
  66544. * If the size is omitted this implies you are using a preprocessed cubemap.
  66545. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66546. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  66547. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  66548. * (default is true)
  66549. */
  66550. constructor(
  66551. /**
  66552. * Defines the name of the task
  66553. */
  66554. name: string,
  66555. /**
  66556. * Defines the location of the file to load
  66557. */
  66558. url: string,
  66559. /**
  66560. * Defines the desired size (the more it increases the longer the generation will be)
  66561. */
  66562. size: number,
  66563. /**
  66564. * Defines if mipmaps should not be generated (default is false)
  66565. */
  66566. noMipmap?: boolean,
  66567. /**
  66568. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66569. * but the standard material would require them in Gamma space) (default is true)
  66570. */
  66571. gammaSpace?: boolean);
  66572. /**
  66573. * Execute the current task
  66574. * @param scene defines the scene where you want your assets to be loaded
  66575. * @param onSuccess is a callback called when the task is successfully executed
  66576. * @param onError is a callback called if an error occurs
  66577. */
  66578. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66579. }
  66580. /**
  66581. * This class can be used to easily import assets into a scene
  66582. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  66583. */
  66584. export class AssetsManager {
  66585. private _scene;
  66586. private _isLoading;
  66587. protected _tasks: AbstractAssetTask[];
  66588. protected _waitingTasksCount: number;
  66589. protected _totalTasksCount: number;
  66590. /**
  66591. * Callback called when all tasks are processed
  66592. */
  66593. onFinish: (tasks: AbstractAssetTask[]) => void;
  66594. /**
  66595. * Callback called when a task is successful
  66596. */
  66597. onTaskSuccess: (task: AbstractAssetTask) => void;
  66598. /**
  66599. * Callback called when a task had an error
  66600. */
  66601. onTaskError: (task: AbstractAssetTask) => void;
  66602. /**
  66603. * Callback called when a task is done (whatever the result is)
  66604. */
  66605. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  66606. /**
  66607. * Observable called when all tasks are processed
  66608. */
  66609. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  66610. /**
  66611. * Observable called when a task had an error
  66612. */
  66613. onTaskErrorObservable: Observable<AbstractAssetTask>;
  66614. /**
  66615. * Observable called when all tasks were executed
  66616. */
  66617. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  66618. /**
  66619. * Observable called when a task is done (whatever the result is)
  66620. */
  66621. onProgressObservable: Observable<IAssetsProgressEvent>;
  66622. /**
  66623. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  66624. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  66625. */
  66626. useDefaultLoadingScreen: boolean;
  66627. /**
  66628. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  66629. * when all assets have been downloaded.
  66630. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  66631. */
  66632. autoHideLoadingUI: boolean;
  66633. /**
  66634. * Creates a new AssetsManager
  66635. * @param scene defines the scene to work on
  66636. */
  66637. constructor(scene: Scene);
  66638. /**
  66639. * Add a MeshAssetTask to the list of active tasks
  66640. * @param taskName defines the name of the new task
  66641. * @param meshesNames defines the name of meshes to load
  66642. * @param rootUrl defines the root url to use to locate files
  66643. * @param sceneFilename defines the filename of the scene file
  66644. * @returns a new MeshAssetTask object
  66645. */
  66646. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  66647. /**
  66648. * Add a TextFileAssetTask to the list of active tasks
  66649. * @param taskName defines the name of the new task
  66650. * @param url defines the url of the file to load
  66651. * @returns a new TextFileAssetTask object
  66652. */
  66653. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  66654. /**
  66655. * Add a BinaryFileAssetTask to the list of active tasks
  66656. * @param taskName defines the name of the new task
  66657. * @param url defines the url of the file to load
  66658. * @returns a new BinaryFileAssetTask object
  66659. */
  66660. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  66661. /**
  66662. * Add a ImageAssetTask to the list of active tasks
  66663. * @param taskName defines the name of the new task
  66664. * @param url defines the url of the file to load
  66665. * @returns a new ImageAssetTask object
  66666. */
  66667. addImageTask(taskName: string, url: string): ImageAssetTask;
  66668. /**
  66669. * Add a TextureAssetTask to the list of active tasks
  66670. * @param taskName defines the name of the new task
  66671. * @param url defines the url of the file to load
  66672. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66673. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  66674. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  66675. * @returns a new TextureAssetTask object
  66676. */
  66677. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  66678. /**
  66679. * Add a CubeTextureAssetTask to the list of active tasks
  66680. * @param taskName defines the name of the new task
  66681. * @param url defines the url of the file to load
  66682. * @param extensions defines the extension to use to load the cube map (can be null)
  66683. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66684. * @param files defines the list of files to load (can be null)
  66685. * @returns a new CubeTextureAssetTask object
  66686. */
  66687. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  66688. /**
  66689. *
  66690. * Add a HDRCubeTextureAssetTask to the list of active tasks
  66691. * @param taskName defines the name of the new task
  66692. * @param url defines the url of the file to load
  66693. * @param size defines the size you want for the cubemap (can be null)
  66694. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66695. * @param generateHarmonics defines if you want to automatically generate (true by default)
  66696. * @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)
  66697. * @param reserved Internal use only
  66698. * @returns a new HDRCubeTextureAssetTask object
  66699. */
  66700. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  66701. /**
  66702. *
  66703. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  66704. * @param taskName defines the name of the new task
  66705. * @param url defines the url of the file to load
  66706. * @param size defines the size you want for the cubemap (can be null)
  66707. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66708. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  66709. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  66710. * @returns a new EquiRectangularCubeTextureAssetTask object
  66711. */
  66712. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  66713. /**
  66714. * Remove a task from the assets manager.
  66715. * @param task the task to remove
  66716. */
  66717. removeTask(task: AbstractAssetTask): void;
  66718. private _decreaseWaitingTasksCount;
  66719. private _runTask;
  66720. /**
  66721. * Reset the AssetsManager and remove all tasks
  66722. * @return the current instance of the AssetsManager
  66723. */
  66724. reset(): AssetsManager;
  66725. /**
  66726. * Start the loading process
  66727. * @return the current instance of the AssetsManager
  66728. */
  66729. load(): AssetsManager;
  66730. /**
  66731. * Start the loading process as an async operation
  66732. * @return a promise returning the list of failed tasks
  66733. */
  66734. loadAsync(): Promise<void>;
  66735. }
  66736. }
  66737. declare module "babylonjs/Misc/deferred" {
  66738. /**
  66739. * Wrapper class for promise with external resolve and reject.
  66740. */
  66741. export class Deferred<T> {
  66742. /**
  66743. * The promise associated with this deferred object.
  66744. */
  66745. readonly promise: Promise<T>;
  66746. private _resolve;
  66747. private _reject;
  66748. /**
  66749. * The resolve method of the promise associated with this deferred object.
  66750. */
  66751. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  66752. /**
  66753. * The reject method of the promise associated with this deferred object.
  66754. */
  66755. readonly reject: (reason?: any) => void;
  66756. /**
  66757. * Constructor for this deferred object.
  66758. */
  66759. constructor();
  66760. }
  66761. }
  66762. declare module "babylonjs/Misc/meshExploder" {
  66763. import { Mesh } from "babylonjs/Meshes/mesh";
  66764. /**
  66765. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  66766. */
  66767. export class MeshExploder {
  66768. private _centerMesh;
  66769. private _meshes;
  66770. private _meshesOrigins;
  66771. private _toCenterVectors;
  66772. private _scaledDirection;
  66773. private _newPosition;
  66774. private _centerPosition;
  66775. /**
  66776. * Explodes meshes from a center mesh.
  66777. * @param meshes The meshes to explode.
  66778. * @param centerMesh The mesh to be center of explosion.
  66779. */
  66780. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  66781. private _setCenterMesh;
  66782. /**
  66783. * Get class name
  66784. * @returns "MeshExploder"
  66785. */
  66786. getClassName(): string;
  66787. /**
  66788. * "Exploded meshes"
  66789. * @returns Array of meshes with the centerMesh at index 0.
  66790. */
  66791. getMeshes(): Array<Mesh>;
  66792. /**
  66793. * Explodes meshes giving a specific direction
  66794. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  66795. */
  66796. explode(direction?: number): void;
  66797. }
  66798. }
  66799. declare module "babylonjs/Misc/filesInput" {
  66800. import { Engine } from "babylonjs/Engines/engine";
  66801. import { Scene } from "babylonjs/scene";
  66802. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  66803. /**
  66804. * Class used to help managing file picking and drag'n'drop
  66805. */
  66806. export class FilesInput {
  66807. /**
  66808. * List of files ready to be loaded
  66809. */
  66810. static readonly FilesToLoad: {
  66811. [key: string]: File;
  66812. };
  66813. /**
  66814. * Callback called when a file is processed
  66815. */
  66816. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  66817. private _engine;
  66818. private _currentScene;
  66819. private _sceneLoadedCallback;
  66820. private _progressCallback;
  66821. private _additionalRenderLoopLogicCallback;
  66822. private _textureLoadingCallback;
  66823. private _startingProcessingFilesCallback;
  66824. private _onReloadCallback;
  66825. private _errorCallback;
  66826. private _elementToMonitor;
  66827. private _sceneFileToLoad;
  66828. private _filesToLoad;
  66829. /**
  66830. * Creates a new FilesInput
  66831. * @param engine defines the rendering engine
  66832. * @param scene defines the hosting scene
  66833. * @param sceneLoadedCallback callback called when scene is loaded
  66834. * @param progressCallback callback called to track progress
  66835. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  66836. * @param textureLoadingCallback callback called when a texture is loading
  66837. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  66838. * @param onReloadCallback callback called when a reload is requested
  66839. * @param errorCallback callback call if an error occurs
  66840. */
  66841. 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);
  66842. private _dragEnterHandler;
  66843. private _dragOverHandler;
  66844. private _dropHandler;
  66845. /**
  66846. * Calls this function to listen to drag'n'drop events on a specific DOM element
  66847. * @param elementToMonitor defines the DOM element to track
  66848. */
  66849. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  66850. /**
  66851. * Release all associated resources
  66852. */
  66853. dispose(): void;
  66854. private renderFunction;
  66855. private drag;
  66856. private drop;
  66857. private _traverseFolder;
  66858. private _processFiles;
  66859. /**
  66860. * Load files from a drop event
  66861. * @param event defines the drop event to use as source
  66862. */
  66863. loadFiles(event: any): void;
  66864. private _processReload;
  66865. /**
  66866. * Reload the current scene from the loaded files
  66867. */
  66868. reload(): void;
  66869. }
  66870. }
  66871. declare module "babylonjs/Misc/HighDynamicRange/index" {
  66872. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  66873. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  66874. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  66875. }
  66876. declare module "babylonjs/Misc/sceneOptimizer" {
  66877. import { Scene, IDisposable } from "babylonjs/scene";
  66878. import { Observable } from "babylonjs/Misc/observable";
  66879. /**
  66880. * Defines the root class used to create scene optimization to use with SceneOptimizer
  66881. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66882. */
  66883. export class SceneOptimization {
  66884. /**
  66885. * Defines the priority of this optimization (0 by default which means first in the list)
  66886. */
  66887. priority: number;
  66888. /**
  66889. * Gets a string describing the action executed by the current optimization
  66890. * @returns description string
  66891. */
  66892. getDescription(): string;
  66893. /**
  66894. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66895. * @param scene defines the current scene where to apply this optimization
  66896. * @param optimizer defines the current optimizer
  66897. * @returns true if everything that can be done was applied
  66898. */
  66899. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66900. /**
  66901. * Creates the SceneOptimization object
  66902. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66903. * @param desc defines the description associated with the optimization
  66904. */
  66905. constructor(
  66906. /**
  66907. * Defines the priority of this optimization (0 by default which means first in the list)
  66908. */
  66909. priority?: number);
  66910. }
  66911. /**
  66912. * Defines an optimization used to reduce the size of render target textures
  66913. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66914. */
  66915. export class TextureOptimization extends SceneOptimization {
  66916. /**
  66917. * Defines the priority of this optimization (0 by default which means first in the list)
  66918. */
  66919. priority: number;
  66920. /**
  66921. * 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
  66922. */
  66923. maximumSize: number;
  66924. /**
  66925. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66926. */
  66927. step: number;
  66928. /**
  66929. * Gets a string describing the action executed by the current optimization
  66930. * @returns description string
  66931. */
  66932. getDescription(): string;
  66933. /**
  66934. * Creates the TextureOptimization object
  66935. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66936. * @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
  66937. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66938. */
  66939. constructor(
  66940. /**
  66941. * Defines the priority of this optimization (0 by default which means first in the list)
  66942. */
  66943. priority?: number,
  66944. /**
  66945. * 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
  66946. */
  66947. maximumSize?: number,
  66948. /**
  66949. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66950. */
  66951. step?: number);
  66952. /**
  66953. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66954. * @param scene defines the current scene where to apply this optimization
  66955. * @param optimizer defines the current optimizer
  66956. * @returns true if everything that can be done was applied
  66957. */
  66958. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66959. }
  66960. /**
  66961. * Defines an optimization used to increase or decrease the rendering resolution
  66962. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66963. */
  66964. export class HardwareScalingOptimization extends SceneOptimization {
  66965. /**
  66966. * Defines the priority of this optimization (0 by default which means first in the list)
  66967. */
  66968. priority: number;
  66969. /**
  66970. * Defines the maximum scale to use (2 by default)
  66971. */
  66972. maximumScale: number;
  66973. /**
  66974. * Defines the step to use between two passes (0.5 by default)
  66975. */
  66976. step: number;
  66977. private _currentScale;
  66978. private _directionOffset;
  66979. /**
  66980. * Gets a string describing the action executed by the current optimization
  66981. * @return description string
  66982. */
  66983. getDescription(): string;
  66984. /**
  66985. * Creates the HardwareScalingOptimization object
  66986. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66987. * @param maximumScale defines the maximum scale to use (2 by default)
  66988. * @param step defines the step to use between two passes (0.5 by default)
  66989. */
  66990. constructor(
  66991. /**
  66992. * Defines the priority of this optimization (0 by default which means first in the list)
  66993. */
  66994. priority?: number,
  66995. /**
  66996. * Defines the maximum scale to use (2 by default)
  66997. */
  66998. maximumScale?: number,
  66999. /**
  67000. * Defines the step to use between two passes (0.5 by default)
  67001. */
  67002. step?: number);
  67003. /**
  67004. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67005. * @param scene defines the current scene where to apply this optimization
  67006. * @param optimizer defines the current optimizer
  67007. * @returns true if everything that can be done was applied
  67008. */
  67009. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67010. }
  67011. /**
  67012. * Defines an optimization used to remove shadows
  67013. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67014. */
  67015. export class ShadowsOptimization extends SceneOptimization {
  67016. /**
  67017. * Gets a string describing the action executed by the current optimization
  67018. * @return description string
  67019. */
  67020. getDescription(): string;
  67021. /**
  67022. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67023. * @param scene defines the current scene where to apply this optimization
  67024. * @param optimizer defines the current optimizer
  67025. * @returns true if everything that can be done was applied
  67026. */
  67027. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67028. }
  67029. /**
  67030. * Defines an optimization used to turn post-processes off
  67031. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67032. */
  67033. export class PostProcessesOptimization extends SceneOptimization {
  67034. /**
  67035. * Gets a string describing the action executed by the current optimization
  67036. * @return description string
  67037. */
  67038. getDescription(): string;
  67039. /**
  67040. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67041. * @param scene defines the current scene where to apply this optimization
  67042. * @param optimizer defines the current optimizer
  67043. * @returns true if everything that can be done was applied
  67044. */
  67045. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67046. }
  67047. /**
  67048. * Defines an optimization used to turn lens flares off
  67049. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67050. */
  67051. export class LensFlaresOptimization extends SceneOptimization {
  67052. /**
  67053. * Gets a string describing the action executed by the current optimization
  67054. * @return description string
  67055. */
  67056. getDescription(): string;
  67057. /**
  67058. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67059. * @param scene defines the current scene where to apply this optimization
  67060. * @param optimizer defines the current optimizer
  67061. * @returns true if everything that can be done was applied
  67062. */
  67063. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67064. }
  67065. /**
  67066. * Defines an optimization based on user defined callback.
  67067. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67068. */
  67069. export class CustomOptimization extends SceneOptimization {
  67070. /**
  67071. * Callback called to apply the custom optimization.
  67072. */
  67073. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67074. /**
  67075. * Callback called to get custom description
  67076. */
  67077. onGetDescription: () => string;
  67078. /**
  67079. * Gets a string describing the action executed by the current optimization
  67080. * @returns description string
  67081. */
  67082. getDescription(): string;
  67083. /**
  67084. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67085. * @param scene defines the current scene where to apply this optimization
  67086. * @param optimizer defines the current optimizer
  67087. * @returns true if everything that can be done was applied
  67088. */
  67089. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67090. }
  67091. /**
  67092. * Defines an optimization used to turn particles off
  67093. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67094. */
  67095. export class ParticlesOptimization extends SceneOptimization {
  67096. /**
  67097. * Gets a string describing the action executed by the current optimization
  67098. * @return description string
  67099. */
  67100. getDescription(): string;
  67101. /**
  67102. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67103. * @param scene defines the current scene where to apply this optimization
  67104. * @param optimizer defines the current optimizer
  67105. * @returns true if everything that can be done was applied
  67106. */
  67107. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67108. }
  67109. /**
  67110. * Defines an optimization used to turn render targets off
  67111. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67112. */
  67113. export class RenderTargetsOptimization extends SceneOptimization {
  67114. /**
  67115. * Gets a string describing the action executed by the current optimization
  67116. * @return description string
  67117. */
  67118. getDescription(): string;
  67119. /**
  67120. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67121. * @param scene defines the current scene where to apply this optimization
  67122. * @param optimizer defines the current optimizer
  67123. * @returns true if everything that can be done was applied
  67124. */
  67125. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67126. }
  67127. /**
  67128. * Defines an optimization used to merge meshes with compatible materials
  67129. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67130. */
  67131. export class MergeMeshesOptimization extends SceneOptimization {
  67132. private static _UpdateSelectionTree;
  67133. /**
  67134. * Gets or sets a boolean which defines if optimization octree has to be updated
  67135. */
  67136. /**
  67137. * Gets or sets a boolean which defines if optimization octree has to be updated
  67138. */
  67139. static UpdateSelectionTree: boolean;
  67140. /**
  67141. * Gets a string describing the action executed by the current optimization
  67142. * @return description string
  67143. */
  67144. getDescription(): string;
  67145. private _canBeMerged;
  67146. /**
  67147. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67148. * @param scene defines the current scene where to apply this optimization
  67149. * @param optimizer defines the current optimizer
  67150. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67151. * @returns true if everything that can be done was applied
  67152. */
  67153. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67154. }
  67155. /**
  67156. * Defines a list of options used by SceneOptimizer
  67157. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67158. */
  67159. export class SceneOptimizerOptions {
  67160. /**
  67161. * Defines the target frame rate to reach (60 by default)
  67162. */
  67163. targetFrameRate: number;
  67164. /**
  67165. * Defines the interval between two checkes (2000ms by default)
  67166. */
  67167. trackerDuration: number;
  67168. /**
  67169. * Gets the list of optimizations to apply
  67170. */
  67171. optimizations: SceneOptimization[];
  67172. /**
  67173. * Creates a new list of options used by SceneOptimizer
  67174. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67175. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67176. */
  67177. constructor(
  67178. /**
  67179. * Defines the target frame rate to reach (60 by default)
  67180. */
  67181. targetFrameRate?: number,
  67182. /**
  67183. * Defines the interval between two checkes (2000ms by default)
  67184. */
  67185. trackerDuration?: number);
  67186. /**
  67187. * Add a new optimization
  67188. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67189. * @returns the current SceneOptimizerOptions
  67190. */
  67191. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67192. /**
  67193. * Add a new custom optimization
  67194. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67195. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67196. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67197. * @returns the current SceneOptimizerOptions
  67198. */
  67199. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67200. /**
  67201. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67202. * @param targetFrameRate defines the target frame rate (60 by default)
  67203. * @returns a SceneOptimizerOptions object
  67204. */
  67205. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67206. /**
  67207. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67208. * @param targetFrameRate defines the target frame rate (60 by default)
  67209. * @returns a SceneOptimizerOptions object
  67210. */
  67211. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67212. /**
  67213. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67214. * @param targetFrameRate defines the target frame rate (60 by default)
  67215. * @returns a SceneOptimizerOptions object
  67216. */
  67217. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67218. }
  67219. /**
  67220. * Class used to run optimizations in order to reach a target frame rate
  67221. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67222. */
  67223. export class SceneOptimizer implements IDisposable {
  67224. private _isRunning;
  67225. private _options;
  67226. private _scene;
  67227. private _currentPriorityLevel;
  67228. private _targetFrameRate;
  67229. private _trackerDuration;
  67230. private _currentFrameRate;
  67231. private _sceneDisposeObserver;
  67232. private _improvementMode;
  67233. /**
  67234. * Defines an observable called when the optimizer reaches the target frame rate
  67235. */
  67236. onSuccessObservable: Observable<SceneOptimizer>;
  67237. /**
  67238. * Defines an observable called when the optimizer enables an optimization
  67239. */
  67240. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67241. /**
  67242. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67243. */
  67244. onFailureObservable: Observable<SceneOptimizer>;
  67245. /**
  67246. * Gets a boolean indicating if the optimizer is in improvement mode
  67247. */
  67248. readonly isInImprovementMode: boolean;
  67249. /**
  67250. * Gets the current priority level (0 at start)
  67251. */
  67252. readonly currentPriorityLevel: number;
  67253. /**
  67254. * Gets the current frame rate checked by the SceneOptimizer
  67255. */
  67256. readonly currentFrameRate: number;
  67257. /**
  67258. * Gets or sets the current target frame rate (60 by default)
  67259. */
  67260. /**
  67261. * Gets or sets the current target frame rate (60 by default)
  67262. */
  67263. targetFrameRate: number;
  67264. /**
  67265. * Gets or sets the current interval between two checks (every 2000ms by default)
  67266. */
  67267. /**
  67268. * Gets or sets the current interval between two checks (every 2000ms by default)
  67269. */
  67270. trackerDuration: number;
  67271. /**
  67272. * Gets the list of active optimizations
  67273. */
  67274. readonly optimizations: SceneOptimization[];
  67275. /**
  67276. * Creates a new SceneOptimizer
  67277. * @param scene defines the scene to work on
  67278. * @param options defines the options to use with the SceneOptimizer
  67279. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67280. * @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)
  67281. */
  67282. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67283. /**
  67284. * Stops the current optimizer
  67285. */
  67286. stop(): void;
  67287. /**
  67288. * Reset the optimizer to initial step (current priority level = 0)
  67289. */
  67290. reset(): void;
  67291. /**
  67292. * Start the optimizer. By default it will try to reach a specific framerate
  67293. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67294. */
  67295. start(): void;
  67296. private _checkCurrentState;
  67297. /**
  67298. * Release all resources
  67299. */
  67300. dispose(): void;
  67301. /**
  67302. * Helper function to create a SceneOptimizer with one single line of code
  67303. * @param scene defines the scene to work on
  67304. * @param options defines the options to use with the SceneOptimizer
  67305. * @param onSuccess defines a callback to call on success
  67306. * @param onFailure defines a callback to call on failure
  67307. * @returns the new SceneOptimizer object
  67308. */
  67309. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67310. }
  67311. }
  67312. declare module "babylonjs/Misc/sceneSerializer" {
  67313. import { Scene } from "babylonjs/scene";
  67314. /**
  67315. * Class used to serialize a scene into a string
  67316. */
  67317. export class SceneSerializer {
  67318. /**
  67319. * Clear cache used by a previous serialization
  67320. */
  67321. static ClearCache(): void;
  67322. /**
  67323. * Serialize a scene into a JSON compatible object
  67324. * @param scene defines the scene to serialize
  67325. * @returns a JSON compatible object
  67326. */
  67327. static Serialize(scene: Scene): any;
  67328. /**
  67329. * Serialize a mesh into a JSON compatible object
  67330. * @param toSerialize defines the mesh to serialize
  67331. * @param withParents defines if parents must be serialized as well
  67332. * @param withChildren defines if children must be serialized as well
  67333. * @returns a JSON compatible object
  67334. */
  67335. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67336. }
  67337. }
  67338. declare module "babylonjs/Misc/textureTools" {
  67339. import { Texture } from "babylonjs/Materials/Textures/texture";
  67340. /**
  67341. * Class used to host texture specific utilities
  67342. */
  67343. export class TextureTools {
  67344. /**
  67345. * Uses the GPU to create a copy texture rescaled at a given size
  67346. * @param texture Texture to copy from
  67347. * @param width defines the desired width
  67348. * @param height defines the desired height
  67349. * @param useBilinearMode defines if bilinear mode has to be used
  67350. * @return the generated texture
  67351. */
  67352. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67353. }
  67354. }
  67355. declare module "babylonjs/Misc/videoRecorder" {
  67356. import { Nullable } from "babylonjs/types";
  67357. import { Engine } from "babylonjs/Engines/engine";
  67358. /**
  67359. * This represents the different options available for the video capture.
  67360. */
  67361. export interface VideoRecorderOptions {
  67362. /** Defines the mime type of the video. */
  67363. mimeType: string;
  67364. /** Defines the FPS the video should be recorded at. */
  67365. fps: number;
  67366. /** Defines the chunk size for the recording data. */
  67367. recordChunckSize: number;
  67368. /** The audio tracks to attach to the recording. */
  67369. audioTracks?: MediaStreamTrack[];
  67370. }
  67371. /**
  67372. * This can help with recording videos from BabylonJS.
  67373. * This is based on the available WebRTC functionalities of the browser.
  67374. *
  67375. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67376. */
  67377. export class VideoRecorder {
  67378. private static readonly _defaultOptions;
  67379. /**
  67380. * Returns whether or not the VideoRecorder is available in your browser.
  67381. * @param engine Defines the Babylon Engine.
  67382. * @returns true if supported otherwise false.
  67383. */
  67384. static IsSupported(engine: Engine): boolean;
  67385. private readonly _options;
  67386. private _canvas;
  67387. private _mediaRecorder;
  67388. private _recordedChunks;
  67389. private _fileName;
  67390. private _resolve;
  67391. private _reject;
  67392. /**
  67393. * True when a recording is already in progress.
  67394. */
  67395. readonly isRecording: boolean;
  67396. /**
  67397. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67398. * @param engine Defines the BabylonJS Engine you wish to record.
  67399. * @param options Defines options that can be used to customize the capture.
  67400. */
  67401. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67402. /**
  67403. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67404. */
  67405. stopRecording(): void;
  67406. /**
  67407. * Starts recording the canvas for a max duration specified in parameters.
  67408. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67409. * If null no automatic download will start and you can rely on the promise to get the data back.
  67410. * @param maxDuration Defines the maximum recording time in seconds.
  67411. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67412. * @return A promise callback at the end of the recording with the video data in Blob.
  67413. */
  67414. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67415. /**
  67416. * Releases internal resources used during the recording.
  67417. */
  67418. dispose(): void;
  67419. private _handleDataAvailable;
  67420. private _handleError;
  67421. private _handleStop;
  67422. }
  67423. }
  67424. declare module "babylonjs/Misc/screenshotTools" {
  67425. import { Camera } from "babylonjs/Cameras/camera";
  67426. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67427. import { Engine } from "babylonjs/Engines/engine";
  67428. /**
  67429. * Class containing a set of static utilities functions for screenshots
  67430. */
  67431. export class ScreenshotTools {
  67432. /**
  67433. * Captures a screenshot of the current rendering
  67434. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67435. * @param engine defines the rendering engine
  67436. * @param camera defines the source camera
  67437. * @param size This parameter can be set to a single number or to an object with the
  67438. * following (optional) properties: precision, width, height. If a single number is passed,
  67439. * it will be used for both width and height. If an object is passed, the screenshot size
  67440. * will be derived from the parameters. The precision property is a multiplier allowing
  67441. * rendering at a higher or lower resolution
  67442. * @param successCallback defines the callback receives a single parameter which contains the
  67443. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67444. * src parameter of an <img> to display it
  67445. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67446. * Check your browser for supported MIME types
  67447. */
  67448. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67449. /**
  67450. * Captures a screenshot of the current rendering
  67451. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67452. * @param engine defines the rendering engine
  67453. * @param camera defines the source camera
  67454. * @param size This parameter can be set to a single number or to an object with the
  67455. * following (optional) properties: precision, width, height. If a single number is passed,
  67456. * it will be used for both width and height. If an object is passed, the screenshot size
  67457. * will be derived from the parameters. The precision property is a multiplier allowing
  67458. * rendering at a higher or lower resolution
  67459. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67460. * Check your browser for supported MIME types
  67461. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67462. * to the src parameter of an <img> to display it
  67463. */
  67464. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67465. /**
  67466. * Generates an image screenshot from the specified camera.
  67467. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67468. * @param engine The engine to use for rendering
  67469. * @param camera The camera to use for rendering
  67470. * @param size This parameter can be set to a single number or to an object with the
  67471. * following (optional) properties: precision, width, height. If a single number is passed,
  67472. * it will be used for both width and height. If an object is passed, the screenshot size
  67473. * will be derived from the parameters. The precision property is a multiplier allowing
  67474. * rendering at a higher or lower resolution
  67475. * @param successCallback The callback receives a single parameter which contains the
  67476. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67477. * src parameter of an <img> to display it
  67478. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67479. * Check your browser for supported MIME types
  67480. * @param samples Texture samples (default: 1)
  67481. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67482. * @param fileName A name for for the downloaded file.
  67483. */
  67484. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67485. /**
  67486. * Generates an image screenshot from the specified camera.
  67487. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67488. * @param engine The engine to use for rendering
  67489. * @param camera The camera to use for rendering
  67490. * @param size This parameter can be set to a single number or to an object with the
  67491. * following (optional) properties: precision, width, height. If a single number is passed,
  67492. * it will be used for both width and height. If an object is passed, the screenshot size
  67493. * will be derived from the parameters. The precision property is a multiplier allowing
  67494. * rendering at a higher or lower resolution
  67495. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67496. * Check your browser for supported MIME types
  67497. * @param samples Texture samples (default: 1)
  67498. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67499. * @param fileName A name for for the downloaded file.
  67500. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67501. * to the src parameter of an <img> to display it
  67502. */
  67503. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  67504. /**
  67505. * Gets height and width for screenshot size
  67506. * @private
  67507. */
  67508. private static _getScreenshotSize;
  67509. }
  67510. }
  67511. declare module "babylonjs/Misc/dataReader" {
  67512. /**
  67513. * Interface for a data buffer
  67514. */
  67515. export interface IDataBuffer {
  67516. /**
  67517. * Reads bytes from the data buffer.
  67518. * @param byteOffset The byte offset to read
  67519. * @param byteLength The byte length to read
  67520. * @returns A promise that resolves when the bytes are read
  67521. */
  67522. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  67523. /**
  67524. * The byte length of the buffer.
  67525. */
  67526. readonly byteLength: number;
  67527. }
  67528. /**
  67529. * Utility class for reading from a data buffer
  67530. */
  67531. export class DataReader {
  67532. /**
  67533. * The data buffer associated with this data reader.
  67534. */
  67535. readonly buffer: IDataBuffer;
  67536. /**
  67537. * The current byte offset from the beginning of the data buffer.
  67538. */
  67539. byteOffset: number;
  67540. private _dataView;
  67541. private _dataByteOffset;
  67542. /**
  67543. * Constructor
  67544. * @param buffer The buffer to read
  67545. */
  67546. constructor(buffer: IDataBuffer);
  67547. /**
  67548. * Loads the given byte length.
  67549. * @param byteLength The byte length to load
  67550. * @returns A promise that resolves when the load is complete
  67551. */
  67552. loadAsync(byteLength: number): Promise<void>;
  67553. /**
  67554. * Read a unsigned 32-bit integer from the currently loaded data range.
  67555. * @returns The 32-bit integer read
  67556. */
  67557. readUint32(): number;
  67558. /**
  67559. * Read a byte array from the currently loaded data range.
  67560. * @param byteLength The byte length to read
  67561. * @returns The byte array read
  67562. */
  67563. readUint8Array(byteLength: number): Uint8Array;
  67564. /**
  67565. * Read a string from the currently loaded data range.
  67566. * @param byteLength The byte length to read
  67567. * @returns The string read
  67568. */
  67569. readString(byteLength: number): string;
  67570. /**
  67571. * Skips the given byte length the currently loaded data range.
  67572. * @param byteLength The byte length to skip
  67573. */
  67574. skipBytes(byteLength: number): void;
  67575. }
  67576. }
  67577. declare module "babylonjs/Misc/index" {
  67578. export * from "babylonjs/Misc/andOrNotEvaluator";
  67579. export * from "babylonjs/Misc/assetsManager";
  67580. export * from "babylonjs/Misc/dds";
  67581. export * from "babylonjs/Misc/decorators";
  67582. export * from "babylonjs/Misc/deferred";
  67583. export * from "babylonjs/Misc/environmentTextureTools";
  67584. export * from "babylonjs/Misc/meshExploder";
  67585. export * from "babylonjs/Misc/filesInput";
  67586. export * from "babylonjs/Misc/HighDynamicRange/index";
  67587. export * from "babylonjs/Misc/khronosTextureContainer";
  67588. export * from "babylonjs/Misc/observable";
  67589. export * from "babylonjs/Misc/performanceMonitor";
  67590. export * from "babylonjs/Misc/promise";
  67591. export * from "babylonjs/Misc/sceneOptimizer";
  67592. export * from "babylonjs/Misc/sceneSerializer";
  67593. export * from "babylonjs/Misc/smartArray";
  67594. export * from "babylonjs/Misc/stringDictionary";
  67595. export * from "babylonjs/Misc/tags";
  67596. export * from "babylonjs/Misc/textureTools";
  67597. export * from "babylonjs/Misc/tga";
  67598. export * from "babylonjs/Misc/tools";
  67599. export * from "babylonjs/Misc/videoRecorder";
  67600. export * from "babylonjs/Misc/virtualJoystick";
  67601. export * from "babylonjs/Misc/workerPool";
  67602. export * from "babylonjs/Misc/logger";
  67603. export * from "babylonjs/Misc/typeStore";
  67604. export * from "babylonjs/Misc/filesInputStore";
  67605. export * from "babylonjs/Misc/deepCopier";
  67606. export * from "babylonjs/Misc/pivotTools";
  67607. export * from "babylonjs/Misc/precisionDate";
  67608. export * from "babylonjs/Misc/screenshotTools";
  67609. export * from "babylonjs/Misc/typeStore";
  67610. export * from "babylonjs/Misc/webRequest";
  67611. export * from "babylonjs/Misc/iInspectable";
  67612. export * from "babylonjs/Misc/brdfTextureTools";
  67613. export * from "babylonjs/Misc/rgbdTextureTools";
  67614. export * from "babylonjs/Misc/gradients";
  67615. export * from "babylonjs/Misc/perfCounter";
  67616. export * from "babylonjs/Misc/fileRequest";
  67617. export * from "babylonjs/Misc/customAnimationFrameRequester";
  67618. export * from "babylonjs/Misc/retryStrategy";
  67619. export * from "babylonjs/Misc/interfaces/screenshotSize";
  67620. export * from "babylonjs/Misc/canvasGenerator";
  67621. export * from "babylonjs/Misc/fileTools";
  67622. export * from "babylonjs/Misc/stringTools";
  67623. export * from "babylonjs/Misc/dataReader";
  67624. }
  67625. declare module "babylonjs/index" {
  67626. export * from "babylonjs/abstractScene";
  67627. export * from "babylonjs/Actions/index";
  67628. export * from "babylonjs/Animations/index";
  67629. export * from "babylonjs/assetContainer";
  67630. export * from "babylonjs/Audio/index";
  67631. export * from "babylonjs/Behaviors/index";
  67632. export * from "babylonjs/Bones/index";
  67633. export * from "babylonjs/Cameras/index";
  67634. export * from "babylonjs/Collisions/index";
  67635. export * from "babylonjs/Culling/index";
  67636. export * from "babylonjs/Debug/index";
  67637. export * from "babylonjs/Engines/index";
  67638. export * from "babylonjs/Events/index";
  67639. export * from "babylonjs/Gamepads/index";
  67640. export * from "babylonjs/Gizmos/index";
  67641. export * from "babylonjs/Helpers/index";
  67642. export * from "babylonjs/Instrumentation/index";
  67643. export * from "babylonjs/Layers/index";
  67644. export * from "babylonjs/LensFlares/index";
  67645. export * from "babylonjs/Lights/index";
  67646. export * from "babylonjs/Loading/index";
  67647. export * from "babylonjs/Materials/index";
  67648. export * from "babylonjs/Maths/index";
  67649. export * from "babylonjs/Meshes/index";
  67650. export * from "babylonjs/Morph/index";
  67651. export * from "babylonjs/Navigation/index";
  67652. export * from "babylonjs/node";
  67653. export * from "babylonjs/Offline/index";
  67654. export * from "babylonjs/Particles/index";
  67655. export * from "babylonjs/Physics/index";
  67656. export * from "babylonjs/PostProcesses/index";
  67657. export * from "babylonjs/Probes/index";
  67658. export * from "babylonjs/Rendering/index";
  67659. export * from "babylonjs/scene";
  67660. export * from "babylonjs/sceneComponent";
  67661. export * from "babylonjs/Sprites/index";
  67662. export * from "babylonjs/States/index";
  67663. export * from "babylonjs/Misc/index";
  67664. export * from "babylonjs/types";
  67665. }
  67666. declare module "babylonjs/Animations/pathCursor" {
  67667. import { Vector3 } from "babylonjs/Maths/math.vector";
  67668. import { Path2 } from "babylonjs/Maths/math.path";
  67669. /**
  67670. * A cursor which tracks a point on a path
  67671. */
  67672. export class PathCursor {
  67673. private path;
  67674. /**
  67675. * Stores path cursor callbacks for when an onchange event is triggered
  67676. */
  67677. private _onchange;
  67678. /**
  67679. * The value of the path cursor
  67680. */
  67681. value: number;
  67682. /**
  67683. * The animation array of the path cursor
  67684. */
  67685. animations: Animation[];
  67686. /**
  67687. * Initializes the path cursor
  67688. * @param path The path to track
  67689. */
  67690. constructor(path: Path2);
  67691. /**
  67692. * Gets the cursor point on the path
  67693. * @returns A point on the path cursor at the cursor location
  67694. */
  67695. getPoint(): Vector3;
  67696. /**
  67697. * Moves the cursor ahead by the step amount
  67698. * @param step The amount to move the cursor forward
  67699. * @returns This path cursor
  67700. */
  67701. moveAhead(step?: number): PathCursor;
  67702. /**
  67703. * Moves the cursor behind by the step amount
  67704. * @param step The amount to move the cursor back
  67705. * @returns This path cursor
  67706. */
  67707. moveBack(step?: number): PathCursor;
  67708. /**
  67709. * Moves the cursor by the step amount
  67710. * If the step amount is greater than one, an exception is thrown
  67711. * @param step The amount to move the cursor
  67712. * @returns This path cursor
  67713. */
  67714. move(step: number): PathCursor;
  67715. /**
  67716. * Ensures that the value is limited between zero and one
  67717. * @returns This path cursor
  67718. */
  67719. private ensureLimits;
  67720. /**
  67721. * Runs onchange callbacks on change (used by the animation engine)
  67722. * @returns This path cursor
  67723. */
  67724. private raiseOnChange;
  67725. /**
  67726. * Executes a function on change
  67727. * @param f A path cursor onchange callback
  67728. * @returns This path cursor
  67729. */
  67730. onchange(f: (cursor: PathCursor) => void): PathCursor;
  67731. }
  67732. }
  67733. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  67734. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  67735. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  67736. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  67737. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  67738. }
  67739. declare module "babylonjs/Engines/Processors/Expressions/index" {
  67740. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  67741. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  67742. }
  67743. declare module "babylonjs/Engines/Processors/index" {
  67744. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  67745. export * from "babylonjs/Engines/Processors/Expressions/index";
  67746. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  67747. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  67748. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  67749. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  67750. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  67751. export * from "babylonjs/Engines/Processors/shaderProcessor";
  67752. }
  67753. declare module "babylonjs/Legacy/legacy" {
  67754. import * as Babylon from "babylonjs/index";
  67755. export * from "babylonjs/index";
  67756. }
  67757. declare module "babylonjs/Shaders/blur.fragment" {
  67758. /** @hidden */
  67759. export var blurPixelShader: {
  67760. name: string;
  67761. shader: string;
  67762. };
  67763. }
  67764. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  67765. /** @hidden */
  67766. export var pointCloudVertexDeclaration: {
  67767. name: string;
  67768. shader: string;
  67769. };
  67770. }
  67771. declare module "babylonjs" {
  67772. export * from "babylonjs/Legacy/legacy";
  67773. }
  67774. declare module BABYLON {
  67775. /** Alias type for value that can be null */
  67776. export type Nullable<T> = T | null;
  67777. /**
  67778. * Alias type for number that are floats
  67779. * @ignorenaming
  67780. */
  67781. export type float = number;
  67782. /**
  67783. * Alias type for number that are doubles.
  67784. * @ignorenaming
  67785. */
  67786. export type double = number;
  67787. /**
  67788. * Alias type for number that are integer
  67789. * @ignorenaming
  67790. */
  67791. export type int = number;
  67792. /** Alias type for number array or Float32Array */
  67793. export type FloatArray = number[] | Float32Array;
  67794. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  67795. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  67796. /**
  67797. * Alias for types that can be used by a Buffer or VertexBuffer.
  67798. */
  67799. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  67800. /**
  67801. * Alias type for primitive types
  67802. * @ignorenaming
  67803. */
  67804. type Primitive = undefined | null | boolean | string | number | Function;
  67805. /**
  67806. * Type modifier to make all the properties of an object Readonly
  67807. */
  67808. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  67809. /**
  67810. * Type modifier to make all the properties of an object Readonly recursively
  67811. */
  67812. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  67813. /**
  67814. * Type modifier to make object properties readonly.
  67815. */
  67816. export type DeepImmutableObject<T> = {
  67817. readonly [K in keyof T]: DeepImmutable<T[K]>;
  67818. };
  67819. /** @hidden */
  67820. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  67821. }
  67822. }
  67823. declare module BABYLON {
  67824. /**
  67825. * A class serves as a medium between the observable and its observers
  67826. */
  67827. export class EventState {
  67828. /**
  67829. * Create a new EventState
  67830. * @param mask defines the mask associated with this state
  67831. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67832. * @param target defines the original target of the state
  67833. * @param currentTarget defines the current target of the state
  67834. */
  67835. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  67836. /**
  67837. * Initialize the current event state
  67838. * @param mask defines the mask associated with this state
  67839. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67840. * @param target defines the original target of the state
  67841. * @param currentTarget defines the current target of the state
  67842. * @returns the current event state
  67843. */
  67844. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  67845. /**
  67846. * An Observer can set this property to true to prevent subsequent observers of being notified
  67847. */
  67848. skipNextObservers: boolean;
  67849. /**
  67850. * Get the mask value that were used to trigger the event corresponding to this EventState object
  67851. */
  67852. mask: number;
  67853. /**
  67854. * The object that originally notified the event
  67855. */
  67856. target?: any;
  67857. /**
  67858. * The current object in the bubbling phase
  67859. */
  67860. currentTarget?: any;
  67861. /**
  67862. * This will be populated with the return value of the last function that was executed.
  67863. * If it is the first function in the callback chain it will be the event data.
  67864. */
  67865. lastReturnValue?: any;
  67866. }
  67867. /**
  67868. * Represent an Observer registered to a given Observable object.
  67869. */
  67870. export class Observer<T> {
  67871. /**
  67872. * Defines the callback to call when the observer is notified
  67873. */
  67874. callback: (eventData: T, eventState: EventState) => void;
  67875. /**
  67876. * Defines the mask of the observer (used to filter notifications)
  67877. */
  67878. mask: number;
  67879. /**
  67880. * Defines the current scope used to restore the JS context
  67881. */
  67882. scope: any;
  67883. /** @hidden */
  67884. _willBeUnregistered: boolean;
  67885. /**
  67886. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  67887. */
  67888. unregisterOnNextCall: boolean;
  67889. /**
  67890. * Creates a new observer
  67891. * @param callback defines the callback to call when the observer is notified
  67892. * @param mask defines the mask of the observer (used to filter notifications)
  67893. * @param scope defines the current scope used to restore the JS context
  67894. */
  67895. constructor(
  67896. /**
  67897. * Defines the callback to call when the observer is notified
  67898. */
  67899. callback: (eventData: T, eventState: EventState) => void,
  67900. /**
  67901. * Defines the mask of the observer (used to filter notifications)
  67902. */
  67903. mask: number,
  67904. /**
  67905. * Defines the current scope used to restore the JS context
  67906. */
  67907. scope?: any);
  67908. }
  67909. /**
  67910. * Represent a list of observers registered to multiple Observables object.
  67911. */
  67912. export class MultiObserver<T> {
  67913. private _observers;
  67914. private _observables;
  67915. /**
  67916. * Release associated resources
  67917. */
  67918. dispose(): void;
  67919. /**
  67920. * Raise a callback when one of the observable will notify
  67921. * @param observables defines a list of observables to watch
  67922. * @param callback defines the callback to call on notification
  67923. * @param mask defines the mask used to filter notifications
  67924. * @param scope defines the current scope used to restore the JS context
  67925. * @returns the new MultiObserver
  67926. */
  67927. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  67928. }
  67929. /**
  67930. * The Observable class is a simple implementation of the Observable pattern.
  67931. *
  67932. * 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.
  67933. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  67934. * 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).
  67935. * 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.
  67936. */
  67937. export class Observable<T> {
  67938. private _observers;
  67939. private _eventState;
  67940. private _onObserverAdded;
  67941. /**
  67942. * Gets the list of observers
  67943. */
  67944. readonly observers: Array<Observer<T>>;
  67945. /**
  67946. * Creates a new observable
  67947. * @param onObserverAdded defines a callback to call when a new observer is added
  67948. */
  67949. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  67950. /**
  67951. * Create a new Observer with the specified callback
  67952. * @param callback the callback that will be executed for that Observer
  67953. * @param mask the mask used to filter observers
  67954. * @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.
  67955. * @param scope optional scope for the callback to be called from
  67956. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  67957. * @returns the new observer created for the callback
  67958. */
  67959. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  67960. /**
  67961. * Create a new Observer with the specified callback and unregisters after the next notification
  67962. * @param callback the callback that will be executed for that Observer
  67963. * @returns the new observer created for the callback
  67964. */
  67965. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  67966. /**
  67967. * Remove an Observer from the Observable object
  67968. * @param observer the instance of the Observer to remove
  67969. * @returns false if it doesn't belong to this Observable
  67970. */
  67971. remove(observer: Nullable<Observer<T>>): boolean;
  67972. /**
  67973. * Remove a callback from the Observable object
  67974. * @param callback the callback to remove
  67975. * @param scope optional scope. If used only the callbacks with this scope will be removed
  67976. * @returns false if it doesn't belong to this Observable
  67977. */
  67978. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  67979. private _deferUnregister;
  67980. private _remove;
  67981. /**
  67982. * Moves the observable to the top of the observer list making it get called first when notified
  67983. * @param observer the observer to move
  67984. */
  67985. makeObserverTopPriority(observer: Observer<T>): void;
  67986. /**
  67987. * Moves the observable to the bottom of the observer list making it get called last when notified
  67988. * @param observer the observer to move
  67989. */
  67990. makeObserverBottomPriority(observer: Observer<T>): void;
  67991. /**
  67992. * Notify all Observers by calling their respective callback with the given data
  67993. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  67994. * @param eventData defines the data to send to all observers
  67995. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  67996. * @param target defines the original target of the state
  67997. * @param currentTarget defines the current target of the state
  67998. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  67999. */
  68000. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68001. /**
  68002. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68003. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68004. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68005. * and it is crucial that all callbacks will be executed.
  68006. * The order of the callbacks is kept, callbacks are not executed parallel.
  68007. *
  68008. * @param eventData The data to be sent to each callback
  68009. * @param mask is used to filter observers defaults to -1
  68010. * @param target defines the callback target (see EventState)
  68011. * @param currentTarget defines he current object in the bubbling phase
  68012. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68013. */
  68014. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68015. /**
  68016. * Notify a specific observer
  68017. * @param observer defines the observer to notify
  68018. * @param eventData defines the data to be sent to each callback
  68019. * @param mask is used to filter observers defaults to -1
  68020. */
  68021. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68022. /**
  68023. * Gets a boolean indicating if the observable has at least one observer
  68024. * @returns true is the Observable has at least one Observer registered
  68025. */
  68026. hasObservers(): boolean;
  68027. /**
  68028. * Clear the list of observers
  68029. */
  68030. clear(): void;
  68031. /**
  68032. * Clone the current observable
  68033. * @returns a new observable
  68034. */
  68035. clone(): Observable<T>;
  68036. /**
  68037. * Does this observable handles observer registered with a given mask
  68038. * @param mask defines the mask to be tested
  68039. * @return whether or not one observer registered with the given mask is handeled
  68040. **/
  68041. hasSpecificMask(mask?: number): boolean;
  68042. }
  68043. }
  68044. declare module BABYLON {
  68045. /**
  68046. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68047. * Babylon.js
  68048. */
  68049. export class DomManagement {
  68050. /**
  68051. * Checks if the window object exists
  68052. * @returns true if the window object exists
  68053. */
  68054. static IsWindowObjectExist(): boolean;
  68055. /**
  68056. * Checks if the navigator object exists
  68057. * @returns true if the navigator object exists
  68058. */
  68059. static IsNavigatorAvailable(): boolean;
  68060. /**
  68061. * Extracts text content from a DOM element hierarchy
  68062. * @param element defines the root element
  68063. * @returns a string
  68064. */
  68065. static GetDOMTextContent(element: HTMLElement): string;
  68066. }
  68067. }
  68068. declare module BABYLON {
  68069. /**
  68070. * Logger used througouht the application to allow configuration of
  68071. * the log level required for the messages.
  68072. */
  68073. export class Logger {
  68074. /**
  68075. * No log
  68076. */
  68077. static readonly NoneLogLevel: number;
  68078. /**
  68079. * Only message logs
  68080. */
  68081. static readonly MessageLogLevel: number;
  68082. /**
  68083. * Only warning logs
  68084. */
  68085. static readonly WarningLogLevel: number;
  68086. /**
  68087. * Only error logs
  68088. */
  68089. static readonly ErrorLogLevel: number;
  68090. /**
  68091. * All logs
  68092. */
  68093. static readonly AllLogLevel: number;
  68094. private static _LogCache;
  68095. /**
  68096. * Gets a value indicating the number of loading errors
  68097. * @ignorenaming
  68098. */
  68099. static errorsCount: number;
  68100. /**
  68101. * Callback called when a new log is added
  68102. */
  68103. static OnNewCacheEntry: (entry: string) => void;
  68104. private static _AddLogEntry;
  68105. private static _FormatMessage;
  68106. private static _LogDisabled;
  68107. private static _LogEnabled;
  68108. private static _WarnDisabled;
  68109. private static _WarnEnabled;
  68110. private static _ErrorDisabled;
  68111. private static _ErrorEnabled;
  68112. /**
  68113. * Log a message to the console
  68114. */
  68115. static Log: (message: string) => void;
  68116. /**
  68117. * Write a warning message to the console
  68118. */
  68119. static Warn: (message: string) => void;
  68120. /**
  68121. * Write an error message to the console
  68122. */
  68123. static Error: (message: string) => void;
  68124. /**
  68125. * Gets current log cache (list of logs)
  68126. */
  68127. static readonly LogCache: string;
  68128. /**
  68129. * Clears the log cache
  68130. */
  68131. static ClearLogCache(): void;
  68132. /**
  68133. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68134. */
  68135. static LogLevels: number;
  68136. }
  68137. }
  68138. declare module BABYLON {
  68139. /** @hidden */
  68140. export class _TypeStore {
  68141. /** @hidden */
  68142. static RegisteredTypes: {
  68143. [key: string]: Object;
  68144. };
  68145. /** @hidden */
  68146. static GetClass(fqdn: string): any;
  68147. }
  68148. }
  68149. declare module BABYLON {
  68150. /**
  68151. * Helper to manipulate strings
  68152. */
  68153. export class StringTools {
  68154. /**
  68155. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68156. * @param str Source string
  68157. * @param suffix Suffix to search for in the source string
  68158. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68159. */
  68160. static EndsWith(str: string, suffix: string): boolean;
  68161. /**
  68162. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68163. * @param str Source string
  68164. * @param suffix Suffix to search for in the source string
  68165. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68166. */
  68167. static StartsWith(str: string, suffix: string): boolean;
  68168. /**
  68169. * Decodes a buffer into a string
  68170. * @param buffer The buffer to decode
  68171. * @returns The decoded string
  68172. */
  68173. static Decode(buffer: Uint8Array | Uint16Array): string;
  68174. /**
  68175. * Encode a buffer to a base64 string
  68176. * @param buffer defines the buffer to encode
  68177. * @returns the encoded string
  68178. */
  68179. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68180. }
  68181. }
  68182. declare module BABYLON {
  68183. /**
  68184. * Class containing a set of static utilities functions for deep copy.
  68185. */
  68186. export class DeepCopier {
  68187. /**
  68188. * Tries to copy an object by duplicating every property
  68189. * @param source defines the source object
  68190. * @param destination defines the target object
  68191. * @param doNotCopyList defines a list of properties to avoid
  68192. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68193. */
  68194. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68195. }
  68196. }
  68197. declare module BABYLON {
  68198. /**
  68199. * Class containing a set of static utilities functions for precision date
  68200. */
  68201. export class PrecisionDate {
  68202. /**
  68203. * Gets either window.performance.now() if supported or Date.now() else
  68204. */
  68205. static readonly Now: number;
  68206. }
  68207. }
  68208. declare module BABYLON {
  68209. /** @hidden */
  68210. export class _DevTools {
  68211. static WarnImport(name: string): string;
  68212. }
  68213. }
  68214. declare module BABYLON {
  68215. /**
  68216. * Interface used to define the mechanism to get data from the network
  68217. */
  68218. export interface IWebRequest {
  68219. /**
  68220. * Returns client's response url
  68221. */
  68222. responseURL: string;
  68223. /**
  68224. * Returns client's status
  68225. */
  68226. status: number;
  68227. /**
  68228. * Returns client's status as a text
  68229. */
  68230. statusText: string;
  68231. }
  68232. }
  68233. declare module BABYLON {
  68234. /**
  68235. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68236. */
  68237. export class WebRequest implements IWebRequest {
  68238. private _xhr;
  68239. /**
  68240. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68241. * i.e. when loading files, where the server/service expects an Authorization header
  68242. */
  68243. static CustomRequestHeaders: {
  68244. [key: string]: string;
  68245. };
  68246. /**
  68247. * Add callback functions in this array to update all the requests before they get sent to the network
  68248. */
  68249. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68250. private _injectCustomRequestHeaders;
  68251. /**
  68252. * Gets or sets a function to be called when loading progress changes
  68253. */
  68254. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68255. /**
  68256. * Returns client's state
  68257. */
  68258. readonly readyState: number;
  68259. /**
  68260. * Returns client's status
  68261. */
  68262. readonly status: number;
  68263. /**
  68264. * Returns client's status as a text
  68265. */
  68266. readonly statusText: string;
  68267. /**
  68268. * Returns client's response
  68269. */
  68270. readonly response: any;
  68271. /**
  68272. * Returns client's response url
  68273. */
  68274. readonly responseURL: string;
  68275. /**
  68276. * Returns client's response as text
  68277. */
  68278. readonly responseText: string;
  68279. /**
  68280. * Gets or sets the expected response type
  68281. */
  68282. responseType: XMLHttpRequestResponseType;
  68283. /** @hidden */
  68284. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68285. /** @hidden */
  68286. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68287. /**
  68288. * Cancels any network activity
  68289. */
  68290. abort(): void;
  68291. /**
  68292. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68293. * @param body defines an optional request body
  68294. */
  68295. send(body?: Document | BodyInit | null): void;
  68296. /**
  68297. * Sets the request method, request URL
  68298. * @param method defines the method to use (GET, POST, etc..)
  68299. * @param url defines the url to connect with
  68300. */
  68301. open(method: string, url: string): void;
  68302. /**
  68303. * Sets the value of a request header.
  68304. * @param name The name of the header whose value is to be set
  68305. * @param value The value to set as the body of the header
  68306. */
  68307. setRequestHeader(name: string, value: string): void;
  68308. /**
  68309. * Get the string containing the text of a particular header's value.
  68310. * @param name The name of the header
  68311. * @returns The string containing the text of the given header name
  68312. */
  68313. getResponseHeader(name: string): Nullable<string>;
  68314. }
  68315. }
  68316. declare module BABYLON {
  68317. /**
  68318. * File request interface
  68319. */
  68320. export interface IFileRequest {
  68321. /**
  68322. * Raised when the request is complete (success or error).
  68323. */
  68324. onCompleteObservable: Observable<IFileRequest>;
  68325. /**
  68326. * Aborts the request for a file.
  68327. */
  68328. abort: () => void;
  68329. }
  68330. }
  68331. declare module BABYLON {
  68332. /**
  68333. * Define options used to create a render target texture
  68334. */
  68335. export class RenderTargetCreationOptions {
  68336. /**
  68337. * Specifies is mipmaps must be generated
  68338. */
  68339. generateMipMaps?: boolean;
  68340. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68341. generateDepthBuffer?: boolean;
  68342. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68343. generateStencilBuffer?: boolean;
  68344. /** Defines texture type (int by default) */
  68345. type?: number;
  68346. /** Defines sampling mode (trilinear by default) */
  68347. samplingMode?: number;
  68348. /** Defines format (RGBA by default) */
  68349. format?: number;
  68350. }
  68351. }
  68352. declare module BABYLON {
  68353. /**
  68354. * @hidden
  68355. **/
  68356. export class _TimeToken {
  68357. _startTimeQuery: Nullable<WebGLQuery>;
  68358. _endTimeQuery: Nullable<WebGLQuery>;
  68359. _timeElapsedQuery: Nullable<WebGLQuery>;
  68360. _timeElapsedQueryEnded: boolean;
  68361. }
  68362. }
  68363. declare module BABYLON {
  68364. /** Defines the cross module used constants to avoid circular dependncies */
  68365. export class Constants {
  68366. /** Defines that alpha blending is disabled */
  68367. static readonly ALPHA_DISABLE: number;
  68368. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68369. static readonly ALPHA_ADD: number;
  68370. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68371. static readonly ALPHA_COMBINE: number;
  68372. /** Defines that alpha blending to DEST - SRC * DEST */
  68373. static readonly ALPHA_SUBTRACT: number;
  68374. /** Defines that alpha blending to SRC * DEST */
  68375. static readonly ALPHA_MULTIPLY: number;
  68376. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68377. static readonly ALPHA_MAXIMIZED: number;
  68378. /** Defines that alpha blending to SRC + DEST */
  68379. static readonly ALPHA_ONEONE: number;
  68380. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68381. static readonly ALPHA_PREMULTIPLIED: number;
  68382. /**
  68383. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68384. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68385. */
  68386. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68387. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68388. static readonly ALPHA_INTERPOLATE: number;
  68389. /**
  68390. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68391. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68392. */
  68393. static readonly ALPHA_SCREENMODE: number;
  68394. /**
  68395. * Defines that alpha blending to SRC + DST
  68396. * Alpha will be set to SRC ALPHA + DST ALPHA
  68397. */
  68398. static readonly ALPHA_ONEONE_ONEONE: number;
  68399. /**
  68400. * Defines that alpha blending to SRC * DST ALPHA + DST
  68401. * Alpha will be set to 0
  68402. */
  68403. static readonly ALPHA_ALPHATOCOLOR: number;
  68404. /**
  68405. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68406. */
  68407. static readonly ALPHA_REVERSEONEMINUS: number;
  68408. /**
  68409. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68410. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68411. */
  68412. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68413. /**
  68414. * Defines that alpha blending to SRC + DST
  68415. * Alpha will be set to SRC ALPHA
  68416. */
  68417. static readonly ALPHA_ONEONE_ONEZERO: number;
  68418. /** Defines that alpha blending equation a SUM */
  68419. static readonly ALPHA_EQUATION_ADD: number;
  68420. /** Defines that alpha blending equation a SUBSTRACTION */
  68421. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68422. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68423. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68424. /** Defines that alpha blending equation a MAX operation */
  68425. static readonly ALPHA_EQUATION_MAX: number;
  68426. /** Defines that alpha blending equation a MIN operation */
  68427. static readonly ALPHA_EQUATION_MIN: number;
  68428. /**
  68429. * Defines that alpha blending equation a DARKEN operation:
  68430. * It takes the min of the src and sums the alpha channels.
  68431. */
  68432. static readonly ALPHA_EQUATION_DARKEN: number;
  68433. /** Defines that the ressource is not delayed*/
  68434. static readonly DELAYLOADSTATE_NONE: number;
  68435. /** Defines that the ressource was successfully delay loaded */
  68436. static readonly DELAYLOADSTATE_LOADED: number;
  68437. /** Defines that the ressource is currently delay loading */
  68438. static readonly DELAYLOADSTATE_LOADING: number;
  68439. /** Defines that the ressource is delayed and has not started loading */
  68440. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68441. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68442. static readonly NEVER: number;
  68443. /** 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 */
  68444. static readonly ALWAYS: number;
  68445. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68446. static readonly LESS: number;
  68447. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68448. static readonly EQUAL: number;
  68449. /** 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 */
  68450. static readonly LEQUAL: number;
  68451. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68452. static readonly GREATER: number;
  68453. /** 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 */
  68454. static readonly GEQUAL: number;
  68455. /** 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 */
  68456. static readonly NOTEQUAL: number;
  68457. /** Passed to stencilOperation to specify that stencil value must be kept */
  68458. static readonly KEEP: number;
  68459. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68460. static readonly REPLACE: number;
  68461. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68462. static readonly INCR: number;
  68463. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68464. static readonly DECR: number;
  68465. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68466. static readonly INVERT: number;
  68467. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68468. static readonly INCR_WRAP: number;
  68469. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68470. static readonly DECR_WRAP: number;
  68471. /** Texture is not repeating outside of 0..1 UVs */
  68472. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68473. /** Texture is repeating outside of 0..1 UVs */
  68474. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68475. /** Texture is repeating and mirrored */
  68476. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68477. /** ALPHA */
  68478. static readonly TEXTUREFORMAT_ALPHA: number;
  68479. /** LUMINANCE */
  68480. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68481. /** LUMINANCE_ALPHA */
  68482. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68483. /** RGB */
  68484. static readonly TEXTUREFORMAT_RGB: number;
  68485. /** RGBA */
  68486. static readonly TEXTUREFORMAT_RGBA: number;
  68487. /** RED */
  68488. static readonly TEXTUREFORMAT_RED: number;
  68489. /** RED (2nd reference) */
  68490. static readonly TEXTUREFORMAT_R: number;
  68491. /** RG */
  68492. static readonly TEXTUREFORMAT_RG: number;
  68493. /** RED_INTEGER */
  68494. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68495. /** RED_INTEGER (2nd reference) */
  68496. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68497. /** RG_INTEGER */
  68498. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68499. /** RGB_INTEGER */
  68500. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68501. /** RGBA_INTEGER */
  68502. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68503. /** UNSIGNED_BYTE */
  68504. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68505. /** UNSIGNED_BYTE (2nd reference) */
  68506. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68507. /** FLOAT */
  68508. static readonly TEXTURETYPE_FLOAT: number;
  68509. /** HALF_FLOAT */
  68510. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68511. /** BYTE */
  68512. static readonly TEXTURETYPE_BYTE: number;
  68513. /** SHORT */
  68514. static readonly TEXTURETYPE_SHORT: number;
  68515. /** UNSIGNED_SHORT */
  68516. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68517. /** INT */
  68518. static readonly TEXTURETYPE_INT: number;
  68519. /** UNSIGNED_INT */
  68520. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68521. /** UNSIGNED_SHORT_4_4_4_4 */
  68522. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68523. /** UNSIGNED_SHORT_5_5_5_1 */
  68524. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68525. /** UNSIGNED_SHORT_5_6_5 */
  68526. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68527. /** UNSIGNED_INT_2_10_10_10_REV */
  68528. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68529. /** UNSIGNED_INT_24_8 */
  68530. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68531. /** UNSIGNED_INT_10F_11F_11F_REV */
  68532. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68533. /** UNSIGNED_INT_5_9_9_9_REV */
  68534. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68535. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68536. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68537. /** nearest is mag = nearest and min = nearest and mip = linear */
  68538. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68539. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68540. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68541. /** Trilinear is mag = linear and min = linear and mip = linear */
  68542. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68543. /** nearest is mag = nearest and min = nearest and mip = linear */
  68544. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68545. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68546. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68547. /** Trilinear is mag = linear and min = linear and mip = linear */
  68548. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68549. /** mag = nearest and min = nearest and mip = nearest */
  68550. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68551. /** mag = nearest and min = linear and mip = nearest */
  68552. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68553. /** mag = nearest and min = linear and mip = linear */
  68554. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68555. /** mag = nearest and min = linear and mip = none */
  68556. static readonly TEXTURE_NEAREST_LINEAR: number;
  68557. /** mag = nearest and min = nearest and mip = none */
  68558. static readonly TEXTURE_NEAREST_NEAREST: number;
  68559. /** mag = linear and min = nearest and mip = nearest */
  68560. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68561. /** mag = linear and min = nearest and mip = linear */
  68562. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68563. /** mag = linear and min = linear and mip = none */
  68564. static readonly TEXTURE_LINEAR_LINEAR: number;
  68565. /** mag = linear and min = nearest and mip = none */
  68566. static readonly TEXTURE_LINEAR_NEAREST: number;
  68567. /** Explicit coordinates mode */
  68568. static readonly TEXTURE_EXPLICIT_MODE: number;
  68569. /** Spherical coordinates mode */
  68570. static readonly TEXTURE_SPHERICAL_MODE: number;
  68571. /** Planar coordinates mode */
  68572. static readonly TEXTURE_PLANAR_MODE: number;
  68573. /** Cubic coordinates mode */
  68574. static readonly TEXTURE_CUBIC_MODE: number;
  68575. /** Projection coordinates mode */
  68576. static readonly TEXTURE_PROJECTION_MODE: number;
  68577. /** Skybox coordinates mode */
  68578. static readonly TEXTURE_SKYBOX_MODE: number;
  68579. /** Inverse Cubic coordinates mode */
  68580. static readonly TEXTURE_INVCUBIC_MODE: number;
  68581. /** Equirectangular coordinates mode */
  68582. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68583. /** Equirectangular Fixed coordinates mode */
  68584. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68585. /** Equirectangular Fixed Mirrored coordinates mode */
  68586. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68587. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68588. static readonly SCALEMODE_FLOOR: number;
  68589. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68590. static readonly SCALEMODE_NEAREST: number;
  68591. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68592. static readonly SCALEMODE_CEILING: number;
  68593. /**
  68594. * The dirty texture flag value
  68595. */
  68596. static readonly MATERIAL_TextureDirtyFlag: number;
  68597. /**
  68598. * The dirty light flag value
  68599. */
  68600. static readonly MATERIAL_LightDirtyFlag: number;
  68601. /**
  68602. * The dirty fresnel flag value
  68603. */
  68604. static readonly MATERIAL_FresnelDirtyFlag: number;
  68605. /**
  68606. * The dirty attribute flag value
  68607. */
  68608. static readonly MATERIAL_AttributesDirtyFlag: number;
  68609. /**
  68610. * The dirty misc flag value
  68611. */
  68612. static readonly MATERIAL_MiscDirtyFlag: number;
  68613. /**
  68614. * The all dirty flag value
  68615. */
  68616. static readonly MATERIAL_AllDirtyFlag: number;
  68617. /**
  68618. * Returns the triangle fill mode
  68619. */
  68620. static readonly MATERIAL_TriangleFillMode: number;
  68621. /**
  68622. * Returns the wireframe mode
  68623. */
  68624. static readonly MATERIAL_WireFrameFillMode: number;
  68625. /**
  68626. * Returns the point fill mode
  68627. */
  68628. static readonly MATERIAL_PointFillMode: number;
  68629. /**
  68630. * Returns the point list draw mode
  68631. */
  68632. static readonly MATERIAL_PointListDrawMode: number;
  68633. /**
  68634. * Returns the line list draw mode
  68635. */
  68636. static readonly MATERIAL_LineListDrawMode: number;
  68637. /**
  68638. * Returns the line loop draw mode
  68639. */
  68640. static readonly MATERIAL_LineLoopDrawMode: number;
  68641. /**
  68642. * Returns the line strip draw mode
  68643. */
  68644. static readonly MATERIAL_LineStripDrawMode: number;
  68645. /**
  68646. * Returns the triangle strip draw mode
  68647. */
  68648. static readonly MATERIAL_TriangleStripDrawMode: number;
  68649. /**
  68650. * Returns the triangle fan draw mode
  68651. */
  68652. static readonly MATERIAL_TriangleFanDrawMode: number;
  68653. /**
  68654. * Stores the clock-wise side orientation
  68655. */
  68656. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68657. /**
  68658. * Stores the counter clock-wise side orientation
  68659. */
  68660. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68661. /**
  68662. * Nothing
  68663. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68664. */
  68665. static readonly ACTION_NothingTrigger: number;
  68666. /**
  68667. * On pick
  68668. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68669. */
  68670. static readonly ACTION_OnPickTrigger: number;
  68671. /**
  68672. * On left pick
  68673. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68674. */
  68675. static readonly ACTION_OnLeftPickTrigger: number;
  68676. /**
  68677. * On right pick
  68678. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68679. */
  68680. static readonly ACTION_OnRightPickTrigger: number;
  68681. /**
  68682. * On center pick
  68683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68684. */
  68685. static readonly ACTION_OnCenterPickTrigger: number;
  68686. /**
  68687. * On pick down
  68688. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68689. */
  68690. static readonly ACTION_OnPickDownTrigger: number;
  68691. /**
  68692. * On double pick
  68693. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68694. */
  68695. static readonly ACTION_OnDoublePickTrigger: number;
  68696. /**
  68697. * On pick up
  68698. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68699. */
  68700. static readonly ACTION_OnPickUpTrigger: number;
  68701. /**
  68702. * On pick out.
  68703. * This trigger will only be raised if you also declared a OnPickDown
  68704. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68705. */
  68706. static readonly ACTION_OnPickOutTrigger: number;
  68707. /**
  68708. * On long press
  68709. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68710. */
  68711. static readonly ACTION_OnLongPressTrigger: number;
  68712. /**
  68713. * On pointer over
  68714. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68715. */
  68716. static readonly ACTION_OnPointerOverTrigger: number;
  68717. /**
  68718. * On pointer out
  68719. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68720. */
  68721. static readonly ACTION_OnPointerOutTrigger: number;
  68722. /**
  68723. * On every frame
  68724. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68725. */
  68726. static readonly ACTION_OnEveryFrameTrigger: number;
  68727. /**
  68728. * On intersection enter
  68729. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68730. */
  68731. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68732. /**
  68733. * On intersection exit
  68734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68735. */
  68736. static readonly ACTION_OnIntersectionExitTrigger: number;
  68737. /**
  68738. * On key down
  68739. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68740. */
  68741. static readonly ACTION_OnKeyDownTrigger: number;
  68742. /**
  68743. * On key up
  68744. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68745. */
  68746. static readonly ACTION_OnKeyUpTrigger: number;
  68747. /**
  68748. * Billboard mode will only apply to Y axis
  68749. */
  68750. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68751. /**
  68752. * Billboard mode will apply to all axes
  68753. */
  68754. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68755. /**
  68756. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68757. */
  68758. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68759. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68760. * Test order :
  68761. * Is the bounding sphere outside the frustum ?
  68762. * If not, are the bounding box vertices outside the frustum ?
  68763. * It not, then the cullable object is in the frustum.
  68764. */
  68765. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68766. /** Culling strategy : Bounding Sphere Only.
  68767. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68768. * It's also less accurate than the standard because some not visible objects can still be selected.
  68769. * Test : is the bounding sphere outside the frustum ?
  68770. * If not, then the cullable object is in the frustum.
  68771. */
  68772. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68773. /** Culling strategy : Optimistic Inclusion.
  68774. * This in an inclusion test first, then the standard exclusion test.
  68775. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68776. * 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.
  68777. * Anyway, it's as accurate as the standard strategy.
  68778. * Test :
  68779. * Is the cullable object bounding sphere center in the frustum ?
  68780. * If not, apply the default culling strategy.
  68781. */
  68782. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68783. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68784. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68785. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68786. * 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.
  68787. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68788. * Test :
  68789. * Is the cullable object bounding sphere center in the frustum ?
  68790. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68791. */
  68792. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68793. /**
  68794. * No logging while loading
  68795. */
  68796. static readonly SCENELOADER_NO_LOGGING: number;
  68797. /**
  68798. * Minimal logging while loading
  68799. */
  68800. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68801. /**
  68802. * Summary logging while loading
  68803. */
  68804. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68805. /**
  68806. * Detailled logging while loading
  68807. */
  68808. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68809. }
  68810. }
  68811. declare module BABYLON {
  68812. /**
  68813. * This represents the required contract to create a new type of texture loader.
  68814. */
  68815. export interface IInternalTextureLoader {
  68816. /**
  68817. * Defines wether the loader supports cascade loading the different faces.
  68818. */
  68819. supportCascades: boolean;
  68820. /**
  68821. * This returns if the loader support the current file information.
  68822. * @param extension defines the file extension of the file being loaded
  68823. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68824. * @param fallback defines the fallback internal texture if any
  68825. * @param isBase64 defines whether the texture is encoded as a base64
  68826. * @param isBuffer defines whether the texture data are stored as a buffer
  68827. * @returns true if the loader can load the specified file
  68828. */
  68829. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  68830. /**
  68831. * Transform the url before loading if required.
  68832. * @param rootUrl the url of the texture
  68833. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68834. * @returns the transformed texture
  68835. */
  68836. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  68837. /**
  68838. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  68839. * @param rootUrl the url of the texture
  68840. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68841. * @returns the fallback texture
  68842. */
  68843. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  68844. /**
  68845. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  68846. * @param data contains the texture data
  68847. * @param texture defines the BabylonJS internal texture
  68848. * @param createPolynomials will be true if polynomials have been requested
  68849. * @param onLoad defines the callback to trigger once the texture is ready
  68850. * @param onError defines the callback to trigger in case of error
  68851. */
  68852. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  68853. /**
  68854. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  68855. * @param data contains the texture data
  68856. * @param texture defines the BabylonJS internal texture
  68857. * @param callback defines the method to call once ready to upload
  68858. */
  68859. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  68860. }
  68861. }
  68862. declare module BABYLON {
  68863. /**
  68864. * Class used to store and describe the pipeline context associated with an effect
  68865. */
  68866. export interface IPipelineContext {
  68867. /**
  68868. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68869. */
  68870. isAsync: boolean;
  68871. /**
  68872. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68873. */
  68874. isReady: boolean;
  68875. /** @hidden */
  68876. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68877. }
  68878. }
  68879. declare module BABYLON {
  68880. /**
  68881. * Class used to store gfx data (like WebGLBuffer)
  68882. */
  68883. export class DataBuffer {
  68884. /**
  68885. * Gets or sets the number of objects referencing this buffer
  68886. */
  68887. references: number;
  68888. /** Gets or sets the size of the underlying buffer */
  68889. capacity: number;
  68890. /**
  68891. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  68892. */
  68893. is32Bits: boolean;
  68894. /**
  68895. * Gets the underlying buffer
  68896. */
  68897. readonly underlyingResource: any;
  68898. }
  68899. }
  68900. declare module BABYLON {
  68901. /** @hidden */
  68902. export interface IShaderProcessor {
  68903. attributeProcessor?: (attribute: string) => string;
  68904. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68905. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68906. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68907. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68908. lineProcessor?: (line: string, isFragment: boolean) => string;
  68909. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68910. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68911. }
  68912. }
  68913. declare module BABYLON {
  68914. /** @hidden */
  68915. export interface ProcessingOptions {
  68916. defines: string[];
  68917. indexParameters: any;
  68918. isFragment: boolean;
  68919. shouldUseHighPrecisionShader: boolean;
  68920. supportsUniformBuffers: boolean;
  68921. shadersRepository: string;
  68922. includesShadersStore: {
  68923. [key: string]: string;
  68924. };
  68925. processor?: IShaderProcessor;
  68926. version: string;
  68927. platformName: string;
  68928. lookForClosingBracketForUniformBuffer?: boolean;
  68929. }
  68930. }
  68931. declare module BABYLON {
  68932. /** @hidden */
  68933. export class ShaderCodeNode {
  68934. line: string;
  68935. children: ShaderCodeNode[];
  68936. additionalDefineKey?: string;
  68937. additionalDefineValue?: string;
  68938. isValid(preprocessors: {
  68939. [key: string]: string;
  68940. }): boolean;
  68941. process(preprocessors: {
  68942. [key: string]: string;
  68943. }, options: ProcessingOptions): string;
  68944. }
  68945. }
  68946. declare module BABYLON {
  68947. /** @hidden */
  68948. export class ShaderCodeCursor {
  68949. private _lines;
  68950. lineIndex: number;
  68951. readonly currentLine: string;
  68952. readonly canRead: boolean;
  68953. lines: string[];
  68954. }
  68955. }
  68956. declare module BABYLON {
  68957. /** @hidden */
  68958. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68959. process(preprocessors: {
  68960. [key: string]: string;
  68961. }, options: ProcessingOptions): string;
  68962. }
  68963. }
  68964. declare module BABYLON {
  68965. /** @hidden */
  68966. export class ShaderDefineExpression {
  68967. isTrue(preprocessors: {
  68968. [key: string]: string;
  68969. }): boolean;
  68970. }
  68971. }
  68972. declare module BABYLON {
  68973. /** @hidden */
  68974. export class ShaderCodeTestNode extends ShaderCodeNode {
  68975. testExpression: ShaderDefineExpression;
  68976. isValid(preprocessors: {
  68977. [key: string]: string;
  68978. }): boolean;
  68979. }
  68980. }
  68981. declare module BABYLON {
  68982. /** @hidden */
  68983. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68984. define: string;
  68985. not: boolean;
  68986. constructor(define: string, not?: boolean);
  68987. isTrue(preprocessors: {
  68988. [key: string]: string;
  68989. }): boolean;
  68990. }
  68991. }
  68992. declare module BABYLON {
  68993. /** @hidden */
  68994. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68995. leftOperand: ShaderDefineExpression;
  68996. rightOperand: ShaderDefineExpression;
  68997. isTrue(preprocessors: {
  68998. [key: string]: string;
  68999. }): boolean;
  69000. }
  69001. }
  69002. declare module BABYLON {
  69003. /** @hidden */
  69004. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69005. leftOperand: ShaderDefineExpression;
  69006. rightOperand: ShaderDefineExpression;
  69007. isTrue(preprocessors: {
  69008. [key: string]: string;
  69009. }): boolean;
  69010. }
  69011. }
  69012. declare module BABYLON {
  69013. /** @hidden */
  69014. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69015. define: string;
  69016. operand: string;
  69017. testValue: string;
  69018. constructor(define: string, operand: string, testValue: string);
  69019. isTrue(preprocessors: {
  69020. [key: string]: string;
  69021. }): boolean;
  69022. }
  69023. }
  69024. declare module BABYLON {
  69025. /**
  69026. * Class used to enable access to offline support
  69027. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69028. */
  69029. export interface IOfflineProvider {
  69030. /**
  69031. * Gets a boolean indicating if scene must be saved in the database
  69032. */
  69033. enableSceneOffline: boolean;
  69034. /**
  69035. * Gets a boolean indicating if textures must be saved in the database
  69036. */
  69037. enableTexturesOffline: boolean;
  69038. /**
  69039. * Open the offline support and make it available
  69040. * @param successCallback defines the callback to call on success
  69041. * @param errorCallback defines the callback to call on error
  69042. */
  69043. open(successCallback: () => void, errorCallback: () => void): void;
  69044. /**
  69045. * Loads an image from the offline support
  69046. * @param url defines the url to load from
  69047. * @param image defines the target DOM image
  69048. */
  69049. loadImage(url: string, image: HTMLImageElement): void;
  69050. /**
  69051. * Loads a file from offline support
  69052. * @param url defines the URL to load from
  69053. * @param sceneLoaded defines a callback to call on success
  69054. * @param progressCallBack defines a callback to call when progress changed
  69055. * @param errorCallback defines a callback to call on error
  69056. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69057. */
  69058. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69059. }
  69060. }
  69061. declare module BABYLON {
  69062. /**
  69063. * Class used to help managing file picking and drag'n'drop
  69064. * File Storage
  69065. */
  69066. export class FilesInputStore {
  69067. /**
  69068. * List of files ready to be loaded
  69069. */
  69070. static FilesToLoad: {
  69071. [key: string]: File;
  69072. };
  69073. }
  69074. }
  69075. declare module BABYLON {
  69076. /**
  69077. * Class used to define a retry strategy when error happens while loading assets
  69078. */
  69079. export class RetryStrategy {
  69080. /**
  69081. * Function used to defines an exponential back off strategy
  69082. * @param maxRetries defines the maximum number of retries (3 by default)
  69083. * @param baseInterval defines the interval between retries
  69084. * @returns the strategy function to use
  69085. */
  69086. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69087. }
  69088. }
  69089. declare module BABYLON {
  69090. /**
  69091. * @ignore
  69092. * Application error to support additional information when loading a file
  69093. */
  69094. export abstract class BaseError extends Error {
  69095. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69096. }
  69097. }
  69098. declare module BABYLON {
  69099. /** @ignore */
  69100. export class LoadFileError extends BaseError {
  69101. request?: WebRequest;
  69102. file?: File;
  69103. /**
  69104. * Creates a new LoadFileError
  69105. * @param message defines the message of the error
  69106. * @param request defines the optional web request
  69107. * @param file defines the optional file
  69108. */
  69109. constructor(message: string, object?: WebRequest | File);
  69110. }
  69111. /** @ignore */
  69112. export class RequestFileError extends BaseError {
  69113. request: WebRequest;
  69114. /**
  69115. * Creates a new LoadFileError
  69116. * @param message defines the message of the error
  69117. * @param request defines the optional web request
  69118. */
  69119. constructor(message: string, request: WebRequest);
  69120. }
  69121. /** @ignore */
  69122. export class ReadFileError extends BaseError {
  69123. file: File;
  69124. /**
  69125. * Creates a new ReadFileError
  69126. * @param message defines the message of the error
  69127. * @param file defines the optional file
  69128. */
  69129. constructor(message: string, file: File);
  69130. }
  69131. /**
  69132. * @hidden
  69133. */
  69134. export class FileTools {
  69135. /**
  69136. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69137. */
  69138. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69139. /**
  69140. * Gets or sets the base URL to use to load assets
  69141. */
  69142. static BaseUrl: string;
  69143. /**
  69144. * Default behaviour for cors in the application.
  69145. * It can be a string if the expected behavior is identical in the entire app.
  69146. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69147. */
  69148. static CorsBehavior: string | ((url: string | string[]) => string);
  69149. /**
  69150. * Gets or sets a function used to pre-process url before using them to load assets
  69151. */
  69152. static PreprocessUrl: (url: string) => string;
  69153. /**
  69154. * Removes unwanted characters from an url
  69155. * @param url defines the url to clean
  69156. * @returns the cleaned url
  69157. */
  69158. private static _CleanUrl;
  69159. /**
  69160. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69161. * @param url define the url we are trying
  69162. * @param element define the dom element where to configure the cors policy
  69163. */
  69164. static SetCorsBehavior(url: string | string[], element: {
  69165. crossOrigin: string | null;
  69166. }): void;
  69167. /**
  69168. * Loads an image as an HTMLImageElement.
  69169. * @param input url string, ArrayBuffer, or Blob to load
  69170. * @param onLoad callback called when the image successfully loads
  69171. * @param onError callback called when the image fails to load
  69172. * @param offlineProvider offline provider for caching
  69173. * @param mimeType optional mime type
  69174. * @returns the HTMLImageElement of the loaded image
  69175. */
  69176. 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>;
  69177. /**
  69178. * Reads a file from a File object
  69179. * @param file defines the file to load
  69180. * @param onSuccess defines the callback to call when data is loaded
  69181. * @param onProgress defines the callback to call during loading process
  69182. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69183. * @param onError defines the callback to call when an error occurs
  69184. * @returns a file request object
  69185. */
  69186. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69187. /**
  69188. * Loads a file from a url
  69189. * @param url url to load
  69190. * @param onSuccess callback called when the file successfully loads
  69191. * @param onProgress callback called while file is loading (if the server supports this mode)
  69192. * @param offlineProvider defines the offline provider for caching
  69193. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69194. * @param onError callback called when the file fails to load
  69195. * @returns a file request object
  69196. */
  69197. 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;
  69198. /**
  69199. * Loads a file
  69200. * @param url url to load
  69201. * @param onSuccess callback called when the file successfully loads
  69202. * @param onProgress callback called while file is loading (if the server supports this mode)
  69203. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69204. * @param onError callback called when the file fails to load
  69205. * @param onOpened callback called when the web request is opened
  69206. * @returns a file request object
  69207. */
  69208. 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;
  69209. /**
  69210. * Checks if the loaded document was accessed via `file:`-Protocol.
  69211. * @returns boolean
  69212. */
  69213. static IsFileURL(): boolean;
  69214. }
  69215. }
  69216. declare module BABYLON {
  69217. /** @hidden */
  69218. export class ShaderProcessor {
  69219. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69220. private static _ProcessPrecision;
  69221. private static _ExtractOperation;
  69222. private static _BuildSubExpression;
  69223. private static _BuildExpression;
  69224. private static _MoveCursorWithinIf;
  69225. private static _MoveCursor;
  69226. private static _EvaluatePreProcessors;
  69227. private static _PreparePreProcessors;
  69228. private static _ProcessShaderConversion;
  69229. private static _ProcessIncludes;
  69230. }
  69231. }
  69232. declare module BABYLON {
  69233. /**
  69234. * @hidden
  69235. */
  69236. export interface IColor4Like {
  69237. r: float;
  69238. g: float;
  69239. b: float;
  69240. a: float;
  69241. }
  69242. /**
  69243. * @hidden
  69244. */
  69245. export interface IColor3Like {
  69246. r: float;
  69247. g: float;
  69248. b: float;
  69249. }
  69250. /**
  69251. * @hidden
  69252. */
  69253. export interface IVector4Like {
  69254. x: float;
  69255. y: float;
  69256. z: float;
  69257. w: float;
  69258. }
  69259. /**
  69260. * @hidden
  69261. */
  69262. export interface IVector3Like {
  69263. x: float;
  69264. y: float;
  69265. z: float;
  69266. }
  69267. /**
  69268. * @hidden
  69269. */
  69270. export interface IVector2Like {
  69271. x: float;
  69272. y: float;
  69273. }
  69274. /**
  69275. * @hidden
  69276. */
  69277. export interface IMatrixLike {
  69278. toArray(): DeepImmutable<Float32Array>;
  69279. updateFlag: int;
  69280. }
  69281. /**
  69282. * @hidden
  69283. */
  69284. export interface IViewportLike {
  69285. x: float;
  69286. y: float;
  69287. width: float;
  69288. height: float;
  69289. }
  69290. /**
  69291. * @hidden
  69292. */
  69293. export interface IPlaneLike {
  69294. normal: IVector3Like;
  69295. d: float;
  69296. normalize(): void;
  69297. }
  69298. }
  69299. declare module BABYLON {
  69300. /**
  69301. * Interface used to define common properties for effect fallbacks
  69302. */
  69303. export interface IEffectFallbacks {
  69304. /**
  69305. * Removes the defines that should be removed when falling back.
  69306. * @param currentDefines defines the current define statements for the shader.
  69307. * @param effect defines the current effect we try to compile
  69308. * @returns The resulting defines with defines of the current rank removed.
  69309. */
  69310. reduce(currentDefines: string, effect: Effect): string;
  69311. /**
  69312. * Removes the fallback from the bound mesh.
  69313. */
  69314. unBindMesh(): void;
  69315. /**
  69316. * Checks to see if more fallbacks are still availible.
  69317. */
  69318. hasMoreFallbacks: boolean;
  69319. }
  69320. }
  69321. declare module BABYLON {
  69322. /**
  69323. * Class used to evalaute queries containing `and` and `or` operators
  69324. */
  69325. export class AndOrNotEvaluator {
  69326. /**
  69327. * Evaluate a query
  69328. * @param query defines the query to evaluate
  69329. * @param evaluateCallback defines the callback used to filter result
  69330. * @returns true if the query matches
  69331. */
  69332. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69333. private static _HandleParenthesisContent;
  69334. private static _SimplifyNegation;
  69335. }
  69336. }
  69337. declare module BABYLON {
  69338. /**
  69339. * Class used to store custom tags
  69340. */
  69341. export class Tags {
  69342. /**
  69343. * Adds support for tags on the given object
  69344. * @param obj defines the object to use
  69345. */
  69346. static EnableFor(obj: any): void;
  69347. /**
  69348. * Removes tags support
  69349. * @param obj defines the object to use
  69350. */
  69351. static DisableFor(obj: any): void;
  69352. /**
  69353. * Gets a boolean indicating if the given object has tags
  69354. * @param obj defines the object to use
  69355. * @returns a boolean
  69356. */
  69357. static HasTags(obj: any): boolean;
  69358. /**
  69359. * Gets the tags available on a given object
  69360. * @param obj defines the object to use
  69361. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69362. * @returns the tags
  69363. */
  69364. static GetTags(obj: any, asString?: boolean): any;
  69365. /**
  69366. * Adds tags to an object
  69367. * @param obj defines the object to use
  69368. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69369. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69370. */
  69371. static AddTagsTo(obj: any, tagsString: string): void;
  69372. /**
  69373. * @hidden
  69374. */
  69375. static _AddTagTo(obj: any, tag: string): void;
  69376. /**
  69377. * Removes specific tags from a specific object
  69378. * @param obj defines the object to use
  69379. * @param tagsString defines the tags to remove
  69380. */
  69381. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69382. /**
  69383. * @hidden
  69384. */
  69385. static _RemoveTagFrom(obj: any, tag: string): void;
  69386. /**
  69387. * Defines if tags hosted on an object match a given query
  69388. * @param obj defines the object to use
  69389. * @param tagsQuery defines the tag query
  69390. * @returns a boolean
  69391. */
  69392. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69393. }
  69394. }
  69395. declare module BABYLON {
  69396. /**
  69397. * Scalar computation library
  69398. */
  69399. export class Scalar {
  69400. /**
  69401. * Two pi constants convenient for computation.
  69402. */
  69403. static TwoPi: number;
  69404. /**
  69405. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69406. * @param a number
  69407. * @param b number
  69408. * @param epsilon (default = 1.401298E-45)
  69409. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69410. */
  69411. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69412. /**
  69413. * Returns a string : the upper case translation of the number i to hexadecimal.
  69414. * @param i number
  69415. * @returns the upper case translation of the number i to hexadecimal.
  69416. */
  69417. static ToHex(i: number): string;
  69418. /**
  69419. * Returns -1 if value is negative and +1 is value is positive.
  69420. * @param value the value
  69421. * @returns the value itself if it's equal to zero.
  69422. */
  69423. static Sign(value: number): number;
  69424. /**
  69425. * Returns the value itself if it's between min and max.
  69426. * Returns min if the value is lower than min.
  69427. * Returns max if the value is greater than max.
  69428. * @param value the value to clmap
  69429. * @param min the min value to clamp to (default: 0)
  69430. * @param max the max value to clamp to (default: 1)
  69431. * @returns the clamped value
  69432. */
  69433. static Clamp(value: number, min?: number, max?: number): number;
  69434. /**
  69435. * the log2 of value.
  69436. * @param value the value to compute log2 of
  69437. * @returns the log2 of value.
  69438. */
  69439. static Log2(value: number): number;
  69440. /**
  69441. * Loops the value, so that it is never larger than length and never smaller than 0.
  69442. *
  69443. * This is similar to the modulo operator but it works with floating point numbers.
  69444. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69445. * With t = 5 and length = 2.5, the result would be 0.0.
  69446. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69447. * @param value the value
  69448. * @param length the length
  69449. * @returns the looped value
  69450. */
  69451. static Repeat(value: number, length: number): number;
  69452. /**
  69453. * Normalize the value between 0.0 and 1.0 using min and max values
  69454. * @param value value to normalize
  69455. * @param min max to normalize between
  69456. * @param max min to normalize between
  69457. * @returns the normalized value
  69458. */
  69459. static Normalize(value: number, min: number, max: number): number;
  69460. /**
  69461. * Denormalize the value from 0.0 and 1.0 using min and max values
  69462. * @param normalized value to denormalize
  69463. * @param min max to denormalize between
  69464. * @param max min to denormalize between
  69465. * @returns the denormalized value
  69466. */
  69467. static Denormalize(normalized: number, min: number, max: number): number;
  69468. /**
  69469. * Calculates the shortest difference between two given angles given in degrees.
  69470. * @param current current angle in degrees
  69471. * @param target target angle in degrees
  69472. * @returns the delta
  69473. */
  69474. static DeltaAngle(current: number, target: number): number;
  69475. /**
  69476. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69477. * @param tx value
  69478. * @param length length
  69479. * @returns The returned value will move back and forth between 0 and length
  69480. */
  69481. static PingPong(tx: number, length: number): number;
  69482. /**
  69483. * Interpolates between min and max with smoothing at the limits.
  69484. *
  69485. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69486. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69487. * @param from from
  69488. * @param to to
  69489. * @param tx value
  69490. * @returns the smooth stepped value
  69491. */
  69492. static SmoothStep(from: number, to: number, tx: number): number;
  69493. /**
  69494. * Moves a value current towards target.
  69495. *
  69496. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69497. * Negative values of maxDelta pushes the value away from target.
  69498. * @param current current value
  69499. * @param target target value
  69500. * @param maxDelta max distance to move
  69501. * @returns resulting value
  69502. */
  69503. static MoveTowards(current: number, target: number, maxDelta: number): number;
  69504. /**
  69505. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69506. *
  69507. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  69508. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  69509. * @param current current value
  69510. * @param target target value
  69511. * @param maxDelta max distance to move
  69512. * @returns resulting angle
  69513. */
  69514. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  69515. /**
  69516. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  69517. * @param start start value
  69518. * @param end target value
  69519. * @param amount amount to lerp between
  69520. * @returns the lerped value
  69521. */
  69522. static Lerp(start: number, end: number, amount: number): number;
  69523. /**
  69524. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69525. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  69526. * @param start start value
  69527. * @param end target value
  69528. * @param amount amount to lerp between
  69529. * @returns the lerped value
  69530. */
  69531. static LerpAngle(start: number, end: number, amount: number): number;
  69532. /**
  69533. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  69534. * @param a start value
  69535. * @param b target value
  69536. * @param value value between a and b
  69537. * @returns the inverseLerp value
  69538. */
  69539. static InverseLerp(a: number, b: number, value: number): number;
  69540. /**
  69541. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  69542. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  69543. * @param value1 spline value
  69544. * @param tangent1 spline value
  69545. * @param value2 spline value
  69546. * @param tangent2 spline value
  69547. * @param amount input value
  69548. * @returns hermite result
  69549. */
  69550. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  69551. /**
  69552. * Returns a random float number between and min and max values
  69553. * @param min min value of random
  69554. * @param max max value of random
  69555. * @returns random value
  69556. */
  69557. static RandomRange(min: number, max: number): number;
  69558. /**
  69559. * This function returns percentage of a number in a given range.
  69560. *
  69561. * RangeToPercent(40,20,60) will return 0.5 (50%)
  69562. * RangeToPercent(34,0,100) will return 0.34 (34%)
  69563. * @param number to convert to percentage
  69564. * @param min min range
  69565. * @param max max range
  69566. * @returns the percentage
  69567. */
  69568. static RangeToPercent(number: number, min: number, max: number): number;
  69569. /**
  69570. * This function returns number that corresponds to the percentage in a given range.
  69571. *
  69572. * PercentToRange(0.34,0,100) will return 34.
  69573. * @param percent to convert to number
  69574. * @param min min range
  69575. * @param max max range
  69576. * @returns the number
  69577. */
  69578. static PercentToRange(percent: number, min: number, max: number): number;
  69579. /**
  69580. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  69581. * @param angle The angle to normalize in radian.
  69582. * @return The converted angle.
  69583. */
  69584. static NormalizeRadians(angle: number): number;
  69585. }
  69586. }
  69587. declare module BABYLON {
  69588. /**
  69589. * Constant used to convert a value to gamma space
  69590. * @ignorenaming
  69591. */
  69592. export const ToGammaSpace: number;
  69593. /**
  69594. * Constant used to convert a value to linear space
  69595. * @ignorenaming
  69596. */
  69597. export const ToLinearSpace = 2.2;
  69598. /**
  69599. * Constant used to define the minimal number value in Babylon.js
  69600. * @ignorenaming
  69601. */
  69602. let Epsilon: number;
  69603. }
  69604. declare module BABYLON {
  69605. /**
  69606. * Class used to represent a viewport on screen
  69607. */
  69608. export class Viewport {
  69609. /** viewport left coordinate */
  69610. x: number;
  69611. /** viewport top coordinate */
  69612. y: number;
  69613. /**viewport width */
  69614. width: number;
  69615. /** viewport height */
  69616. height: number;
  69617. /**
  69618. * Creates a Viewport object located at (x, y) and sized (width, height)
  69619. * @param x defines viewport left coordinate
  69620. * @param y defines viewport top coordinate
  69621. * @param width defines the viewport width
  69622. * @param height defines the viewport height
  69623. */
  69624. constructor(
  69625. /** viewport left coordinate */
  69626. x: number,
  69627. /** viewport top coordinate */
  69628. y: number,
  69629. /**viewport width */
  69630. width: number,
  69631. /** viewport height */
  69632. height: number);
  69633. /**
  69634. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  69635. * @param renderWidth defines the rendering width
  69636. * @param renderHeight defines the rendering height
  69637. * @returns a new Viewport
  69638. */
  69639. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  69640. /**
  69641. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  69642. * @param renderWidth defines the rendering width
  69643. * @param renderHeight defines the rendering height
  69644. * @param ref defines the target viewport
  69645. * @returns the current viewport
  69646. */
  69647. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  69648. /**
  69649. * Returns a new Viewport copied from the current one
  69650. * @returns a new Viewport
  69651. */
  69652. clone(): Viewport;
  69653. }
  69654. }
  69655. declare module BABYLON {
  69656. /**
  69657. * Class containing a set of static utilities functions for arrays.
  69658. */
  69659. export class ArrayTools {
  69660. /**
  69661. * Returns an array of the given size filled with element built from the given constructor and the paramters
  69662. * @param size the number of element to construct and put in the array
  69663. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  69664. * @returns a new array filled with new objects
  69665. */
  69666. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  69667. }
  69668. }
  69669. declare module BABYLON {
  69670. /**
  69671. * Class representing a vector containing 2 coordinates
  69672. */
  69673. export class Vector2 {
  69674. /** defines the first coordinate */
  69675. x: number;
  69676. /** defines the second coordinate */
  69677. y: number;
  69678. /**
  69679. * Creates a new Vector2 from the given x and y coordinates
  69680. * @param x defines the first coordinate
  69681. * @param y defines the second coordinate
  69682. */
  69683. constructor(
  69684. /** defines the first coordinate */
  69685. x?: number,
  69686. /** defines the second coordinate */
  69687. y?: number);
  69688. /**
  69689. * Gets a string with the Vector2 coordinates
  69690. * @returns a string with the Vector2 coordinates
  69691. */
  69692. toString(): string;
  69693. /**
  69694. * Gets class name
  69695. * @returns the string "Vector2"
  69696. */
  69697. getClassName(): string;
  69698. /**
  69699. * Gets current vector hash code
  69700. * @returns the Vector2 hash code as a number
  69701. */
  69702. getHashCode(): number;
  69703. /**
  69704. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  69705. * @param array defines the source array
  69706. * @param index defines the offset in source array
  69707. * @returns the current Vector2
  69708. */
  69709. toArray(array: FloatArray, index?: number): Vector2;
  69710. /**
  69711. * Copy the current vector to an array
  69712. * @returns a new array with 2 elements: the Vector2 coordinates.
  69713. */
  69714. asArray(): number[];
  69715. /**
  69716. * Sets the Vector2 coordinates with the given Vector2 coordinates
  69717. * @param source defines the source Vector2
  69718. * @returns the current updated Vector2
  69719. */
  69720. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  69721. /**
  69722. * Sets the Vector2 coordinates with the given floats
  69723. * @param x defines the first coordinate
  69724. * @param y defines the second coordinate
  69725. * @returns the current updated Vector2
  69726. */
  69727. copyFromFloats(x: number, y: number): Vector2;
  69728. /**
  69729. * Sets the Vector2 coordinates with the given floats
  69730. * @param x defines the first coordinate
  69731. * @param y defines the second coordinate
  69732. * @returns the current updated Vector2
  69733. */
  69734. set(x: number, y: number): Vector2;
  69735. /**
  69736. * Add another vector with the current one
  69737. * @param otherVector defines the other vector
  69738. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  69739. */
  69740. add(otherVector: DeepImmutable<Vector2>): Vector2;
  69741. /**
  69742. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  69743. * @param otherVector defines the other vector
  69744. * @param result defines the target vector
  69745. * @returns the unmodified current Vector2
  69746. */
  69747. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69748. /**
  69749. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  69750. * @param otherVector defines the other vector
  69751. * @returns the current updated Vector2
  69752. */
  69753. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69754. /**
  69755. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  69756. * @param otherVector defines the other vector
  69757. * @returns a new Vector2
  69758. */
  69759. addVector3(otherVector: Vector3): Vector2;
  69760. /**
  69761. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  69762. * @param otherVector defines the other vector
  69763. * @returns a new Vector2
  69764. */
  69765. subtract(otherVector: Vector2): Vector2;
  69766. /**
  69767. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  69768. * @param otherVector defines the other vector
  69769. * @param result defines the target vector
  69770. * @returns the unmodified current Vector2
  69771. */
  69772. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69773. /**
  69774. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  69775. * @param otherVector defines the other vector
  69776. * @returns the current updated Vector2
  69777. */
  69778. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69779. /**
  69780. * Multiplies in place the current Vector2 coordinates by the given ones
  69781. * @param otherVector defines the other vector
  69782. * @returns the current updated Vector2
  69783. */
  69784. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69785. /**
  69786. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  69787. * @param otherVector defines the other vector
  69788. * @returns a new Vector2
  69789. */
  69790. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  69791. /**
  69792. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  69793. * @param otherVector defines the other vector
  69794. * @param result defines the target vector
  69795. * @returns the unmodified current Vector2
  69796. */
  69797. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69798. /**
  69799. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  69800. * @param x defines the first coordinate
  69801. * @param y defines the second coordinate
  69802. * @returns a new Vector2
  69803. */
  69804. multiplyByFloats(x: number, y: number): Vector2;
  69805. /**
  69806. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  69807. * @param otherVector defines the other vector
  69808. * @returns a new Vector2
  69809. */
  69810. divide(otherVector: Vector2): Vector2;
  69811. /**
  69812. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  69813. * @param otherVector defines the other vector
  69814. * @param result defines the target vector
  69815. * @returns the unmodified current Vector2
  69816. */
  69817. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69818. /**
  69819. * Divides the current Vector2 coordinates by the given ones
  69820. * @param otherVector defines the other vector
  69821. * @returns the current updated Vector2
  69822. */
  69823. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69824. /**
  69825. * Gets a new Vector2 with current Vector2 negated coordinates
  69826. * @returns a new Vector2
  69827. */
  69828. negate(): Vector2;
  69829. /**
  69830. * Multiply the Vector2 coordinates by scale
  69831. * @param scale defines the scaling factor
  69832. * @returns the current updated Vector2
  69833. */
  69834. scaleInPlace(scale: number): Vector2;
  69835. /**
  69836. * Returns a new Vector2 scaled by "scale" from the current Vector2
  69837. * @param scale defines the scaling factor
  69838. * @returns a new Vector2
  69839. */
  69840. scale(scale: number): Vector2;
  69841. /**
  69842. * Scale the current Vector2 values by a factor to a given Vector2
  69843. * @param scale defines the scale factor
  69844. * @param result defines the Vector2 object where to store the result
  69845. * @returns the unmodified current Vector2
  69846. */
  69847. scaleToRef(scale: number, result: Vector2): Vector2;
  69848. /**
  69849. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  69850. * @param scale defines the scale factor
  69851. * @param result defines the Vector2 object where to store the result
  69852. * @returns the unmodified current Vector2
  69853. */
  69854. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  69855. /**
  69856. * Gets a boolean if two vectors are equals
  69857. * @param otherVector defines the other vector
  69858. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  69859. */
  69860. equals(otherVector: DeepImmutable<Vector2>): boolean;
  69861. /**
  69862. * Gets a boolean if two vectors are equals (using an epsilon value)
  69863. * @param otherVector defines the other vector
  69864. * @param epsilon defines the minimal distance to consider equality
  69865. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  69866. */
  69867. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  69868. /**
  69869. * Gets a new Vector2 from current Vector2 floored values
  69870. * @returns a new Vector2
  69871. */
  69872. floor(): Vector2;
  69873. /**
  69874. * Gets a new Vector2 from current Vector2 floored values
  69875. * @returns a new Vector2
  69876. */
  69877. fract(): Vector2;
  69878. /**
  69879. * Gets the length of the vector
  69880. * @returns the vector length (float)
  69881. */
  69882. length(): number;
  69883. /**
  69884. * Gets the vector squared length
  69885. * @returns the vector squared length (float)
  69886. */
  69887. lengthSquared(): number;
  69888. /**
  69889. * Normalize the vector
  69890. * @returns the current updated Vector2
  69891. */
  69892. normalize(): Vector2;
  69893. /**
  69894. * Gets a new Vector2 copied from the Vector2
  69895. * @returns a new Vector2
  69896. */
  69897. clone(): Vector2;
  69898. /**
  69899. * Gets a new Vector2(0, 0)
  69900. * @returns a new Vector2
  69901. */
  69902. static Zero(): Vector2;
  69903. /**
  69904. * Gets a new Vector2(1, 1)
  69905. * @returns a new Vector2
  69906. */
  69907. static One(): Vector2;
  69908. /**
  69909. * Gets a new Vector2 set from the given index element of the given array
  69910. * @param array defines the data source
  69911. * @param offset defines the offset in the data source
  69912. * @returns a new Vector2
  69913. */
  69914. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  69915. /**
  69916. * Sets "result" from the given index element of the given array
  69917. * @param array defines the data source
  69918. * @param offset defines the offset in the data source
  69919. * @param result defines the target vector
  69920. */
  69921. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  69922. /**
  69923. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  69924. * @param value1 defines 1st point of control
  69925. * @param value2 defines 2nd point of control
  69926. * @param value3 defines 3rd point of control
  69927. * @param value4 defines 4th point of control
  69928. * @param amount defines the interpolation factor
  69929. * @returns a new Vector2
  69930. */
  69931. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  69932. /**
  69933. * 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".
  69934. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  69935. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  69936. * @param value defines the value to clamp
  69937. * @param min defines the lower limit
  69938. * @param max defines the upper limit
  69939. * @returns a new Vector2
  69940. */
  69941. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  69942. /**
  69943. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  69944. * @param value1 defines the 1st control point
  69945. * @param tangent1 defines the outgoing tangent
  69946. * @param value2 defines the 2nd control point
  69947. * @param tangent2 defines the incoming tangent
  69948. * @param amount defines the interpolation factor
  69949. * @returns a new Vector2
  69950. */
  69951. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  69952. /**
  69953. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  69954. * @param start defines the start vector
  69955. * @param end defines the end vector
  69956. * @param amount defines the interpolation factor
  69957. * @returns a new Vector2
  69958. */
  69959. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  69960. /**
  69961. * Gets the dot product of the vector "left" and the vector "right"
  69962. * @param left defines first vector
  69963. * @param right defines second vector
  69964. * @returns the dot product (float)
  69965. */
  69966. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  69967. /**
  69968. * Returns a new Vector2 equal to the normalized given vector
  69969. * @param vector defines the vector to normalize
  69970. * @returns a new Vector2
  69971. */
  69972. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  69973. /**
  69974. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  69975. * @param left defines 1st vector
  69976. * @param right defines 2nd vector
  69977. * @returns a new Vector2
  69978. */
  69979. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69980. /**
  69981. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  69982. * @param left defines 1st vector
  69983. * @param right defines 2nd vector
  69984. * @returns a new Vector2
  69985. */
  69986. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69987. /**
  69988. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  69989. * @param vector defines the vector to transform
  69990. * @param transformation defines the matrix to apply
  69991. * @returns a new Vector2
  69992. */
  69993. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  69994. /**
  69995. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  69996. * @param vector defines the vector to transform
  69997. * @param transformation defines the matrix to apply
  69998. * @param result defines the target vector
  69999. */
  70000. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70001. /**
  70002. * Determines if a given vector is included in a triangle
  70003. * @param p defines the vector to test
  70004. * @param p0 defines 1st triangle point
  70005. * @param p1 defines 2nd triangle point
  70006. * @param p2 defines 3rd triangle point
  70007. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70008. */
  70009. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70010. /**
  70011. * Gets the distance between the vectors "value1" and "value2"
  70012. * @param value1 defines first vector
  70013. * @param value2 defines second vector
  70014. * @returns the distance between vectors
  70015. */
  70016. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70017. /**
  70018. * Returns the squared distance between the vectors "value1" and "value2"
  70019. * @param value1 defines first vector
  70020. * @param value2 defines second vector
  70021. * @returns the squared distance between vectors
  70022. */
  70023. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70024. /**
  70025. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70026. * @param value1 defines first vector
  70027. * @param value2 defines second vector
  70028. * @returns a new Vector2
  70029. */
  70030. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70031. /**
  70032. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70033. * @param p defines the middle point
  70034. * @param segA defines one point of the segment
  70035. * @param segB defines the other point of the segment
  70036. * @returns the shortest distance
  70037. */
  70038. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70039. }
  70040. /**
  70041. * Classed used to store (x,y,z) vector representation
  70042. * A Vector3 is the main object used in 3D geometry
  70043. * It can represent etiher the coordinates of a point the space, either a direction
  70044. * Reminder: js uses a left handed forward facing system
  70045. */
  70046. export class Vector3 {
  70047. /**
  70048. * Defines the first coordinates (on X axis)
  70049. */
  70050. x: number;
  70051. /**
  70052. * Defines the second coordinates (on Y axis)
  70053. */
  70054. y: number;
  70055. /**
  70056. * Defines the third coordinates (on Z axis)
  70057. */
  70058. z: number;
  70059. private static _UpReadOnly;
  70060. private static _ZeroReadOnly;
  70061. /**
  70062. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70063. * @param x defines the first coordinates (on X axis)
  70064. * @param y defines the second coordinates (on Y axis)
  70065. * @param z defines the third coordinates (on Z axis)
  70066. */
  70067. constructor(
  70068. /**
  70069. * Defines the first coordinates (on X axis)
  70070. */
  70071. x?: number,
  70072. /**
  70073. * Defines the second coordinates (on Y axis)
  70074. */
  70075. y?: number,
  70076. /**
  70077. * Defines the third coordinates (on Z axis)
  70078. */
  70079. z?: number);
  70080. /**
  70081. * Creates a string representation of the Vector3
  70082. * @returns a string with the Vector3 coordinates.
  70083. */
  70084. toString(): string;
  70085. /**
  70086. * Gets the class name
  70087. * @returns the string "Vector3"
  70088. */
  70089. getClassName(): string;
  70090. /**
  70091. * Creates the Vector3 hash code
  70092. * @returns a number which tends to be unique between Vector3 instances
  70093. */
  70094. getHashCode(): number;
  70095. /**
  70096. * Creates an array containing three elements : the coordinates of the Vector3
  70097. * @returns a new array of numbers
  70098. */
  70099. asArray(): number[];
  70100. /**
  70101. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70102. * @param array defines the destination array
  70103. * @param index defines the offset in the destination array
  70104. * @returns the current Vector3
  70105. */
  70106. toArray(array: FloatArray, index?: number): Vector3;
  70107. /**
  70108. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70109. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70110. */
  70111. toQuaternion(): Quaternion;
  70112. /**
  70113. * Adds the given vector to the current Vector3
  70114. * @param otherVector defines the second operand
  70115. * @returns the current updated Vector3
  70116. */
  70117. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70118. /**
  70119. * Adds the given coordinates to the current Vector3
  70120. * @param x defines the x coordinate of the operand
  70121. * @param y defines the y coordinate of the operand
  70122. * @param z defines the z coordinate of the operand
  70123. * @returns the current updated Vector3
  70124. */
  70125. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70126. /**
  70127. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70128. * @param otherVector defines the second operand
  70129. * @returns the resulting Vector3
  70130. */
  70131. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70132. /**
  70133. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70134. * @param otherVector defines the second operand
  70135. * @param result defines the Vector3 object where to store the result
  70136. * @returns the current Vector3
  70137. */
  70138. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70139. /**
  70140. * Subtract the given vector from the current Vector3
  70141. * @param otherVector defines the second operand
  70142. * @returns the current updated Vector3
  70143. */
  70144. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70145. /**
  70146. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70147. * @param otherVector defines the second operand
  70148. * @returns the resulting Vector3
  70149. */
  70150. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70151. /**
  70152. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70153. * @param otherVector defines the second operand
  70154. * @param result defines the Vector3 object where to store the result
  70155. * @returns the current Vector3
  70156. */
  70157. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70158. /**
  70159. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70160. * @param x defines the x coordinate of the operand
  70161. * @param y defines the y coordinate of the operand
  70162. * @param z defines the z coordinate of the operand
  70163. * @returns the resulting Vector3
  70164. */
  70165. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70166. /**
  70167. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70168. * @param x defines the x coordinate of the operand
  70169. * @param y defines the y coordinate of the operand
  70170. * @param z defines the z coordinate of the operand
  70171. * @param result defines the Vector3 object where to store the result
  70172. * @returns the current Vector3
  70173. */
  70174. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70175. /**
  70176. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70177. * @returns a new Vector3
  70178. */
  70179. negate(): Vector3;
  70180. /**
  70181. * Multiplies the Vector3 coordinates by the float "scale"
  70182. * @param scale defines the multiplier factor
  70183. * @returns the current updated Vector3
  70184. */
  70185. scaleInPlace(scale: number): Vector3;
  70186. /**
  70187. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70188. * @param scale defines the multiplier factor
  70189. * @returns a new Vector3
  70190. */
  70191. scale(scale: number): Vector3;
  70192. /**
  70193. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70194. * @param scale defines the multiplier factor
  70195. * @param result defines the Vector3 object where to store the result
  70196. * @returns the current Vector3
  70197. */
  70198. scaleToRef(scale: number, result: Vector3): Vector3;
  70199. /**
  70200. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70201. * @param scale defines the scale factor
  70202. * @param result defines the Vector3 object where to store the result
  70203. * @returns the unmodified current Vector3
  70204. */
  70205. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70206. /**
  70207. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70208. * @param otherVector defines the second operand
  70209. * @returns true if both vectors are equals
  70210. */
  70211. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70212. /**
  70213. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70214. * @param otherVector defines the second operand
  70215. * @param epsilon defines the minimal distance to define values as equals
  70216. * @returns true if both vectors are distant less than epsilon
  70217. */
  70218. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70219. /**
  70220. * Returns true if the current Vector3 coordinates equals the given floats
  70221. * @param x defines the x coordinate of the operand
  70222. * @param y defines the y coordinate of the operand
  70223. * @param z defines the z coordinate of the operand
  70224. * @returns true if both vectors are equals
  70225. */
  70226. equalsToFloats(x: number, y: number, z: number): boolean;
  70227. /**
  70228. * Multiplies the current Vector3 coordinates by the given ones
  70229. * @param otherVector defines the second operand
  70230. * @returns the current updated Vector3
  70231. */
  70232. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70233. /**
  70234. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70235. * @param otherVector defines the second operand
  70236. * @returns the new Vector3
  70237. */
  70238. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70239. /**
  70240. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70241. * @param otherVector defines the second operand
  70242. * @param result defines the Vector3 object where to store the result
  70243. * @returns the current Vector3
  70244. */
  70245. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70246. /**
  70247. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70248. * @param x defines the x coordinate of the operand
  70249. * @param y defines the y coordinate of the operand
  70250. * @param z defines the z coordinate of the operand
  70251. * @returns the new Vector3
  70252. */
  70253. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70254. /**
  70255. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70256. * @param otherVector defines the second operand
  70257. * @returns the new Vector3
  70258. */
  70259. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70260. /**
  70261. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70262. * @param otherVector defines the second operand
  70263. * @param result defines the Vector3 object where to store the result
  70264. * @returns the current Vector3
  70265. */
  70266. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70267. /**
  70268. * Divides the current Vector3 coordinates by the given ones.
  70269. * @param otherVector defines the second operand
  70270. * @returns the current updated Vector3
  70271. */
  70272. divideInPlace(otherVector: Vector3): Vector3;
  70273. /**
  70274. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70275. * @param other defines the second operand
  70276. * @returns the current updated Vector3
  70277. */
  70278. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70279. /**
  70280. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70281. * @param other defines the second operand
  70282. * @returns the current updated Vector3
  70283. */
  70284. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70285. /**
  70286. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70287. * @param x defines the x coordinate of the operand
  70288. * @param y defines the y coordinate of the operand
  70289. * @param z defines the z coordinate of the operand
  70290. * @returns the current updated Vector3
  70291. */
  70292. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70293. /**
  70294. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70295. * @param x defines the x coordinate of the operand
  70296. * @param y defines the y coordinate of the operand
  70297. * @param z defines the z coordinate of the operand
  70298. * @returns the current updated Vector3
  70299. */
  70300. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70301. /**
  70302. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70303. * Check if is non uniform within a certain amount of decimal places to account for this
  70304. * @param epsilon the amount the values can differ
  70305. * @returns if the the vector is non uniform to a certain number of decimal places
  70306. */
  70307. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70308. /**
  70309. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70310. */
  70311. readonly isNonUniform: boolean;
  70312. /**
  70313. * Gets a new Vector3 from current Vector3 floored values
  70314. * @returns a new Vector3
  70315. */
  70316. floor(): Vector3;
  70317. /**
  70318. * Gets a new Vector3 from current Vector3 floored values
  70319. * @returns a new Vector3
  70320. */
  70321. fract(): Vector3;
  70322. /**
  70323. * Gets the length of the Vector3
  70324. * @returns the length of the Vector3
  70325. */
  70326. length(): number;
  70327. /**
  70328. * Gets the squared length of the Vector3
  70329. * @returns squared length of the Vector3
  70330. */
  70331. lengthSquared(): number;
  70332. /**
  70333. * Normalize the current Vector3.
  70334. * Please note that this is an in place operation.
  70335. * @returns the current updated Vector3
  70336. */
  70337. normalize(): Vector3;
  70338. /**
  70339. * Reorders the x y z properties of the vector in place
  70340. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70341. * @returns the current updated vector
  70342. */
  70343. reorderInPlace(order: string): this;
  70344. /**
  70345. * Rotates the vector around 0,0,0 by a quaternion
  70346. * @param quaternion the rotation quaternion
  70347. * @param result vector to store the result
  70348. * @returns the resulting vector
  70349. */
  70350. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70351. /**
  70352. * Rotates a vector around a given point
  70353. * @param quaternion the rotation quaternion
  70354. * @param point the point to rotate around
  70355. * @param result vector to store the result
  70356. * @returns the resulting vector
  70357. */
  70358. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70359. /**
  70360. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70361. * The cross product is then orthogonal to both current and "other"
  70362. * @param other defines the right operand
  70363. * @returns the cross product
  70364. */
  70365. cross(other: Vector3): Vector3;
  70366. /**
  70367. * Normalize the current Vector3 with the given input length.
  70368. * Please note that this is an in place operation.
  70369. * @param len the length of the vector
  70370. * @returns the current updated Vector3
  70371. */
  70372. normalizeFromLength(len: number): Vector3;
  70373. /**
  70374. * Normalize the current Vector3 to a new vector
  70375. * @returns the new Vector3
  70376. */
  70377. normalizeToNew(): Vector3;
  70378. /**
  70379. * Normalize the current Vector3 to the reference
  70380. * @param reference define the Vector3 to update
  70381. * @returns the updated Vector3
  70382. */
  70383. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70384. /**
  70385. * Creates a new Vector3 copied from the current Vector3
  70386. * @returns the new Vector3
  70387. */
  70388. clone(): Vector3;
  70389. /**
  70390. * Copies the given vector coordinates to the current Vector3 ones
  70391. * @param source defines the source Vector3
  70392. * @returns the current updated Vector3
  70393. */
  70394. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70395. /**
  70396. * Copies the given floats to the current Vector3 coordinates
  70397. * @param x defines the x coordinate of the operand
  70398. * @param y defines the y coordinate of the operand
  70399. * @param z defines the z coordinate of the operand
  70400. * @returns the current updated Vector3
  70401. */
  70402. copyFromFloats(x: number, y: number, z: number): Vector3;
  70403. /**
  70404. * Copies the given floats to the current Vector3 coordinates
  70405. * @param x defines the x coordinate of the operand
  70406. * @param y defines the y coordinate of the operand
  70407. * @param z defines the z coordinate of the operand
  70408. * @returns the current updated Vector3
  70409. */
  70410. set(x: number, y: number, z: number): Vector3;
  70411. /**
  70412. * Copies the given float to the current Vector3 coordinates
  70413. * @param v defines the x, y and z coordinates of the operand
  70414. * @returns the current updated Vector3
  70415. */
  70416. setAll(v: number): Vector3;
  70417. /**
  70418. * Get the clip factor between two vectors
  70419. * @param vector0 defines the first operand
  70420. * @param vector1 defines the second operand
  70421. * @param axis defines the axis to use
  70422. * @param size defines the size along the axis
  70423. * @returns the clip factor
  70424. */
  70425. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70426. /**
  70427. * Get angle between two vectors
  70428. * @param vector0 angle between vector0 and vector1
  70429. * @param vector1 angle between vector0 and vector1
  70430. * @param normal direction of the normal
  70431. * @return the angle between vector0 and vector1
  70432. */
  70433. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70434. /**
  70435. * Returns a new Vector3 set from the index "offset" of the given array
  70436. * @param array defines the source array
  70437. * @param offset defines the offset in the source array
  70438. * @returns the new Vector3
  70439. */
  70440. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70441. /**
  70442. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70443. * This function is deprecated. Use FromArray instead
  70444. * @param array defines the source array
  70445. * @param offset defines the offset in the source array
  70446. * @returns the new Vector3
  70447. */
  70448. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70449. /**
  70450. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70451. * @param array defines the source array
  70452. * @param offset defines the offset in the source array
  70453. * @param result defines the Vector3 where to store the result
  70454. */
  70455. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70456. /**
  70457. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70458. * This function is deprecated. Use FromArrayToRef instead.
  70459. * @param array defines the source array
  70460. * @param offset defines the offset in the source array
  70461. * @param result defines the Vector3 where to store the result
  70462. */
  70463. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70464. /**
  70465. * Sets the given vector "result" with the given floats.
  70466. * @param x defines the x coordinate of the source
  70467. * @param y defines the y coordinate of the source
  70468. * @param z defines the z coordinate of the source
  70469. * @param result defines the Vector3 where to store the result
  70470. */
  70471. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70472. /**
  70473. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70474. * @returns a new empty Vector3
  70475. */
  70476. static Zero(): Vector3;
  70477. /**
  70478. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70479. * @returns a new unit Vector3
  70480. */
  70481. static One(): Vector3;
  70482. /**
  70483. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70484. * @returns a new up Vector3
  70485. */
  70486. static Up(): Vector3;
  70487. /**
  70488. * Gets a up Vector3 that must not be updated
  70489. */
  70490. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70491. /**
  70492. * Gets a zero Vector3 that must not be updated
  70493. */
  70494. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70495. /**
  70496. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70497. * @returns a new down Vector3
  70498. */
  70499. static Down(): Vector3;
  70500. /**
  70501. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  70502. * @returns a new forward Vector3
  70503. */
  70504. static Forward(): Vector3;
  70505. /**
  70506. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  70507. * @returns a new forward Vector3
  70508. */
  70509. static Backward(): Vector3;
  70510. /**
  70511. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  70512. * @returns a new right Vector3
  70513. */
  70514. static Right(): Vector3;
  70515. /**
  70516. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  70517. * @returns a new left Vector3
  70518. */
  70519. static Left(): Vector3;
  70520. /**
  70521. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  70522. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70523. * @param vector defines the Vector3 to transform
  70524. * @param transformation defines the transformation matrix
  70525. * @returns the transformed Vector3
  70526. */
  70527. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70528. /**
  70529. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  70530. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70531. * @param vector defines the Vector3 to transform
  70532. * @param transformation defines the transformation matrix
  70533. * @param result defines the Vector3 where to store the result
  70534. */
  70535. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70536. /**
  70537. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  70538. * This method computes tranformed coordinates only, not transformed direction vectors
  70539. * @param x define the x coordinate of the source vector
  70540. * @param y define the y coordinate of the source vector
  70541. * @param z define the z coordinate of the source vector
  70542. * @param transformation defines the transformation matrix
  70543. * @param result defines the Vector3 where to store the result
  70544. */
  70545. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70546. /**
  70547. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  70548. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70549. * @param vector defines the Vector3 to transform
  70550. * @param transformation defines the transformation matrix
  70551. * @returns the new Vector3
  70552. */
  70553. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70554. /**
  70555. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  70556. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70557. * @param vector defines the Vector3 to transform
  70558. * @param transformation defines the transformation matrix
  70559. * @param result defines the Vector3 where to store the result
  70560. */
  70561. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70562. /**
  70563. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  70564. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70565. * @param x define the x coordinate of the source vector
  70566. * @param y define the y coordinate of the source vector
  70567. * @param z define the z coordinate of the source vector
  70568. * @param transformation defines the transformation matrix
  70569. * @param result defines the Vector3 where to store the result
  70570. */
  70571. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70572. /**
  70573. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  70574. * @param value1 defines the first control point
  70575. * @param value2 defines the second control point
  70576. * @param value3 defines the third control point
  70577. * @param value4 defines the fourth control point
  70578. * @param amount defines the amount on the spline to use
  70579. * @returns the new Vector3
  70580. */
  70581. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  70582. /**
  70583. * 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"
  70584. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70585. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70586. * @param value defines the current value
  70587. * @param min defines the lower range value
  70588. * @param max defines the upper range value
  70589. * @returns the new Vector3
  70590. */
  70591. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  70592. /**
  70593. * 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"
  70594. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70595. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70596. * @param value defines the current value
  70597. * @param min defines the lower range value
  70598. * @param max defines the upper range value
  70599. * @param result defines the Vector3 where to store the result
  70600. */
  70601. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  70602. /**
  70603. * Checks if a given vector is inside a specific range
  70604. * @param v defines the vector to test
  70605. * @param min defines the minimum range
  70606. * @param max defines the maximum range
  70607. */
  70608. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  70609. /**
  70610. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  70611. * @param value1 defines the first control point
  70612. * @param tangent1 defines the first tangent vector
  70613. * @param value2 defines the second control point
  70614. * @param tangent2 defines the second tangent vector
  70615. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  70616. * @returns the new Vector3
  70617. */
  70618. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  70619. /**
  70620. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  70621. * @param start defines the start value
  70622. * @param end defines the end value
  70623. * @param amount max defines amount between both (between 0 and 1)
  70624. * @returns the new Vector3
  70625. */
  70626. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  70627. /**
  70628. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  70629. * @param start defines the start value
  70630. * @param end defines the end value
  70631. * @param amount max defines amount between both (between 0 and 1)
  70632. * @param result defines the Vector3 where to store the result
  70633. */
  70634. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  70635. /**
  70636. * Returns the dot product (float) between the vectors "left" and "right"
  70637. * @param left defines the left operand
  70638. * @param right defines the right operand
  70639. * @returns the dot product
  70640. */
  70641. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  70642. /**
  70643. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  70644. * The cross product is then orthogonal to both "left" and "right"
  70645. * @param left defines the left operand
  70646. * @param right defines the right operand
  70647. * @returns the cross product
  70648. */
  70649. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70650. /**
  70651. * Sets the given vector "result" with the cross product of "left" and "right"
  70652. * The cross product is then orthogonal to both "left" and "right"
  70653. * @param left defines the left operand
  70654. * @param right defines the right operand
  70655. * @param result defines the Vector3 where to store the result
  70656. */
  70657. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  70658. /**
  70659. * Returns a new Vector3 as the normalization of the given vector
  70660. * @param vector defines the Vector3 to normalize
  70661. * @returns the new Vector3
  70662. */
  70663. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  70664. /**
  70665. * Sets the given vector "result" with the normalization of the given first vector
  70666. * @param vector defines the Vector3 to normalize
  70667. * @param result defines the Vector3 where to store the result
  70668. */
  70669. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  70670. /**
  70671. * Project a Vector3 onto screen space
  70672. * @param vector defines the Vector3 to project
  70673. * @param world defines the world matrix to use
  70674. * @param transform defines the transform (view x projection) matrix to use
  70675. * @param viewport defines the screen viewport to use
  70676. * @returns the new Vector3
  70677. */
  70678. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  70679. /** @hidden */
  70680. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  70681. /**
  70682. * Unproject from screen space to object space
  70683. * @param source defines the screen space Vector3 to use
  70684. * @param viewportWidth defines the current width of the viewport
  70685. * @param viewportHeight defines the current height of the viewport
  70686. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70687. * @param transform defines the transform (view x projection) matrix to use
  70688. * @returns the new Vector3
  70689. */
  70690. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  70691. /**
  70692. * Unproject from screen space to object space
  70693. * @param source defines the screen space Vector3 to use
  70694. * @param viewportWidth defines the current width of the viewport
  70695. * @param viewportHeight defines the current height of the viewport
  70696. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70697. * @param view defines the view matrix to use
  70698. * @param projection defines the projection matrix to use
  70699. * @returns the new Vector3
  70700. */
  70701. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  70702. /**
  70703. * Unproject from screen space to object space
  70704. * @param source defines the screen space Vector3 to use
  70705. * @param viewportWidth defines the current width of the viewport
  70706. * @param viewportHeight defines the current height of the viewport
  70707. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70708. * @param view defines the view matrix to use
  70709. * @param projection defines the projection matrix to use
  70710. * @param result defines the Vector3 where to store the result
  70711. */
  70712. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70713. /**
  70714. * Unproject from screen space to object space
  70715. * @param sourceX defines the screen space x coordinate to use
  70716. * @param sourceY defines the screen space y coordinate to use
  70717. * @param sourceZ defines the screen space z coordinate to use
  70718. * @param viewportWidth defines the current width of the viewport
  70719. * @param viewportHeight defines the current height of the viewport
  70720. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70721. * @param view defines the view matrix to use
  70722. * @param projection defines the projection matrix to use
  70723. * @param result defines the Vector3 where to store the result
  70724. */
  70725. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70726. /**
  70727. * Gets the minimal coordinate values between two Vector3
  70728. * @param left defines the first operand
  70729. * @param right defines the second operand
  70730. * @returns the new Vector3
  70731. */
  70732. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70733. /**
  70734. * Gets the maximal coordinate values between two Vector3
  70735. * @param left defines the first operand
  70736. * @param right defines the second operand
  70737. * @returns the new Vector3
  70738. */
  70739. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70740. /**
  70741. * Returns the distance between the vectors "value1" and "value2"
  70742. * @param value1 defines the first operand
  70743. * @param value2 defines the second operand
  70744. * @returns the distance
  70745. */
  70746. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70747. /**
  70748. * Returns the squared distance between the vectors "value1" and "value2"
  70749. * @param value1 defines the first operand
  70750. * @param value2 defines the second operand
  70751. * @returns the squared distance
  70752. */
  70753. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70754. /**
  70755. * Returns a new Vector3 located at the center between "value1" and "value2"
  70756. * @param value1 defines the first operand
  70757. * @param value2 defines the second operand
  70758. * @returns the new Vector3
  70759. */
  70760. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  70761. /**
  70762. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  70763. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  70764. * to something in order to rotate it from its local system to the given target system
  70765. * Note: axis1, axis2 and axis3 are normalized during this operation
  70766. * @param axis1 defines the first axis
  70767. * @param axis2 defines the second axis
  70768. * @param axis3 defines the third axis
  70769. * @returns a new Vector3
  70770. */
  70771. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  70772. /**
  70773. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  70774. * @param axis1 defines the first axis
  70775. * @param axis2 defines the second axis
  70776. * @param axis3 defines the third axis
  70777. * @param ref defines the Vector3 where to store the result
  70778. */
  70779. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  70780. }
  70781. /**
  70782. * Vector4 class created for EulerAngle class conversion to Quaternion
  70783. */
  70784. export class Vector4 {
  70785. /** x value of the vector */
  70786. x: number;
  70787. /** y value of the vector */
  70788. y: number;
  70789. /** z value of the vector */
  70790. z: number;
  70791. /** w value of the vector */
  70792. w: number;
  70793. /**
  70794. * Creates a Vector4 object from the given floats.
  70795. * @param x x value of the vector
  70796. * @param y y value of the vector
  70797. * @param z z value of the vector
  70798. * @param w w value of the vector
  70799. */
  70800. constructor(
  70801. /** x value of the vector */
  70802. x: number,
  70803. /** y value of the vector */
  70804. y: number,
  70805. /** z value of the vector */
  70806. z: number,
  70807. /** w value of the vector */
  70808. w: number);
  70809. /**
  70810. * Returns the string with the Vector4 coordinates.
  70811. * @returns a string containing all the vector values
  70812. */
  70813. toString(): string;
  70814. /**
  70815. * Returns the string "Vector4".
  70816. * @returns "Vector4"
  70817. */
  70818. getClassName(): string;
  70819. /**
  70820. * Returns the Vector4 hash code.
  70821. * @returns a unique hash code
  70822. */
  70823. getHashCode(): number;
  70824. /**
  70825. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  70826. * @returns the resulting array
  70827. */
  70828. asArray(): number[];
  70829. /**
  70830. * Populates the given array from the given index with the Vector4 coordinates.
  70831. * @param array array to populate
  70832. * @param index index of the array to start at (default: 0)
  70833. * @returns the Vector4.
  70834. */
  70835. toArray(array: FloatArray, index?: number): Vector4;
  70836. /**
  70837. * Adds the given vector to the current Vector4.
  70838. * @param otherVector the vector to add
  70839. * @returns the updated Vector4.
  70840. */
  70841. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70842. /**
  70843. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  70844. * @param otherVector the vector to add
  70845. * @returns the resulting vector
  70846. */
  70847. add(otherVector: DeepImmutable<Vector4>): Vector4;
  70848. /**
  70849. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  70850. * @param otherVector the vector to add
  70851. * @param result the vector to store the result
  70852. * @returns the current Vector4.
  70853. */
  70854. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70855. /**
  70856. * Subtract in place the given vector from the current Vector4.
  70857. * @param otherVector the vector to subtract
  70858. * @returns the updated Vector4.
  70859. */
  70860. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70861. /**
  70862. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  70863. * @param otherVector the vector to add
  70864. * @returns the new vector with the result
  70865. */
  70866. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  70867. /**
  70868. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  70869. * @param otherVector the vector to subtract
  70870. * @param result the vector to store the result
  70871. * @returns the current Vector4.
  70872. */
  70873. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70874. /**
  70875. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70876. */
  70877. /**
  70878. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70879. * @param x value to subtract
  70880. * @param y value to subtract
  70881. * @param z value to subtract
  70882. * @param w value to subtract
  70883. * @returns new vector containing the result
  70884. */
  70885. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70886. /**
  70887. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70888. * @param x value to subtract
  70889. * @param y value to subtract
  70890. * @param z value to subtract
  70891. * @param w value to subtract
  70892. * @param result the vector to store the result in
  70893. * @returns the current Vector4.
  70894. */
  70895. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  70896. /**
  70897. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  70898. * @returns a new vector with the negated values
  70899. */
  70900. negate(): Vector4;
  70901. /**
  70902. * Multiplies the current Vector4 coordinates by scale (float).
  70903. * @param scale the number to scale with
  70904. * @returns the updated Vector4.
  70905. */
  70906. scaleInPlace(scale: number): Vector4;
  70907. /**
  70908. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  70909. * @param scale the number to scale with
  70910. * @returns a new vector with the result
  70911. */
  70912. scale(scale: number): Vector4;
  70913. /**
  70914. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  70915. * @param scale the number to scale with
  70916. * @param result a vector to store the result in
  70917. * @returns the current Vector4.
  70918. */
  70919. scaleToRef(scale: number, result: Vector4): Vector4;
  70920. /**
  70921. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  70922. * @param scale defines the scale factor
  70923. * @param result defines the Vector4 object where to store the result
  70924. * @returns the unmodified current Vector4
  70925. */
  70926. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  70927. /**
  70928. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  70929. * @param otherVector the vector to compare against
  70930. * @returns true if they are equal
  70931. */
  70932. equals(otherVector: DeepImmutable<Vector4>): boolean;
  70933. /**
  70934. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  70935. * @param otherVector vector to compare against
  70936. * @param epsilon (Default: very small number)
  70937. * @returns true if they are equal
  70938. */
  70939. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  70940. /**
  70941. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  70942. * @param x x value to compare against
  70943. * @param y y value to compare against
  70944. * @param z z value to compare against
  70945. * @param w w value to compare against
  70946. * @returns true if equal
  70947. */
  70948. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  70949. /**
  70950. * Multiplies in place the current Vector4 by the given one.
  70951. * @param otherVector vector to multiple with
  70952. * @returns the updated Vector4.
  70953. */
  70954. multiplyInPlace(otherVector: Vector4): Vector4;
  70955. /**
  70956. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  70957. * @param otherVector vector to multiple with
  70958. * @returns resulting new vector
  70959. */
  70960. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  70961. /**
  70962. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  70963. * @param otherVector vector to multiple with
  70964. * @param result vector to store the result
  70965. * @returns the current Vector4.
  70966. */
  70967. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70968. /**
  70969. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  70970. * @param x x value multiply with
  70971. * @param y y value multiply with
  70972. * @param z z value multiply with
  70973. * @param w w value multiply with
  70974. * @returns resulting new vector
  70975. */
  70976. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  70977. /**
  70978. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  70979. * @param otherVector vector to devide with
  70980. * @returns resulting new vector
  70981. */
  70982. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  70983. /**
  70984. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  70985. * @param otherVector vector to devide with
  70986. * @param result vector to store the result
  70987. * @returns the current Vector4.
  70988. */
  70989. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70990. /**
  70991. * Divides the current Vector3 coordinates by the given ones.
  70992. * @param otherVector vector to devide with
  70993. * @returns the updated Vector3.
  70994. */
  70995. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70996. /**
  70997. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  70998. * @param other defines the second operand
  70999. * @returns the current updated Vector4
  71000. */
  71001. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71002. /**
  71003. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71004. * @param other defines the second operand
  71005. * @returns the current updated Vector4
  71006. */
  71007. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71008. /**
  71009. * Gets a new Vector4 from current Vector4 floored values
  71010. * @returns a new Vector4
  71011. */
  71012. floor(): Vector4;
  71013. /**
  71014. * Gets a new Vector4 from current Vector3 floored values
  71015. * @returns a new Vector4
  71016. */
  71017. fract(): Vector4;
  71018. /**
  71019. * Returns the Vector4 length (float).
  71020. * @returns the length
  71021. */
  71022. length(): number;
  71023. /**
  71024. * Returns the Vector4 squared length (float).
  71025. * @returns the length squared
  71026. */
  71027. lengthSquared(): number;
  71028. /**
  71029. * Normalizes in place the Vector4.
  71030. * @returns the updated Vector4.
  71031. */
  71032. normalize(): Vector4;
  71033. /**
  71034. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71035. * @returns this converted to a new vector3
  71036. */
  71037. toVector3(): Vector3;
  71038. /**
  71039. * Returns a new Vector4 copied from the current one.
  71040. * @returns the new cloned vector
  71041. */
  71042. clone(): Vector4;
  71043. /**
  71044. * Updates the current Vector4 with the given one coordinates.
  71045. * @param source the source vector to copy from
  71046. * @returns the updated Vector4.
  71047. */
  71048. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71049. /**
  71050. * Updates the current Vector4 coordinates with the given floats.
  71051. * @param x float to copy from
  71052. * @param y float to copy from
  71053. * @param z float to copy from
  71054. * @param w float to copy from
  71055. * @returns the updated Vector4.
  71056. */
  71057. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71058. /**
  71059. * Updates the current Vector4 coordinates with the given floats.
  71060. * @param x float to set from
  71061. * @param y float to set from
  71062. * @param z float to set from
  71063. * @param w float to set from
  71064. * @returns the updated Vector4.
  71065. */
  71066. set(x: number, y: number, z: number, w: number): Vector4;
  71067. /**
  71068. * Copies the given float to the current Vector3 coordinates
  71069. * @param v defines the x, y, z and w coordinates of the operand
  71070. * @returns the current updated Vector3
  71071. */
  71072. setAll(v: number): Vector4;
  71073. /**
  71074. * Returns a new Vector4 set from the starting index of the given array.
  71075. * @param array the array to pull values from
  71076. * @param offset the offset into the array to start at
  71077. * @returns the new vector
  71078. */
  71079. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71080. /**
  71081. * Updates the given vector "result" from the starting index of the given array.
  71082. * @param array the array to pull values from
  71083. * @param offset the offset into the array to start at
  71084. * @param result the vector to store the result in
  71085. */
  71086. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71087. /**
  71088. * Updates the given vector "result" from the starting index of the given Float32Array.
  71089. * @param array the array to pull values from
  71090. * @param offset the offset into the array to start at
  71091. * @param result the vector to store the result in
  71092. */
  71093. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71094. /**
  71095. * Updates the given vector "result" coordinates from the given floats.
  71096. * @param x float to set from
  71097. * @param y float to set from
  71098. * @param z float to set from
  71099. * @param w float to set from
  71100. * @param result the vector to the floats in
  71101. */
  71102. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71103. /**
  71104. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71105. * @returns the new vector
  71106. */
  71107. static Zero(): Vector4;
  71108. /**
  71109. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71110. * @returns the new vector
  71111. */
  71112. static One(): Vector4;
  71113. /**
  71114. * Returns a new normalized Vector4 from the given one.
  71115. * @param vector the vector to normalize
  71116. * @returns the vector
  71117. */
  71118. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71119. /**
  71120. * Updates the given vector "result" from the normalization of the given one.
  71121. * @param vector the vector to normalize
  71122. * @param result the vector to store the result in
  71123. */
  71124. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71125. /**
  71126. * Returns a vector with the minimum values from the left and right vectors
  71127. * @param left left vector to minimize
  71128. * @param right right vector to minimize
  71129. * @returns a new vector with the minimum of the left and right vector values
  71130. */
  71131. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71132. /**
  71133. * Returns a vector with the maximum values from the left and right vectors
  71134. * @param left left vector to maximize
  71135. * @param right right vector to maximize
  71136. * @returns a new vector with the maximum of the left and right vector values
  71137. */
  71138. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71139. /**
  71140. * Returns the distance (float) between the vectors "value1" and "value2".
  71141. * @param value1 value to calulate the distance between
  71142. * @param value2 value to calulate the distance between
  71143. * @return the distance between the two vectors
  71144. */
  71145. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71146. /**
  71147. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71148. * @param value1 value to calulate the distance between
  71149. * @param value2 value to calulate the distance between
  71150. * @return the distance between the two vectors squared
  71151. */
  71152. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71153. /**
  71154. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71155. * @param value1 value to calulate the center between
  71156. * @param value2 value to calulate the center between
  71157. * @return the center between the two vectors
  71158. */
  71159. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71160. /**
  71161. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71162. * This methods computes transformed normalized direction vectors only.
  71163. * @param vector the vector to transform
  71164. * @param transformation the transformation matrix to apply
  71165. * @returns the new vector
  71166. */
  71167. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71168. /**
  71169. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71170. * This methods computes transformed normalized direction vectors only.
  71171. * @param vector the vector to transform
  71172. * @param transformation the transformation matrix to apply
  71173. * @param result the vector to store the result in
  71174. */
  71175. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71176. /**
  71177. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71178. * This methods computes transformed normalized direction vectors only.
  71179. * @param x value to transform
  71180. * @param y value to transform
  71181. * @param z value to transform
  71182. * @param w value to transform
  71183. * @param transformation the transformation matrix to apply
  71184. * @param result the vector to store the results in
  71185. */
  71186. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71187. /**
  71188. * Creates a new Vector4 from a Vector3
  71189. * @param source defines the source data
  71190. * @param w defines the 4th component (default is 0)
  71191. * @returns a new Vector4
  71192. */
  71193. static FromVector3(source: Vector3, w?: number): Vector4;
  71194. }
  71195. /**
  71196. * Class used to store quaternion data
  71197. * @see https://en.wikipedia.org/wiki/Quaternion
  71198. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71199. */
  71200. export class Quaternion {
  71201. /** defines the first component (0 by default) */
  71202. x: number;
  71203. /** defines the second component (0 by default) */
  71204. y: number;
  71205. /** defines the third component (0 by default) */
  71206. z: number;
  71207. /** defines the fourth component (1.0 by default) */
  71208. w: number;
  71209. /**
  71210. * Creates a new Quaternion from the given floats
  71211. * @param x defines the first component (0 by default)
  71212. * @param y defines the second component (0 by default)
  71213. * @param z defines the third component (0 by default)
  71214. * @param w defines the fourth component (1.0 by default)
  71215. */
  71216. constructor(
  71217. /** defines the first component (0 by default) */
  71218. x?: number,
  71219. /** defines the second component (0 by default) */
  71220. y?: number,
  71221. /** defines the third component (0 by default) */
  71222. z?: number,
  71223. /** defines the fourth component (1.0 by default) */
  71224. w?: number);
  71225. /**
  71226. * Gets a string representation for the current quaternion
  71227. * @returns a string with the Quaternion coordinates
  71228. */
  71229. toString(): string;
  71230. /**
  71231. * Gets the class name of the quaternion
  71232. * @returns the string "Quaternion"
  71233. */
  71234. getClassName(): string;
  71235. /**
  71236. * Gets a hash code for this quaternion
  71237. * @returns the quaternion hash code
  71238. */
  71239. getHashCode(): number;
  71240. /**
  71241. * Copy the quaternion to an array
  71242. * @returns a new array populated with 4 elements from the quaternion coordinates
  71243. */
  71244. asArray(): number[];
  71245. /**
  71246. * Check if two quaternions are equals
  71247. * @param otherQuaternion defines the second operand
  71248. * @return true if the current quaternion and the given one coordinates are strictly equals
  71249. */
  71250. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71251. /**
  71252. * Clone the current quaternion
  71253. * @returns a new quaternion copied from the current one
  71254. */
  71255. clone(): Quaternion;
  71256. /**
  71257. * Copy a quaternion to the current one
  71258. * @param other defines the other quaternion
  71259. * @returns the updated current quaternion
  71260. */
  71261. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71262. /**
  71263. * Updates the current quaternion with the given float coordinates
  71264. * @param x defines the x coordinate
  71265. * @param y defines the y coordinate
  71266. * @param z defines the z coordinate
  71267. * @param w defines the w coordinate
  71268. * @returns the updated current quaternion
  71269. */
  71270. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71271. /**
  71272. * Updates the current quaternion from the given float coordinates
  71273. * @param x defines the x coordinate
  71274. * @param y defines the y coordinate
  71275. * @param z defines the z coordinate
  71276. * @param w defines the w coordinate
  71277. * @returns the updated current quaternion
  71278. */
  71279. set(x: number, y: number, z: number, w: number): Quaternion;
  71280. /**
  71281. * Adds two quaternions
  71282. * @param other defines the second operand
  71283. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71284. */
  71285. add(other: DeepImmutable<Quaternion>): Quaternion;
  71286. /**
  71287. * Add a quaternion to the current one
  71288. * @param other defines the quaternion to add
  71289. * @returns the current quaternion
  71290. */
  71291. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71292. /**
  71293. * Subtract two quaternions
  71294. * @param other defines the second operand
  71295. * @returns a new quaternion as the subtraction result of the given one from the current one
  71296. */
  71297. subtract(other: Quaternion): Quaternion;
  71298. /**
  71299. * Multiplies the current quaternion by a scale factor
  71300. * @param value defines the scale factor
  71301. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71302. */
  71303. scale(value: number): Quaternion;
  71304. /**
  71305. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71306. * @param scale defines the scale factor
  71307. * @param result defines the Quaternion object where to store the result
  71308. * @returns the unmodified current quaternion
  71309. */
  71310. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71311. /**
  71312. * Multiplies in place the current quaternion by a scale factor
  71313. * @param value defines the scale factor
  71314. * @returns the current modified quaternion
  71315. */
  71316. scaleInPlace(value: number): Quaternion;
  71317. /**
  71318. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71319. * @param scale defines the scale factor
  71320. * @param result defines the Quaternion object where to store the result
  71321. * @returns the unmodified current quaternion
  71322. */
  71323. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71324. /**
  71325. * Multiplies two quaternions
  71326. * @param q1 defines the second operand
  71327. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71328. */
  71329. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71330. /**
  71331. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71332. * @param q1 defines the second operand
  71333. * @param result defines the target quaternion
  71334. * @returns the current quaternion
  71335. */
  71336. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71337. /**
  71338. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71339. * @param q1 defines the second operand
  71340. * @returns the currentupdated quaternion
  71341. */
  71342. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71343. /**
  71344. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71345. * @param ref defines the target quaternion
  71346. * @returns the current quaternion
  71347. */
  71348. conjugateToRef(ref: Quaternion): Quaternion;
  71349. /**
  71350. * Conjugates in place (1-q) the current quaternion
  71351. * @returns the current updated quaternion
  71352. */
  71353. conjugateInPlace(): Quaternion;
  71354. /**
  71355. * Conjugates in place (1-q) the current quaternion
  71356. * @returns a new quaternion
  71357. */
  71358. conjugate(): Quaternion;
  71359. /**
  71360. * Gets length of current quaternion
  71361. * @returns the quaternion length (float)
  71362. */
  71363. length(): number;
  71364. /**
  71365. * Normalize in place the current quaternion
  71366. * @returns the current updated quaternion
  71367. */
  71368. normalize(): Quaternion;
  71369. /**
  71370. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71371. * @param order is a reserved parameter and is ignore for now
  71372. * @returns a new Vector3 containing the Euler angles
  71373. */
  71374. toEulerAngles(order?: string): Vector3;
  71375. /**
  71376. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71377. * @param result defines the vector which will be filled with the Euler angles
  71378. * @param order is a reserved parameter and is ignore for now
  71379. * @returns the current unchanged quaternion
  71380. */
  71381. toEulerAnglesToRef(result: Vector3): Quaternion;
  71382. /**
  71383. * Updates the given rotation matrix with the current quaternion values
  71384. * @param result defines the target matrix
  71385. * @returns the current unchanged quaternion
  71386. */
  71387. toRotationMatrix(result: Matrix): Quaternion;
  71388. /**
  71389. * Updates the current quaternion from the given rotation matrix values
  71390. * @param matrix defines the source matrix
  71391. * @returns the current updated quaternion
  71392. */
  71393. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71394. /**
  71395. * Creates a new quaternion from a rotation matrix
  71396. * @param matrix defines the source matrix
  71397. * @returns a new quaternion created from the given rotation matrix values
  71398. */
  71399. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71400. /**
  71401. * Updates the given quaternion with the given rotation matrix values
  71402. * @param matrix defines the source matrix
  71403. * @param result defines the target quaternion
  71404. */
  71405. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71406. /**
  71407. * Returns the dot product (float) between the quaternions "left" and "right"
  71408. * @param left defines the left operand
  71409. * @param right defines the right operand
  71410. * @returns the dot product
  71411. */
  71412. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71413. /**
  71414. * Checks if the two quaternions are close to each other
  71415. * @param quat0 defines the first quaternion to check
  71416. * @param quat1 defines the second quaternion to check
  71417. * @returns true if the two quaternions are close to each other
  71418. */
  71419. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71420. /**
  71421. * Creates an empty quaternion
  71422. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71423. */
  71424. static Zero(): Quaternion;
  71425. /**
  71426. * Inverse a given quaternion
  71427. * @param q defines the source quaternion
  71428. * @returns a new quaternion as the inverted current quaternion
  71429. */
  71430. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71431. /**
  71432. * Inverse a given quaternion
  71433. * @param q defines the source quaternion
  71434. * @param result the quaternion the result will be stored in
  71435. * @returns the result quaternion
  71436. */
  71437. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71438. /**
  71439. * Creates an identity quaternion
  71440. * @returns the identity quaternion
  71441. */
  71442. static Identity(): Quaternion;
  71443. /**
  71444. * Gets a boolean indicating if the given quaternion is identity
  71445. * @param quaternion defines the quaternion to check
  71446. * @returns true if the quaternion is identity
  71447. */
  71448. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71449. /**
  71450. * Creates a quaternion from a rotation around an axis
  71451. * @param axis defines the axis to use
  71452. * @param angle defines the angle to use
  71453. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71454. */
  71455. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71456. /**
  71457. * Creates a rotation around an axis and stores it into the given quaternion
  71458. * @param axis defines the axis to use
  71459. * @param angle defines the angle to use
  71460. * @param result defines the target quaternion
  71461. * @returns the target quaternion
  71462. */
  71463. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71464. /**
  71465. * Creates a new quaternion from data stored into an array
  71466. * @param array defines the data source
  71467. * @param offset defines the offset in the source array where the data starts
  71468. * @returns a new quaternion
  71469. */
  71470. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71471. /**
  71472. * Create a quaternion from Euler rotation angles
  71473. * @param x Pitch
  71474. * @param y Yaw
  71475. * @param z Roll
  71476. * @returns the new Quaternion
  71477. */
  71478. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71479. /**
  71480. * Updates a quaternion from Euler rotation angles
  71481. * @param x Pitch
  71482. * @param y Yaw
  71483. * @param z Roll
  71484. * @param result the quaternion to store the result
  71485. * @returns the updated quaternion
  71486. */
  71487. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71488. /**
  71489. * Create a quaternion from Euler rotation vector
  71490. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71491. * @returns the new Quaternion
  71492. */
  71493. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71494. /**
  71495. * Updates a quaternion from Euler rotation vector
  71496. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71497. * @param result the quaternion to store the result
  71498. * @returns the updated quaternion
  71499. */
  71500. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  71501. /**
  71502. * Creates a new quaternion from the given Euler float angles (y, x, z)
  71503. * @param yaw defines the rotation around Y axis
  71504. * @param pitch defines the rotation around X axis
  71505. * @param roll defines the rotation around Z axis
  71506. * @returns the new quaternion
  71507. */
  71508. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  71509. /**
  71510. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  71511. * @param yaw defines the rotation around Y axis
  71512. * @param pitch defines the rotation around X axis
  71513. * @param roll defines the rotation around Z axis
  71514. * @param result defines the target quaternion
  71515. */
  71516. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  71517. /**
  71518. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  71519. * @param alpha defines the rotation around first axis
  71520. * @param beta defines the rotation around second axis
  71521. * @param gamma defines the rotation around third axis
  71522. * @returns the new quaternion
  71523. */
  71524. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  71525. /**
  71526. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  71527. * @param alpha defines the rotation around first axis
  71528. * @param beta defines the rotation around second axis
  71529. * @param gamma defines the rotation around third axis
  71530. * @param result defines the target quaternion
  71531. */
  71532. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  71533. /**
  71534. * 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)
  71535. * @param axis1 defines the first axis
  71536. * @param axis2 defines the second axis
  71537. * @param axis3 defines the third axis
  71538. * @returns the new quaternion
  71539. */
  71540. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  71541. /**
  71542. * 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
  71543. * @param axis1 defines the first axis
  71544. * @param axis2 defines the second axis
  71545. * @param axis3 defines the third axis
  71546. * @param ref defines the target quaternion
  71547. */
  71548. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  71549. /**
  71550. * Interpolates between two quaternions
  71551. * @param left defines first quaternion
  71552. * @param right defines second quaternion
  71553. * @param amount defines the gradient to use
  71554. * @returns the new interpolated quaternion
  71555. */
  71556. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71557. /**
  71558. * Interpolates between two quaternions and stores it into a target quaternion
  71559. * @param left defines first quaternion
  71560. * @param right defines second quaternion
  71561. * @param amount defines the gradient to use
  71562. * @param result defines the target quaternion
  71563. */
  71564. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  71565. /**
  71566. * Interpolate between two quaternions using Hermite interpolation
  71567. * @param value1 defines first quaternion
  71568. * @param tangent1 defines the incoming tangent
  71569. * @param value2 defines second quaternion
  71570. * @param tangent2 defines the outgoing tangent
  71571. * @param amount defines the target quaternion
  71572. * @returns the new interpolated quaternion
  71573. */
  71574. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71575. }
  71576. /**
  71577. * Class used to store matrix data (4x4)
  71578. */
  71579. export class Matrix {
  71580. private static _updateFlagSeed;
  71581. private static _identityReadOnly;
  71582. private _isIdentity;
  71583. private _isIdentityDirty;
  71584. private _isIdentity3x2;
  71585. private _isIdentity3x2Dirty;
  71586. /**
  71587. * Gets the update flag of the matrix which is an unique number for the matrix.
  71588. * It will be incremented every time the matrix data change.
  71589. * You can use it to speed the comparison between two versions of the same matrix.
  71590. */
  71591. updateFlag: number;
  71592. private readonly _m;
  71593. /**
  71594. * Gets the internal data of the matrix
  71595. */
  71596. readonly m: DeepImmutable<Float32Array>;
  71597. /** @hidden */
  71598. _markAsUpdated(): void;
  71599. /** @hidden */
  71600. private _updateIdentityStatus;
  71601. /**
  71602. * Creates an empty matrix (filled with zeros)
  71603. */
  71604. constructor();
  71605. /**
  71606. * Check if the current matrix is identity
  71607. * @returns true is the matrix is the identity matrix
  71608. */
  71609. isIdentity(): boolean;
  71610. /**
  71611. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  71612. * @returns true is the matrix is the identity matrix
  71613. */
  71614. isIdentityAs3x2(): boolean;
  71615. /**
  71616. * Gets the determinant of the matrix
  71617. * @returns the matrix determinant
  71618. */
  71619. determinant(): number;
  71620. /**
  71621. * Returns the matrix as a Float32Array
  71622. * @returns the matrix underlying array
  71623. */
  71624. toArray(): DeepImmutable<Float32Array>;
  71625. /**
  71626. * Returns the matrix as a Float32Array
  71627. * @returns the matrix underlying array.
  71628. */
  71629. asArray(): DeepImmutable<Float32Array>;
  71630. /**
  71631. * Inverts the current matrix in place
  71632. * @returns the current inverted matrix
  71633. */
  71634. invert(): Matrix;
  71635. /**
  71636. * Sets all the matrix elements to zero
  71637. * @returns the current matrix
  71638. */
  71639. reset(): Matrix;
  71640. /**
  71641. * Adds the current matrix with a second one
  71642. * @param other defines the matrix to add
  71643. * @returns a new matrix as the addition of the current matrix and the given one
  71644. */
  71645. add(other: DeepImmutable<Matrix>): Matrix;
  71646. /**
  71647. * Sets the given matrix "result" to the addition of the current matrix and the given one
  71648. * @param other defines the matrix to add
  71649. * @param result defines the target matrix
  71650. * @returns the current matrix
  71651. */
  71652. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71653. /**
  71654. * Adds in place the given matrix to the current matrix
  71655. * @param other defines the second operand
  71656. * @returns the current updated matrix
  71657. */
  71658. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  71659. /**
  71660. * Sets the given matrix to the current inverted Matrix
  71661. * @param other defines the target matrix
  71662. * @returns the unmodified current matrix
  71663. */
  71664. invertToRef(other: Matrix): Matrix;
  71665. /**
  71666. * add a value at the specified position in the current Matrix
  71667. * @param index the index of the value within the matrix. between 0 and 15.
  71668. * @param value the value to be added
  71669. * @returns the current updated matrix
  71670. */
  71671. addAtIndex(index: number, value: number): Matrix;
  71672. /**
  71673. * mutiply the specified position in the current Matrix by a value
  71674. * @param index the index of the value within the matrix. between 0 and 15.
  71675. * @param value the value to be added
  71676. * @returns the current updated matrix
  71677. */
  71678. multiplyAtIndex(index: number, value: number): Matrix;
  71679. /**
  71680. * Inserts the translation vector (using 3 floats) in the current matrix
  71681. * @param x defines the 1st component of the translation
  71682. * @param y defines the 2nd component of the translation
  71683. * @param z defines the 3rd component of the translation
  71684. * @returns the current updated matrix
  71685. */
  71686. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71687. /**
  71688. * Adds the translation vector (using 3 floats) in the current matrix
  71689. * @param x defines the 1st component of the translation
  71690. * @param y defines the 2nd component of the translation
  71691. * @param z defines the 3rd component of the translation
  71692. * @returns the current updated matrix
  71693. */
  71694. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71695. /**
  71696. * Inserts the translation vector in the current matrix
  71697. * @param vector3 defines the translation to insert
  71698. * @returns the current updated matrix
  71699. */
  71700. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  71701. /**
  71702. * Gets the translation value of the current matrix
  71703. * @returns a new Vector3 as the extracted translation from the matrix
  71704. */
  71705. getTranslation(): Vector3;
  71706. /**
  71707. * Fill a Vector3 with the extracted translation from the matrix
  71708. * @param result defines the Vector3 where to store the translation
  71709. * @returns the current matrix
  71710. */
  71711. getTranslationToRef(result: Vector3): Matrix;
  71712. /**
  71713. * Remove rotation and scaling part from the matrix
  71714. * @returns the updated matrix
  71715. */
  71716. removeRotationAndScaling(): Matrix;
  71717. /**
  71718. * Multiply two matrices
  71719. * @param other defines the second operand
  71720. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  71721. */
  71722. multiply(other: DeepImmutable<Matrix>): Matrix;
  71723. /**
  71724. * Copy the current matrix from the given one
  71725. * @param other defines the source matrix
  71726. * @returns the current updated matrix
  71727. */
  71728. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  71729. /**
  71730. * Populates the given array from the starting index with the current matrix values
  71731. * @param array defines the target array
  71732. * @param offset defines the offset in the target array where to start storing values
  71733. * @returns the current matrix
  71734. */
  71735. copyToArray(array: Float32Array, offset?: number): Matrix;
  71736. /**
  71737. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  71738. * @param other defines the second operand
  71739. * @param result defines the matrix where to store the multiplication
  71740. * @returns the current matrix
  71741. */
  71742. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71743. /**
  71744. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  71745. * @param other defines the second operand
  71746. * @param result defines the array where to store the multiplication
  71747. * @param offset defines the offset in the target array where to start storing values
  71748. * @returns the current matrix
  71749. */
  71750. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  71751. /**
  71752. * Check equality between this matrix and a second one
  71753. * @param value defines the second matrix to compare
  71754. * @returns true is the current matrix and the given one values are strictly equal
  71755. */
  71756. equals(value: DeepImmutable<Matrix>): boolean;
  71757. /**
  71758. * Clone the current matrix
  71759. * @returns a new matrix from the current matrix
  71760. */
  71761. clone(): Matrix;
  71762. /**
  71763. * Returns the name of the current matrix class
  71764. * @returns the string "Matrix"
  71765. */
  71766. getClassName(): string;
  71767. /**
  71768. * Gets the hash code of the current matrix
  71769. * @returns the hash code
  71770. */
  71771. getHashCode(): number;
  71772. /**
  71773. * Decomposes the current Matrix into a translation, rotation and scaling components
  71774. * @param scale defines the scale vector3 given as a reference to update
  71775. * @param rotation defines the rotation quaternion given as a reference to update
  71776. * @param translation defines the translation vector3 given as a reference to update
  71777. * @returns true if operation was successful
  71778. */
  71779. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  71780. /**
  71781. * Gets specific row of the matrix
  71782. * @param index defines the number of the row to get
  71783. * @returns the index-th row of the current matrix as a new Vector4
  71784. */
  71785. getRow(index: number): Nullable<Vector4>;
  71786. /**
  71787. * Sets the index-th row of the current matrix to the vector4 values
  71788. * @param index defines the number of the row to set
  71789. * @param row defines the target vector4
  71790. * @returns the updated current matrix
  71791. */
  71792. setRow(index: number, row: Vector4): Matrix;
  71793. /**
  71794. * Compute the transpose of the matrix
  71795. * @returns the new transposed matrix
  71796. */
  71797. transpose(): Matrix;
  71798. /**
  71799. * Compute the transpose of the matrix and store it in a given matrix
  71800. * @param result defines the target matrix
  71801. * @returns the current matrix
  71802. */
  71803. transposeToRef(result: Matrix): Matrix;
  71804. /**
  71805. * Sets the index-th row of the current matrix with the given 4 x float values
  71806. * @param index defines the row index
  71807. * @param x defines the x component to set
  71808. * @param y defines the y component to set
  71809. * @param z defines the z component to set
  71810. * @param w defines the w component to set
  71811. * @returns the updated current matrix
  71812. */
  71813. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  71814. /**
  71815. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  71816. * @param scale defines the scale factor
  71817. * @returns a new matrix
  71818. */
  71819. scale(scale: number): Matrix;
  71820. /**
  71821. * Scale the current matrix values by a factor to a given result matrix
  71822. * @param scale defines the scale factor
  71823. * @param result defines the matrix to store the result
  71824. * @returns the current matrix
  71825. */
  71826. scaleToRef(scale: number, result: Matrix): Matrix;
  71827. /**
  71828. * Scale the current matrix values by a factor and add the result to a given matrix
  71829. * @param scale defines the scale factor
  71830. * @param result defines the Matrix to store the result
  71831. * @returns the current matrix
  71832. */
  71833. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  71834. /**
  71835. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  71836. * @param ref matrix to store the result
  71837. */
  71838. toNormalMatrix(ref: Matrix): void;
  71839. /**
  71840. * Gets only rotation part of the current matrix
  71841. * @returns a new matrix sets to the extracted rotation matrix from the current one
  71842. */
  71843. getRotationMatrix(): Matrix;
  71844. /**
  71845. * Extracts the rotation matrix from the current one and sets it as the given "result"
  71846. * @param result defines the target matrix to store data to
  71847. * @returns the current matrix
  71848. */
  71849. getRotationMatrixToRef(result: Matrix): Matrix;
  71850. /**
  71851. * Toggles model matrix from being right handed to left handed in place and vice versa
  71852. */
  71853. toggleModelMatrixHandInPlace(): void;
  71854. /**
  71855. * Toggles projection matrix from being right handed to left handed in place and vice versa
  71856. */
  71857. toggleProjectionMatrixHandInPlace(): void;
  71858. /**
  71859. * Creates a matrix from an array
  71860. * @param array defines the source array
  71861. * @param offset defines an offset in the source array
  71862. * @returns a new Matrix set from the starting index of the given array
  71863. */
  71864. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  71865. /**
  71866. * Copy the content of an array into a given matrix
  71867. * @param array defines the source array
  71868. * @param offset defines an offset in the source array
  71869. * @param result defines the target matrix
  71870. */
  71871. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  71872. /**
  71873. * Stores an array into a matrix after having multiplied each component by a given factor
  71874. * @param array defines the source array
  71875. * @param offset defines the offset in the source array
  71876. * @param scale defines the scaling factor
  71877. * @param result defines the target matrix
  71878. */
  71879. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  71880. /**
  71881. * Gets an identity matrix that must not be updated
  71882. */
  71883. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  71884. /**
  71885. * Stores a list of values (16) inside a given matrix
  71886. * @param initialM11 defines 1st value of 1st row
  71887. * @param initialM12 defines 2nd value of 1st row
  71888. * @param initialM13 defines 3rd value of 1st row
  71889. * @param initialM14 defines 4th value of 1st row
  71890. * @param initialM21 defines 1st value of 2nd row
  71891. * @param initialM22 defines 2nd value of 2nd row
  71892. * @param initialM23 defines 3rd value of 2nd row
  71893. * @param initialM24 defines 4th value of 2nd row
  71894. * @param initialM31 defines 1st value of 3rd row
  71895. * @param initialM32 defines 2nd value of 3rd row
  71896. * @param initialM33 defines 3rd value of 3rd row
  71897. * @param initialM34 defines 4th value of 3rd row
  71898. * @param initialM41 defines 1st value of 4th row
  71899. * @param initialM42 defines 2nd value of 4th row
  71900. * @param initialM43 defines 3rd value of 4th row
  71901. * @param initialM44 defines 4th value of 4th row
  71902. * @param result defines the target matrix
  71903. */
  71904. 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;
  71905. /**
  71906. * Creates new matrix from a list of values (16)
  71907. * @param initialM11 defines 1st value of 1st row
  71908. * @param initialM12 defines 2nd value of 1st row
  71909. * @param initialM13 defines 3rd value of 1st row
  71910. * @param initialM14 defines 4th value of 1st row
  71911. * @param initialM21 defines 1st value of 2nd row
  71912. * @param initialM22 defines 2nd value of 2nd row
  71913. * @param initialM23 defines 3rd value of 2nd row
  71914. * @param initialM24 defines 4th value of 2nd row
  71915. * @param initialM31 defines 1st value of 3rd row
  71916. * @param initialM32 defines 2nd value of 3rd row
  71917. * @param initialM33 defines 3rd value of 3rd row
  71918. * @param initialM34 defines 4th value of 3rd row
  71919. * @param initialM41 defines 1st value of 4th row
  71920. * @param initialM42 defines 2nd value of 4th row
  71921. * @param initialM43 defines 3rd value of 4th row
  71922. * @param initialM44 defines 4th value of 4th row
  71923. * @returns the new matrix
  71924. */
  71925. 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;
  71926. /**
  71927. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71928. * @param scale defines the scale vector3
  71929. * @param rotation defines the rotation quaternion
  71930. * @param translation defines the translation vector3
  71931. * @returns a new matrix
  71932. */
  71933. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  71934. /**
  71935. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71936. * @param scale defines the scale vector3
  71937. * @param rotation defines the rotation quaternion
  71938. * @param translation defines the translation vector3
  71939. * @param result defines the target matrix
  71940. */
  71941. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  71942. /**
  71943. * Creates a new identity matrix
  71944. * @returns a new identity matrix
  71945. */
  71946. static Identity(): Matrix;
  71947. /**
  71948. * Creates a new identity matrix and stores the result in a given matrix
  71949. * @param result defines the target matrix
  71950. */
  71951. static IdentityToRef(result: Matrix): void;
  71952. /**
  71953. * Creates a new zero matrix
  71954. * @returns a new zero matrix
  71955. */
  71956. static Zero(): Matrix;
  71957. /**
  71958. * Creates a new rotation matrix for "angle" radians around the X axis
  71959. * @param angle defines the angle (in radians) to use
  71960. * @return the new matrix
  71961. */
  71962. static RotationX(angle: number): Matrix;
  71963. /**
  71964. * Creates a new matrix as the invert of a given matrix
  71965. * @param source defines the source matrix
  71966. * @returns the new matrix
  71967. */
  71968. static Invert(source: DeepImmutable<Matrix>): Matrix;
  71969. /**
  71970. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  71971. * @param angle defines the angle (in radians) to use
  71972. * @param result defines the target matrix
  71973. */
  71974. static RotationXToRef(angle: number, result: Matrix): void;
  71975. /**
  71976. * Creates a new rotation matrix for "angle" radians around the Y axis
  71977. * @param angle defines the angle (in radians) to use
  71978. * @return the new matrix
  71979. */
  71980. static RotationY(angle: number): Matrix;
  71981. /**
  71982. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  71983. * @param angle defines the angle (in radians) to use
  71984. * @param result defines the target matrix
  71985. */
  71986. static RotationYToRef(angle: number, result: Matrix): void;
  71987. /**
  71988. * Creates a new rotation matrix for "angle" radians around the Z axis
  71989. * @param angle defines the angle (in radians) to use
  71990. * @return the new matrix
  71991. */
  71992. static RotationZ(angle: number): Matrix;
  71993. /**
  71994. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  71995. * @param angle defines the angle (in radians) to use
  71996. * @param result defines the target matrix
  71997. */
  71998. static RotationZToRef(angle: number, result: Matrix): void;
  71999. /**
  72000. * Creates a new rotation matrix for "angle" radians around the given axis
  72001. * @param axis defines the axis to use
  72002. * @param angle defines the angle (in radians) to use
  72003. * @return the new matrix
  72004. */
  72005. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72006. /**
  72007. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72008. * @param axis defines the axis to use
  72009. * @param angle defines the angle (in radians) to use
  72010. * @param result defines the target matrix
  72011. */
  72012. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72013. /**
  72014. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72015. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72016. * @param from defines the vector to align
  72017. * @param to defines the vector to align to
  72018. * @param result defines the target matrix
  72019. */
  72020. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72021. /**
  72022. * Creates a rotation matrix
  72023. * @param yaw defines the yaw angle in radians (Y axis)
  72024. * @param pitch defines the pitch angle in radians (X axis)
  72025. * @param roll defines the roll angle in radians (X axis)
  72026. * @returns the new rotation matrix
  72027. */
  72028. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72029. /**
  72030. * Creates a rotation matrix and stores it in a given matrix
  72031. * @param yaw defines the yaw angle in radians (Y axis)
  72032. * @param pitch defines the pitch angle in radians (X axis)
  72033. * @param roll defines the roll angle in radians (X axis)
  72034. * @param result defines the target matrix
  72035. */
  72036. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72037. /**
  72038. * Creates a scaling matrix
  72039. * @param x defines the scale factor on X axis
  72040. * @param y defines the scale factor on Y axis
  72041. * @param z defines the scale factor on Z axis
  72042. * @returns the new matrix
  72043. */
  72044. static Scaling(x: number, y: number, z: number): Matrix;
  72045. /**
  72046. * Creates a scaling matrix and stores it in a given matrix
  72047. * @param x defines the scale factor on X axis
  72048. * @param y defines the scale factor on Y axis
  72049. * @param z defines the scale factor on Z axis
  72050. * @param result defines the target matrix
  72051. */
  72052. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72053. /**
  72054. * Creates a translation matrix
  72055. * @param x defines the translation on X axis
  72056. * @param y defines the translation on Y axis
  72057. * @param z defines the translationon Z axis
  72058. * @returns the new matrix
  72059. */
  72060. static Translation(x: number, y: number, z: number): Matrix;
  72061. /**
  72062. * Creates a translation matrix and stores it in a given matrix
  72063. * @param x defines the translation on X axis
  72064. * @param y defines the translation on Y axis
  72065. * @param z defines the translationon Z axis
  72066. * @param result defines the target matrix
  72067. */
  72068. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72069. /**
  72070. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72071. * @param startValue defines the start value
  72072. * @param endValue defines the end value
  72073. * @param gradient defines the gradient factor
  72074. * @returns the new matrix
  72075. */
  72076. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72077. /**
  72078. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72079. * @param startValue defines the start value
  72080. * @param endValue defines the end value
  72081. * @param gradient defines the gradient factor
  72082. * @param result defines the Matrix object where to store data
  72083. */
  72084. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72085. /**
  72086. * Builds a new matrix whose values are computed by:
  72087. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72088. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72089. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72090. * @param startValue defines the first matrix
  72091. * @param endValue defines the second matrix
  72092. * @param gradient defines the gradient between the two matrices
  72093. * @returns the new matrix
  72094. */
  72095. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72096. /**
  72097. * Update a matrix to values which are computed by:
  72098. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72099. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72100. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72101. * @param startValue defines the first matrix
  72102. * @param endValue defines the second matrix
  72103. * @param gradient defines the gradient between the two matrices
  72104. * @param result defines the target matrix
  72105. */
  72106. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72107. /**
  72108. * 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"
  72109. * This function works in left handed mode
  72110. * @param eye defines the final position of the entity
  72111. * @param target defines where the entity should look at
  72112. * @param up defines the up vector for the entity
  72113. * @returns the new matrix
  72114. */
  72115. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72116. /**
  72117. * 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".
  72118. * This function works in left handed mode
  72119. * @param eye defines the final position of the entity
  72120. * @param target defines where the entity should look at
  72121. * @param up defines the up vector for the entity
  72122. * @param result defines the target matrix
  72123. */
  72124. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72125. /**
  72126. * 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"
  72127. * This function works in right handed mode
  72128. * @param eye defines the final position of the entity
  72129. * @param target defines where the entity should look at
  72130. * @param up defines the up vector for the entity
  72131. * @returns the new matrix
  72132. */
  72133. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72134. /**
  72135. * 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".
  72136. * This function works in right handed mode
  72137. * @param eye defines the final position of the entity
  72138. * @param target defines where the entity should look at
  72139. * @param up defines the up vector for the entity
  72140. * @param result defines the target matrix
  72141. */
  72142. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72143. /**
  72144. * Create a left-handed orthographic projection matrix
  72145. * @param width defines the viewport width
  72146. * @param height defines the viewport height
  72147. * @param znear defines the near clip plane
  72148. * @param zfar defines the far clip plane
  72149. * @returns a new matrix as a left-handed orthographic projection matrix
  72150. */
  72151. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72152. /**
  72153. * Store a left-handed orthographic projection to a given matrix
  72154. * @param width defines the viewport width
  72155. * @param height defines the viewport height
  72156. * @param znear defines the near clip plane
  72157. * @param zfar defines the far clip plane
  72158. * @param result defines the target matrix
  72159. */
  72160. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72161. /**
  72162. * Create a left-handed orthographic projection matrix
  72163. * @param left defines the viewport left coordinate
  72164. * @param right defines the viewport right coordinate
  72165. * @param bottom defines the viewport bottom coordinate
  72166. * @param top defines the viewport top coordinate
  72167. * @param znear defines the near clip plane
  72168. * @param zfar defines the far clip plane
  72169. * @returns a new matrix as a left-handed orthographic projection matrix
  72170. */
  72171. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72172. /**
  72173. * Stores a left-handed orthographic projection into a given matrix
  72174. * @param left defines the viewport left coordinate
  72175. * @param right defines the viewport right coordinate
  72176. * @param bottom defines the viewport bottom coordinate
  72177. * @param top defines the viewport top coordinate
  72178. * @param znear defines the near clip plane
  72179. * @param zfar defines the far clip plane
  72180. * @param result defines the target matrix
  72181. */
  72182. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72183. /**
  72184. * Creates a right-handed orthographic projection matrix
  72185. * @param left defines the viewport left coordinate
  72186. * @param right defines the viewport right coordinate
  72187. * @param bottom defines the viewport bottom coordinate
  72188. * @param top defines the viewport top coordinate
  72189. * @param znear defines the near clip plane
  72190. * @param zfar defines the far clip plane
  72191. * @returns a new matrix as a right-handed orthographic projection matrix
  72192. */
  72193. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72194. /**
  72195. * Stores a right-handed orthographic projection into a given matrix
  72196. * @param left defines the viewport left coordinate
  72197. * @param right defines the viewport right coordinate
  72198. * @param bottom defines the viewport bottom coordinate
  72199. * @param top defines the viewport top coordinate
  72200. * @param znear defines the near clip plane
  72201. * @param zfar defines the far clip plane
  72202. * @param result defines the target matrix
  72203. */
  72204. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72205. /**
  72206. * Creates a left-handed perspective projection matrix
  72207. * @param width defines the viewport width
  72208. * @param height defines the viewport height
  72209. * @param znear defines the near clip plane
  72210. * @param zfar defines the far clip plane
  72211. * @returns a new matrix as a left-handed perspective projection matrix
  72212. */
  72213. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72214. /**
  72215. * Creates a left-handed perspective projection matrix
  72216. * @param fov defines the horizontal field of view
  72217. * @param aspect defines the aspect ratio
  72218. * @param znear defines the near clip plane
  72219. * @param zfar defines the far clip plane
  72220. * @returns a new matrix as a left-handed perspective projection matrix
  72221. */
  72222. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72223. /**
  72224. * Stores a left-handed perspective projection into a given matrix
  72225. * @param fov defines the horizontal field of view
  72226. * @param aspect defines the aspect ratio
  72227. * @param znear defines the near clip plane
  72228. * @param zfar defines the far clip plane
  72229. * @param result defines the target matrix
  72230. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72231. */
  72232. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72233. /**
  72234. * Creates a right-handed perspective projection matrix
  72235. * @param fov defines the horizontal field of view
  72236. * @param aspect defines the aspect ratio
  72237. * @param znear defines the near clip plane
  72238. * @param zfar defines the far clip plane
  72239. * @returns a new matrix as a right-handed perspective projection matrix
  72240. */
  72241. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72242. /**
  72243. * Stores a right-handed perspective projection into a given matrix
  72244. * @param fov defines the horizontal field of view
  72245. * @param aspect defines the aspect ratio
  72246. * @param znear defines the near clip plane
  72247. * @param zfar defines the far clip plane
  72248. * @param result defines the target matrix
  72249. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72250. */
  72251. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72252. /**
  72253. * Stores a perspective projection for WebVR info a given matrix
  72254. * @param fov defines the field of view
  72255. * @param znear defines the near clip plane
  72256. * @param zfar defines the far clip plane
  72257. * @param result defines the target matrix
  72258. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72259. */
  72260. static PerspectiveFovWebVRToRef(fov: {
  72261. upDegrees: number;
  72262. downDegrees: number;
  72263. leftDegrees: number;
  72264. rightDegrees: number;
  72265. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72266. /**
  72267. * Computes a complete transformation matrix
  72268. * @param viewport defines the viewport to use
  72269. * @param world defines the world matrix
  72270. * @param view defines the view matrix
  72271. * @param projection defines the projection matrix
  72272. * @param zmin defines the near clip plane
  72273. * @param zmax defines the far clip plane
  72274. * @returns the transformation matrix
  72275. */
  72276. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72277. /**
  72278. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72279. * @param matrix defines the matrix to use
  72280. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72281. */
  72282. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72283. /**
  72284. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72285. * @param matrix defines the matrix to use
  72286. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72287. */
  72288. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72289. /**
  72290. * Compute the transpose of a given matrix
  72291. * @param matrix defines the matrix to transpose
  72292. * @returns the new matrix
  72293. */
  72294. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  72295. /**
  72296. * Compute the transpose of a matrix and store it in a target matrix
  72297. * @param matrix defines the matrix to transpose
  72298. * @param result defines the target matrix
  72299. */
  72300. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  72301. /**
  72302. * Computes a reflection matrix from a plane
  72303. * @param plane defines the reflection plane
  72304. * @returns a new matrix
  72305. */
  72306. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72307. /**
  72308. * Computes a reflection matrix from a plane
  72309. * @param plane defines the reflection plane
  72310. * @param result defines the target matrix
  72311. */
  72312. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72313. /**
  72314. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72315. * @param xaxis defines the value of the 1st axis
  72316. * @param yaxis defines the value of the 2nd axis
  72317. * @param zaxis defines the value of the 3rd axis
  72318. * @param result defines the target matrix
  72319. */
  72320. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72321. /**
  72322. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72323. * @param quat defines the quaternion to use
  72324. * @param result defines the target matrix
  72325. */
  72326. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72327. }
  72328. /**
  72329. * @hidden
  72330. */
  72331. export class TmpVectors {
  72332. static Vector2: Vector2[];
  72333. static Vector3: Vector3[];
  72334. static Vector4: Vector4[];
  72335. static Quaternion: Quaternion[];
  72336. static Matrix: Matrix[];
  72337. }
  72338. }
  72339. declare module BABYLON {
  72340. /**
  72341. * Defines potential orientation for back face culling
  72342. */
  72343. export enum Orientation {
  72344. /**
  72345. * Clockwise
  72346. */
  72347. CW = 0,
  72348. /** Counter clockwise */
  72349. CCW = 1
  72350. }
  72351. /** Class used to represent a Bezier curve */
  72352. export class BezierCurve {
  72353. /**
  72354. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72355. * @param t defines the time
  72356. * @param x1 defines the left coordinate on X axis
  72357. * @param y1 defines the left coordinate on Y axis
  72358. * @param x2 defines the right coordinate on X axis
  72359. * @param y2 defines the right coordinate on Y axis
  72360. * @returns the interpolated value
  72361. */
  72362. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72363. }
  72364. /**
  72365. * Defines angle representation
  72366. */
  72367. export class Angle {
  72368. private _radians;
  72369. /**
  72370. * Creates an Angle object of "radians" radians (float).
  72371. * @param radians the angle in radians
  72372. */
  72373. constructor(radians: number);
  72374. /**
  72375. * Get value in degrees
  72376. * @returns the Angle value in degrees (float)
  72377. */
  72378. degrees(): number;
  72379. /**
  72380. * Get value in radians
  72381. * @returns the Angle value in radians (float)
  72382. */
  72383. radians(): number;
  72384. /**
  72385. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72386. * @param a defines first vector
  72387. * @param b defines second vector
  72388. * @returns a new Angle
  72389. */
  72390. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72391. /**
  72392. * Gets a new Angle object from the given float in radians
  72393. * @param radians defines the angle value in radians
  72394. * @returns a new Angle
  72395. */
  72396. static FromRadians(radians: number): Angle;
  72397. /**
  72398. * Gets a new Angle object from the given float in degrees
  72399. * @param degrees defines the angle value in degrees
  72400. * @returns a new Angle
  72401. */
  72402. static FromDegrees(degrees: number): Angle;
  72403. }
  72404. /**
  72405. * This represents an arc in a 2d space.
  72406. */
  72407. export class Arc2 {
  72408. /** Defines the start point of the arc */
  72409. startPoint: Vector2;
  72410. /** Defines the mid point of the arc */
  72411. midPoint: Vector2;
  72412. /** Defines the end point of the arc */
  72413. endPoint: Vector2;
  72414. /**
  72415. * Defines the center point of the arc.
  72416. */
  72417. centerPoint: Vector2;
  72418. /**
  72419. * Defines the radius of the arc.
  72420. */
  72421. radius: number;
  72422. /**
  72423. * Defines the angle of the arc (from mid point to end point).
  72424. */
  72425. angle: Angle;
  72426. /**
  72427. * Defines the start angle of the arc (from start point to middle point).
  72428. */
  72429. startAngle: Angle;
  72430. /**
  72431. * Defines the orientation of the arc (clock wise/counter clock wise).
  72432. */
  72433. orientation: Orientation;
  72434. /**
  72435. * Creates an Arc object from the three given points : start, middle and end.
  72436. * @param startPoint Defines the start point of the arc
  72437. * @param midPoint Defines the midlle point of the arc
  72438. * @param endPoint Defines the end point of the arc
  72439. */
  72440. constructor(
  72441. /** Defines the start point of the arc */
  72442. startPoint: Vector2,
  72443. /** Defines the mid point of the arc */
  72444. midPoint: Vector2,
  72445. /** Defines the end point of the arc */
  72446. endPoint: Vector2);
  72447. }
  72448. /**
  72449. * Represents a 2D path made up of multiple 2D points
  72450. */
  72451. export class Path2 {
  72452. private _points;
  72453. private _length;
  72454. /**
  72455. * If the path start and end point are the same
  72456. */
  72457. closed: boolean;
  72458. /**
  72459. * Creates a Path2 object from the starting 2D coordinates x and y.
  72460. * @param x the starting points x value
  72461. * @param y the starting points y value
  72462. */
  72463. constructor(x: number, y: number);
  72464. /**
  72465. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72466. * @param x the added points x value
  72467. * @param y the added points y value
  72468. * @returns the updated Path2.
  72469. */
  72470. addLineTo(x: number, y: number): Path2;
  72471. /**
  72472. * 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.
  72473. * @param midX middle point x value
  72474. * @param midY middle point y value
  72475. * @param endX end point x value
  72476. * @param endY end point y value
  72477. * @param numberOfSegments (default: 36)
  72478. * @returns the updated Path2.
  72479. */
  72480. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72481. /**
  72482. * Closes the Path2.
  72483. * @returns the Path2.
  72484. */
  72485. close(): Path2;
  72486. /**
  72487. * Gets the sum of the distance between each sequential point in the path
  72488. * @returns the Path2 total length (float).
  72489. */
  72490. length(): number;
  72491. /**
  72492. * Gets the points which construct the path
  72493. * @returns the Path2 internal array of points.
  72494. */
  72495. getPoints(): Vector2[];
  72496. /**
  72497. * Retreives the point at the distance aways from the starting point
  72498. * @param normalizedLengthPosition the length along the path to retreive the point from
  72499. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72500. */
  72501. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  72502. /**
  72503. * Creates a new path starting from an x and y position
  72504. * @param x starting x value
  72505. * @param y starting y value
  72506. * @returns a new Path2 starting at the coordinates (x, y).
  72507. */
  72508. static StartingAt(x: number, y: number): Path2;
  72509. }
  72510. /**
  72511. * Represents a 3D path made up of multiple 3D points
  72512. */
  72513. export class Path3D {
  72514. /**
  72515. * an array of Vector3, the curve axis of the Path3D
  72516. */
  72517. path: Vector3[];
  72518. private _curve;
  72519. private _distances;
  72520. private _tangents;
  72521. private _normals;
  72522. private _binormals;
  72523. private _raw;
  72524. /**
  72525. * new Path3D(path, normal, raw)
  72526. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  72527. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  72528. * @param path an array of Vector3, the curve axis of the Path3D
  72529. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  72530. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  72531. */
  72532. constructor(
  72533. /**
  72534. * an array of Vector3, the curve axis of the Path3D
  72535. */
  72536. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  72537. /**
  72538. * Returns the Path3D array of successive Vector3 designing its curve.
  72539. * @returns the Path3D array of successive Vector3 designing its curve.
  72540. */
  72541. getCurve(): Vector3[];
  72542. /**
  72543. * Returns an array populated with tangent vectors on each Path3D curve point.
  72544. * @returns an array populated with tangent vectors on each Path3D curve point.
  72545. */
  72546. getTangents(): Vector3[];
  72547. /**
  72548. * Returns an array populated with normal vectors on each Path3D curve point.
  72549. * @returns an array populated with normal vectors on each Path3D curve point.
  72550. */
  72551. getNormals(): Vector3[];
  72552. /**
  72553. * Returns an array populated with binormal vectors on each Path3D curve point.
  72554. * @returns an array populated with binormal vectors on each Path3D curve point.
  72555. */
  72556. getBinormals(): Vector3[];
  72557. /**
  72558. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  72559. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  72560. */
  72561. getDistances(): number[];
  72562. /**
  72563. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  72564. * @param path path which all values are copied into the curves points
  72565. * @param firstNormal which should be projected onto the curve
  72566. * @returns the same object updated.
  72567. */
  72568. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  72569. private _compute;
  72570. private _getFirstNonNullVector;
  72571. private _getLastNonNullVector;
  72572. private _normalVector;
  72573. }
  72574. /**
  72575. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72576. * A Curve3 is designed from a series of successive Vector3.
  72577. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  72578. */
  72579. export class Curve3 {
  72580. private _points;
  72581. private _length;
  72582. /**
  72583. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  72584. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  72585. * @param v1 (Vector3) the control point
  72586. * @param v2 (Vector3) the end point of the Quadratic Bezier
  72587. * @param nbPoints (integer) the wanted number of points in the curve
  72588. * @returns the created Curve3
  72589. */
  72590. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72591. /**
  72592. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  72593. * @param v0 (Vector3) the origin point of the Cubic Bezier
  72594. * @param v1 (Vector3) the first control point
  72595. * @param v2 (Vector3) the second control point
  72596. * @param v3 (Vector3) the end point of the Cubic Bezier
  72597. * @param nbPoints (integer) the wanted number of points in the curve
  72598. * @returns the created Curve3
  72599. */
  72600. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72601. /**
  72602. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  72603. * @param p1 (Vector3) the origin point of the Hermite Spline
  72604. * @param t1 (Vector3) the tangent vector at the origin point
  72605. * @param p2 (Vector3) the end point of the Hermite Spline
  72606. * @param t2 (Vector3) the tangent vector at the end point
  72607. * @param nbPoints (integer) the wanted number of points in the curve
  72608. * @returns the created Curve3
  72609. */
  72610. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72611. /**
  72612. * Returns a Curve3 object along a CatmullRom Spline curve :
  72613. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  72614. * @param nbPoints (integer) the wanted number of points between each curve control points
  72615. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  72616. * @returns the created Curve3
  72617. */
  72618. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  72619. /**
  72620. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72621. * A Curve3 is designed from a series of successive Vector3.
  72622. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  72623. * @param points points which make up the curve
  72624. */
  72625. constructor(points: Vector3[]);
  72626. /**
  72627. * @returns the Curve3 stored array of successive Vector3
  72628. */
  72629. getPoints(): Vector3[];
  72630. /**
  72631. * @returns the computed length (float) of the curve.
  72632. */
  72633. length(): number;
  72634. /**
  72635. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  72636. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  72637. * curveA and curveB keep unchanged.
  72638. * @param curve the curve to continue from this curve
  72639. * @returns the newly constructed curve
  72640. */
  72641. continue(curve: DeepImmutable<Curve3>): Curve3;
  72642. private _computeLength;
  72643. }
  72644. }
  72645. declare module BABYLON {
  72646. /**
  72647. * This represents the main contract an easing function should follow.
  72648. * Easing functions are used throughout the animation system.
  72649. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72650. */
  72651. export interface IEasingFunction {
  72652. /**
  72653. * Given an input gradient between 0 and 1, this returns the corrseponding value
  72654. * of the easing function.
  72655. * The link below provides some of the most common examples of easing functions.
  72656. * @see https://easings.net/
  72657. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72658. * @returns the corresponding value on the curve defined by the easing function
  72659. */
  72660. ease(gradient: number): number;
  72661. }
  72662. /**
  72663. * Base class used for every default easing function.
  72664. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72665. */
  72666. export class EasingFunction implements IEasingFunction {
  72667. /**
  72668. * Interpolation follows the mathematical formula associated with the easing function.
  72669. */
  72670. static readonly EASINGMODE_EASEIN: number;
  72671. /**
  72672. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  72673. */
  72674. static readonly EASINGMODE_EASEOUT: number;
  72675. /**
  72676. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  72677. */
  72678. static readonly EASINGMODE_EASEINOUT: number;
  72679. private _easingMode;
  72680. /**
  72681. * Sets the easing mode of the current function.
  72682. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  72683. */
  72684. setEasingMode(easingMode: number): void;
  72685. /**
  72686. * Gets the current easing mode.
  72687. * @returns the easing mode
  72688. */
  72689. getEasingMode(): number;
  72690. /**
  72691. * @hidden
  72692. */
  72693. easeInCore(gradient: number): number;
  72694. /**
  72695. * Given an input gradient between 0 and 1, this returns the corresponding value
  72696. * of the easing function.
  72697. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72698. * @returns the corresponding value on the curve defined by the easing function
  72699. */
  72700. ease(gradient: number): number;
  72701. }
  72702. /**
  72703. * Easing function with a circle shape (see link below).
  72704. * @see https://easings.net/#easeInCirc
  72705. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72706. */
  72707. export class CircleEase extends EasingFunction implements IEasingFunction {
  72708. /** @hidden */
  72709. easeInCore(gradient: number): number;
  72710. }
  72711. /**
  72712. * Easing function with a ease back shape (see link below).
  72713. * @see https://easings.net/#easeInBack
  72714. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72715. */
  72716. export class BackEase extends EasingFunction implements IEasingFunction {
  72717. /** Defines the amplitude of the function */
  72718. amplitude: number;
  72719. /**
  72720. * Instantiates a back ease easing
  72721. * @see https://easings.net/#easeInBack
  72722. * @param amplitude Defines the amplitude of the function
  72723. */
  72724. constructor(
  72725. /** Defines the amplitude of the function */
  72726. amplitude?: number);
  72727. /** @hidden */
  72728. easeInCore(gradient: number): number;
  72729. }
  72730. /**
  72731. * Easing function with a bouncing shape (see link below).
  72732. * @see https://easings.net/#easeInBounce
  72733. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72734. */
  72735. export class BounceEase extends EasingFunction implements IEasingFunction {
  72736. /** Defines the number of bounces */
  72737. bounces: number;
  72738. /** Defines the amplitude of the bounce */
  72739. bounciness: number;
  72740. /**
  72741. * Instantiates a bounce easing
  72742. * @see https://easings.net/#easeInBounce
  72743. * @param bounces Defines the number of bounces
  72744. * @param bounciness Defines the amplitude of the bounce
  72745. */
  72746. constructor(
  72747. /** Defines the number of bounces */
  72748. bounces?: number,
  72749. /** Defines the amplitude of the bounce */
  72750. bounciness?: number);
  72751. /** @hidden */
  72752. easeInCore(gradient: number): number;
  72753. }
  72754. /**
  72755. * Easing function with a power of 3 shape (see link below).
  72756. * @see https://easings.net/#easeInCubic
  72757. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72758. */
  72759. export class CubicEase extends EasingFunction implements IEasingFunction {
  72760. /** @hidden */
  72761. easeInCore(gradient: number): number;
  72762. }
  72763. /**
  72764. * Easing function with an elastic shape (see link below).
  72765. * @see https://easings.net/#easeInElastic
  72766. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72767. */
  72768. export class ElasticEase extends EasingFunction implements IEasingFunction {
  72769. /** Defines the number of oscillations*/
  72770. oscillations: number;
  72771. /** Defines the amplitude of the oscillations*/
  72772. springiness: number;
  72773. /**
  72774. * Instantiates an elastic easing function
  72775. * @see https://easings.net/#easeInElastic
  72776. * @param oscillations Defines the number of oscillations
  72777. * @param springiness Defines the amplitude of the oscillations
  72778. */
  72779. constructor(
  72780. /** Defines the number of oscillations*/
  72781. oscillations?: number,
  72782. /** Defines the amplitude of the oscillations*/
  72783. springiness?: number);
  72784. /** @hidden */
  72785. easeInCore(gradient: number): number;
  72786. }
  72787. /**
  72788. * Easing function with an exponential shape (see link below).
  72789. * @see https://easings.net/#easeInExpo
  72790. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72791. */
  72792. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  72793. /** Defines the exponent of the function */
  72794. exponent: number;
  72795. /**
  72796. * Instantiates an exponential easing function
  72797. * @see https://easings.net/#easeInExpo
  72798. * @param exponent Defines the exponent of the function
  72799. */
  72800. constructor(
  72801. /** Defines the exponent of the function */
  72802. exponent?: number);
  72803. /** @hidden */
  72804. easeInCore(gradient: number): number;
  72805. }
  72806. /**
  72807. * Easing function with a power shape (see link below).
  72808. * @see https://easings.net/#easeInQuad
  72809. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72810. */
  72811. export class PowerEase extends EasingFunction implements IEasingFunction {
  72812. /** Defines the power of the function */
  72813. power: number;
  72814. /**
  72815. * Instantiates an power base easing function
  72816. * @see https://easings.net/#easeInQuad
  72817. * @param power Defines the power of the function
  72818. */
  72819. constructor(
  72820. /** Defines the power of the function */
  72821. power?: number);
  72822. /** @hidden */
  72823. easeInCore(gradient: number): number;
  72824. }
  72825. /**
  72826. * Easing function with a power of 2 shape (see link below).
  72827. * @see https://easings.net/#easeInQuad
  72828. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72829. */
  72830. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  72831. /** @hidden */
  72832. easeInCore(gradient: number): number;
  72833. }
  72834. /**
  72835. * Easing function with a power of 4 shape (see link below).
  72836. * @see https://easings.net/#easeInQuart
  72837. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72838. */
  72839. export class QuarticEase extends EasingFunction implements IEasingFunction {
  72840. /** @hidden */
  72841. easeInCore(gradient: number): number;
  72842. }
  72843. /**
  72844. * Easing function with a power of 5 shape (see link below).
  72845. * @see https://easings.net/#easeInQuint
  72846. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72847. */
  72848. export class QuinticEase extends EasingFunction implements IEasingFunction {
  72849. /** @hidden */
  72850. easeInCore(gradient: number): number;
  72851. }
  72852. /**
  72853. * Easing function with a sin shape (see link below).
  72854. * @see https://easings.net/#easeInSine
  72855. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72856. */
  72857. export class SineEase extends EasingFunction implements IEasingFunction {
  72858. /** @hidden */
  72859. easeInCore(gradient: number): number;
  72860. }
  72861. /**
  72862. * Easing function with a bezier shape (see link below).
  72863. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72864. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72865. */
  72866. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  72867. /** Defines the x component of the start tangent in the bezier curve */
  72868. x1: number;
  72869. /** Defines the y component of the start tangent in the bezier curve */
  72870. y1: number;
  72871. /** Defines the x component of the end tangent in the bezier curve */
  72872. x2: number;
  72873. /** Defines the y component of the end tangent in the bezier curve */
  72874. y2: number;
  72875. /**
  72876. * Instantiates a bezier function
  72877. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72878. * @param x1 Defines the x component of the start tangent in the bezier curve
  72879. * @param y1 Defines the y component of the start tangent in the bezier curve
  72880. * @param x2 Defines the x component of the end tangent in the bezier curve
  72881. * @param y2 Defines the y component of the end tangent in the bezier curve
  72882. */
  72883. constructor(
  72884. /** Defines the x component of the start tangent in the bezier curve */
  72885. x1?: number,
  72886. /** Defines the y component of the start tangent in the bezier curve */
  72887. y1?: number,
  72888. /** Defines the x component of the end tangent in the bezier curve */
  72889. x2?: number,
  72890. /** Defines the y component of the end tangent in the bezier curve */
  72891. y2?: number);
  72892. /** @hidden */
  72893. easeInCore(gradient: number): number;
  72894. }
  72895. }
  72896. declare module BABYLON {
  72897. /**
  72898. * Class used to hold a RBG color
  72899. */
  72900. export class Color3 {
  72901. /**
  72902. * Defines the red component (between 0 and 1, default is 0)
  72903. */
  72904. r: number;
  72905. /**
  72906. * Defines the green component (between 0 and 1, default is 0)
  72907. */
  72908. g: number;
  72909. /**
  72910. * Defines the blue component (between 0 and 1, default is 0)
  72911. */
  72912. b: number;
  72913. /**
  72914. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  72915. * @param r defines the red component (between 0 and 1, default is 0)
  72916. * @param g defines the green component (between 0 and 1, default is 0)
  72917. * @param b defines the blue component (between 0 and 1, default is 0)
  72918. */
  72919. constructor(
  72920. /**
  72921. * Defines the red component (between 0 and 1, default is 0)
  72922. */
  72923. r?: number,
  72924. /**
  72925. * Defines the green component (between 0 and 1, default is 0)
  72926. */
  72927. g?: number,
  72928. /**
  72929. * Defines the blue component (between 0 and 1, default is 0)
  72930. */
  72931. b?: number);
  72932. /**
  72933. * Creates a string with the Color3 current values
  72934. * @returns the string representation of the Color3 object
  72935. */
  72936. toString(): string;
  72937. /**
  72938. * Returns the string "Color3"
  72939. * @returns "Color3"
  72940. */
  72941. getClassName(): string;
  72942. /**
  72943. * Compute the Color3 hash code
  72944. * @returns an unique number that can be used to hash Color3 objects
  72945. */
  72946. getHashCode(): number;
  72947. /**
  72948. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  72949. * @param array defines the array where to store the r,g,b components
  72950. * @param index defines an optional index in the target array to define where to start storing values
  72951. * @returns the current Color3 object
  72952. */
  72953. toArray(array: FloatArray, index?: number): Color3;
  72954. /**
  72955. * Returns a new Color4 object from the current Color3 and the given alpha
  72956. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  72957. * @returns a new Color4 object
  72958. */
  72959. toColor4(alpha?: number): Color4;
  72960. /**
  72961. * Returns a new array populated with 3 numeric elements : red, green and blue values
  72962. * @returns the new array
  72963. */
  72964. asArray(): number[];
  72965. /**
  72966. * Returns the luminance value
  72967. * @returns a float value
  72968. */
  72969. toLuminance(): number;
  72970. /**
  72971. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  72972. * @param otherColor defines the second operand
  72973. * @returns the new Color3 object
  72974. */
  72975. multiply(otherColor: DeepImmutable<Color3>): Color3;
  72976. /**
  72977. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  72978. * @param otherColor defines the second operand
  72979. * @param result defines the Color3 object where to store the result
  72980. * @returns the current Color3
  72981. */
  72982. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72983. /**
  72984. * Determines equality between Color3 objects
  72985. * @param otherColor defines the second operand
  72986. * @returns true if the rgb values are equal to the given ones
  72987. */
  72988. equals(otherColor: DeepImmutable<Color3>): boolean;
  72989. /**
  72990. * Determines equality between the current Color3 object and a set of r,b,g values
  72991. * @param r defines the red component to check
  72992. * @param g defines the green component to check
  72993. * @param b defines the blue component to check
  72994. * @returns true if the rgb values are equal to the given ones
  72995. */
  72996. equalsFloats(r: number, g: number, b: number): boolean;
  72997. /**
  72998. * Multiplies in place each rgb value by scale
  72999. * @param scale defines the scaling factor
  73000. * @returns the updated Color3
  73001. */
  73002. scale(scale: number): Color3;
  73003. /**
  73004. * Multiplies the rgb values by scale and stores the result into "result"
  73005. * @param scale defines the scaling factor
  73006. * @param result defines the Color3 object where to store the result
  73007. * @returns the unmodified current Color3
  73008. */
  73009. scaleToRef(scale: number, result: Color3): Color3;
  73010. /**
  73011. * Scale the current Color3 values by a factor and add the result to a given Color3
  73012. * @param scale defines the scale factor
  73013. * @param result defines color to store the result into
  73014. * @returns the unmodified current Color3
  73015. */
  73016. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73017. /**
  73018. * Clamps the rgb values by the min and max values and stores the result into "result"
  73019. * @param min defines minimum clamping value (default is 0)
  73020. * @param max defines maximum clamping value (default is 1)
  73021. * @param result defines color to store the result into
  73022. * @returns the original Color3
  73023. */
  73024. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73025. /**
  73026. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73027. * @param otherColor defines the second operand
  73028. * @returns the new Color3
  73029. */
  73030. add(otherColor: DeepImmutable<Color3>): Color3;
  73031. /**
  73032. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73033. * @param otherColor defines the second operand
  73034. * @param result defines Color3 object to store the result into
  73035. * @returns the unmodified current Color3
  73036. */
  73037. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73038. /**
  73039. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73040. * @param otherColor defines the second operand
  73041. * @returns the new Color3
  73042. */
  73043. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73044. /**
  73045. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73046. * @param otherColor defines the second operand
  73047. * @param result defines Color3 object to store the result into
  73048. * @returns the unmodified current Color3
  73049. */
  73050. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73051. /**
  73052. * Copy the current object
  73053. * @returns a new Color3 copied the current one
  73054. */
  73055. clone(): Color3;
  73056. /**
  73057. * Copies the rgb values from the source in the current Color3
  73058. * @param source defines the source Color3 object
  73059. * @returns the updated Color3 object
  73060. */
  73061. copyFrom(source: DeepImmutable<Color3>): Color3;
  73062. /**
  73063. * Updates the Color3 rgb values from the given floats
  73064. * @param r defines the red component to read from
  73065. * @param g defines the green component to read from
  73066. * @param b defines the blue component to read from
  73067. * @returns the current Color3 object
  73068. */
  73069. copyFromFloats(r: number, g: number, b: number): Color3;
  73070. /**
  73071. * Updates the Color3 rgb values from the given floats
  73072. * @param r defines the red component to read from
  73073. * @param g defines the green component to read from
  73074. * @param b defines the blue component to read from
  73075. * @returns the current Color3 object
  73076. */
  73077. set(r: number, g: number, b: number): Color3;
  73078. /**
  73079. * Compute the Color3 hexadecimal code as a string
  73080. * @returns a string containing the hexadecimal representation of the Color3 object
  73081. */
  73082. toHexString(): string;
  73083. /**
  73084. * Computes a new Color3 converted from the current one to linear space
  73085. * @returns a new Color3 object
  73086. */
  73087. toLinearSpace(): Color3;
  73088. /**
  73089. * Converts current color in rgb space to HSV values
  73090. * @returns a new color3 representing the HSV values
  73091. */
  73092. toHSV(): Color3;
  73093. /**
  73094. * Converts current color in rgb space to HSV values
  73095. * @param result defines the Color3 where to store the HSV values
  73096. */
  73097. toHSVToRef(result: Color3): void;
  73098. /**
  73099. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73100. * @param convertedColor defines the Color3 object where to store the linear space version
  73101. * @returns the unmodified Color3
  73102. */
  73103. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73104. /**
  73105. * Computes a new Color3 converted from the current one to gamma space
  73106. * @returns a new Color3 object
  73107. */
  73108. toGammaSpace(): Color3;
  73109. /**
  73110. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73111. * @param convertedColor defines the Color3 object where to store the gamma space version
  73112. * @returns the unmodified Color3
  73113. */
  73114. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73115. private static _BlackReadOnly;
  73116. /**
  73117. * Convert Hue, saturation and value to a Color3 (RGB)
  73118. * @param hue defines the hue
  73119. * @param saturation defines the saturation
  73120. * @param value defines the value
  73121. * @param result defines the Color3 where to store the RGB values
  73122. */
  73123. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73124. /**
  73125. * Creates a new Color3 from the string containing valid hexadecimal values
  73126. * @param hex defines a string containing valid hexadecimal values
  73127. * @returns a new Color3 object
  73128. */
  73129. static FromHexString(hex: string): Color3;
  73130. /**
  73131. * Creates a new Color3 from the starting index of the given array
  73132. * @param array defines the source array
  73133. * @param offset defines an offset in the source array
  73134. * @returns a new Color3 object
  73135. */
  73136. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73137. /**
  73138. * Creates a new Color3 from integer values (< 256)
  73139. * @param r defines the red component to read from (value between 0 and 255)
  73140. * @param g defines the green component to read from (value between 0 and 255)
  73141. * @param b defines the blue component to read from (value between 0 and 255)
  73142. * @returns a new Color3 object
  73143. */
  73144. static FromInts(r: number, g: number, b: number): Color3;
  73145. /**
  73146. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73147. * @param start defines the start Color3 value
  73148. * @param end defines the end Color3 value
  73149. * @param amount defines the gradient value between start and end
  73150. * @returns a new Color3 object
  73151. */
  73152. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73153. /**
  73154. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73155. * @param left defines the start value
  73156. * @param right defines the end value
  73157. * @param amount defines the gradient factor
  73158. * @param result defines the Color3 object where to store the result
  73159. */
  73160. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73161. /**
  73162. * Returns a Color3 value containing a red color
  73163. * @returns a new Color3 object
  73164. */
  73165. static Red(): Color3;
  73166. /**
  73167. * Returns a Color3 value containing a green color
  73168. * @returns a new Color3 object
  73169. */
  73170. static Green(): Color3;
  73171. /**
  73172. * Returns a Color3 value containing a blue color
  73173. * @returns a new Color3 object
  73174. */
  73175. static Blue(): Color3;
  73176. /**
  73177. * Returns a Color3 value containing a black color
  73178. * @returns a new Color3 object
  73179. */
  73180. static Black(): Color3;
  73181. /**
  73182. * Gets a Color3 value containing a black color that must not be updated
  73183. */
  73184. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73185. /**
  73186. * Returns a Color3 value containing a white color
  73187. * @returns a new Color3 object
  73188. */
  73189. static White(): Color3;
  73190. /**
  73191. * Returns a Color3 value containing a purple color
  73192. * @returns a new Color3 object
  73193. */
  73194. static Purple(): Color3;
  73195. /**
  73196. * Returns a Color3 value containing a magenta color
  73197. * @returns a new Color3 object
  73198. */
  73199. static Magenta(): Color3;
  73200. /**
  73201. * Returns a Color3 value containing a yellow color
  73202. * @returns a new Color3 object
  73203. */
  73204. static Yellow(): Color3;
  73205. /**
  73206. * Returns a Color3 value containing a gray color
  73207. * @returns a new Color3 object
  73208. */
  73209. static Gray(): Color3;
  73210. /**
  73211. * Returns a Color3 value containing a teal color
  73212. * @returns a new Color3 object
  73213. */
  73214. static Teal(): Color3;
  73215. /**
  73216. * Returns a Color3 value containing a random color
  73217. * @returns a new Color3 object
  73218. */
  73219. static Random(): Color3;
  73220. }
  73221. /**
  73222. * Class used to hold a RBGA color
  73223. */
  73224. export class Color4 {
  73225. /**
  73226. * Defines the red component (between 0 and 1, default is 0)
  73227. */
  73228. r: number;
  73229. /**
  73230. * Defines the green component (between 0 and 1, default is 0)
  73231. */
  73232. g: number;
  73233. /**
  73234. * Defines the blue component (between 0 and 1, default is 0)
  73235. */
  73236. b: number;
  73237. /**
  73238. * Defines the alpha component (between 0 and 1, default is 1)
  73239. */
  73240. a: number;
  73241. /**
  73242. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  73243. * @param r defines the red component (between 0 and 1, default is 0)
  73244. * @param g defines the green component (between 0 and 1, default is 0)
  73245. * @param b defines the blue component (between 0 and 1, default is 0)
  73246. * @param a defines the alpha component (between 0 and 1, default is 1)
  73247. */
  73248. constructor(
  73249. /**
  73250. * Defines the red component (between 0 and 1, default is 0)
  73251. */
  73252. r?: number,
  73253. /**
  73254. * Defines the green component (between 0 and 1, default is 0)
  73255. */
  73256. g?: number,
  73257. /**
  73258. * Defines the blue component (between 0 and 1, default is 0)
  73259. */
  73260. b?: number,
  73261. /**
  73262. * Defines the alpha component (between 0 and 1, default is 1)
  73263. */
  73264. a?: number);
  73265. /**
  73266. * Adds in place the given Color4 values to the current Color4 object
  73267. * @param right defines the second operand
  73268. * @returns the current updated Color4 object
  73269. */
  73270. addInPlace(right: DeepImmutable<Color4>): Color4;
  73271. /**
  73272. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  73273. * @returns the new array
  73274. */
  73275. asArray(): number[];
  73276. /**
  73277. * Stores from the starting index in the given array the Color4 successive values
  73278. * @param array defines the array where to store the r,g,b components
  73279. * @param index defines an optional index in the target array to define where to start storing values
  73280. * @returns the current Color4 object
  73281. */
  73282. toArray(array: number[], index?: number): Color4;
  73283. /**
  73284. * Determines equality between Color4 objects
  73285. * @param otherColor defines the second operand
  73286. * @returns true if the rgba values are equal to the given ones
  73287. */
  73288. equals(otherColor: DeepImmutable<Color4>): boolean;
  73289. /**
  73290. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  73291. * @param right defines the second operand
  73292. * @returns a new Color4 object
  73293. */
  73294. add(right: DeepImmutable<Color4>): Color4;
  73295. /**
  73296. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  73297. * @param right defines the second operand
  73298. * @returns a new Color4 object
  73299. */
  73300. subtract(right: DeepImmutable<Color4>): Color4;
  73301. /**
  73302. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  73303. * @param right defines the second operand
  73304. * @param result defines the Color4 object where to store the result
  73305. * @returns the current Color4 object
  73306. */
  73307. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73308. /**
  73309. * Creates a new Color4 with the current Color4 values multiplied by scale
  73310. * @param scale defines the scaling factor to apply
  73311. * @returns a new Color4 object
  73312. */
  73313. scale(scale: number): Color4;
  73314. /**
  73315. * Multiplies the current Color4 values by scale and stores the result in "result"
  73316. * @param scale defines the scaling factor to apply
  73317. * @param result defines the Color4 object where to store the result
  73318. * @returns the current unmodified Color4
  73319. */
  73320. scaleToRef(scale: number, result: Color4): Color4;
  73321. /**
  73322. * Scale the current Color4 values by a factor and add the result to a given Color4
  73323. * @param scale defines the scale factor
  73324. * @param result defines the Color4 object where to store the result
  73325. * @returns the unmodified current Color4
  73326. */
  73327. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73328. /**
  73329. * Clamps the rgb values by the min and max values and stores the result into "result"
  73330. * @param min defines minimum clamping value (default is 0)
  73331. * @param max defines maximum clamping value (default is 1)
  73332. * @param result defines color to store the result into.
  73333. * @returns the cuurent Color4
  73334. */
  73335. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73336. /**
  73337. * Multipy an Color4 value by another and return a new Color4 object
  73338. * @param color defines the Color4 value to multiply by
  73339. * @returns a new Color4 object
  73340. */
  73341. multiply(color: Color4): Color4;
  73342. /**
  73343. * Multipy a Color4 value by another and push the result in a reference value
  73344. * @param color defines the Color4 value to multiply by
  73345. * @param result defines the Color4 to fill the result in
  73346. * @returns the result Color4
  73347. */
  73348. multiplyToRef(color: Color4, result: Color4): Color4;
  73349. /**
  73350. * Creates a string with the Color4 current values
  73351. * @returns the string representation of the Color4 object
  73352. */
  73353. toString(): string;
  73354. /**
  73355. * Returns the string "Color4"
  73356. * @returns "Color4"
  73357. */
  73358. getClassName(): string;
  73359. /**
  73360. * Compute the Color4 hash code
  73361. * @returns an unique number that can be used to hash Color4 objects
  73362. */
  73363. getHashCode(): number;
  73364. /**
  73365. * Creates a new Color4 copied from the current one
  73366. * @returns a new Color4 object
  73367. */
  73368. clone(): Color4;
  73369. /**
  73370. * Copies the given Color4 values into the current one
  73371. * @param source defines the source Color4 object
  73372. * @returns the current updated Color4 object
  73373. */
  73374. copyFrom(source: Color4): Color4;
  73375. /**
  73376. * Copies the given float values into the current one
  73377. * @param r defines the red component to read from
  73378. * @param g defines the green component to read from
  73379. * @param b defines the blue component to read from
  73380. * @param a defines the alpha component to read from
  73381. * @returns the current updated Color4 object
  73382. */
  73383. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73384. /**
  73385. * Copies the given float values into the current one
  73386. * @param r defines the red component to read from
  73387. * @param g defines the green component to read from
  73388. * @param b defines the blue component to read from
  73389. * @param a defines the alpha component to read from
  73390. * @returns the current updated Color4 object
  73391. */
  73392. set(r: number, g: number, b: number, a: number): Color4;
  73393. /**
  73394. * Compute the Color4 hexadecimal code as a string
  73395. * @returns a string containing the hexadecimal representation of the Color4 object
  73396. */
  73397. toHexString(): string;
  73398. /**
  73399. * Computes a new Color4 converted from the current one to linear space
  73400. * @returns a new Color4 object
  73401. */
  73402. toLinearSpace(): Color4;
  73403. /**
  73404. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73405. * @param convertedColor defines the Color4 object where to store the linear space version
  73406. * @returns the unmodified Color4
  73407. */
  73408. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73409. /**
  73410. * Computes a new Color4 converted from the current one to gamma space
  73411. * @returns a new Color4 object
  73412. */
  73413. toGammaSpace(): Color4;
  73414. /**
  73415. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  73416. * @param convertedColor defines the Color4 object where to store the gamma space version
  73417. * @returns the unmodified Color4
  73418. */
  73419. toGammaSpaceToRef(convertedColor: Color4): Color4;
  73420. /**
  73421. * Creates a new Color4 from the string containing valid hexadecimal values
  73422. * @param hex defines a string containing valid hexadecimal values
  73423. * @returns a new Color4 object
  73424. */
  73425. static FromHexString(hex: string): Color4;
  73426. /**
  73427. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73428. * @param left defines the start value
  73429. * @param right defines the end value
  73430. * @param amount defines the gradient factor
  73431. * @returns a new Color4 object
  73432. */
  73433. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  73434. /**
  73435. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73436. * @param left defines the start value
  73437. * @param right defines the end value
  73438. * @param amount defines the gradient factor
  73439. * @param result defines the Color4 object where to store data
  73440. */
  73441. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  73442. /**
  73443. * Creates a new Color4 from a Color3 and an alpha value
  73444. * @param color3 defines the source Color3 to read from
  73445. * @param alpha defines the alpha component (1.0 by default)
  73446. * @returns a new Color4 object
  73447. */
  73448. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  73449. /**
  73450. * Creates a new Color4 from the starting index element of the given array
  73451. * @param array defines the source array to read from
  73452. * @param offset defines the offset in the source array
  73453. * @returns a new Color4 object
  73454. */
  73455. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  73456. /**
  73457. * Creates a new Color3 from integer values (< 256)
  73458. * @param r defines the red component to read from (value between 0 and 255)
  73459. * @param g defines the green component to read from (value between 0 and 255)
  73460. * @param b defines the blue component to read from (value between 0 and 255)
  73461. * @param a defines the alpha component to read from (value between 0 and 255)
  73462. * @returns a new Color3 object
  73463. */
  73464. static FromInts(r: number, g: number, b: number, a: number): Color4;
  73465. /**
  73466. * Check the content of a given array and convert it to an array containing RGBA data
  73467. * If the original array was already containing count * 4 values then it is returned directly
  73468. * @param colors defines the array to check
  73469. * @param count defines the number of RGBA data to expect
  73470. * @returns an array containing count * 4 values (RGBA)
  73471. */
  73472. static CheckColors4(colors: number[], count: number): number[];
  73473. }
  73474. /**
  73475. * @hidden
  73476. */
  73477. export class TmpColors {
  73478. static Color3: Color3[];
  73479. static Color4: Color4[];
  73480. }
  73481. }
  73482. declare module BABYLON {
  73483. /**
  73484. * Defines an interface which represents an animation key frame
  73485. */
  73486. export interface IAnimationKey {
  73487. /**
  73488. * Frame of the key frame
  73489. */
  73490. frame: number;
  73491. /**
  73492. * Value at the specifies key frame
  73493. */
  73494. value: any;
  73495. /**
  73496. * The input tangent for the cubic hermite spline
  73497. */
  73498. inTangent?: any;
  73499. /**
  73500. * The output tangent for the cubic hermite spline
  73501. */
  73502. outTangent?: any;
  73503. /**
  73504. * The animation interpolation type
  73505. */
  73506. interpolation?: AnimationKeyInterpolation;
  73507. }
  73508. /**
  73509. * Enum for the animation key frame interpolation type
  73510. */
  73511. export enum AnimationKeyInterpolation {
  73512. /**
  73513. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  73514. */
  73515. STEP = 1
  73516. }
  73517. }
  73518. declare module BABYLON {
  73519. /**
  73520. * Represents the range of an animation
  73521. */
  73522. export class AnimationRange {
  73523. /**The name of the animation range**/
  73524. name: string;
  73525. /**The starting frame of the animation */
  73526. from: number;
  73527. /**The ending frame of the animation*/
  73528. to: number;
  73529. /**
  73530. * Initializes the range of an animation
  73531. * @param name The name of the animation range
  73532. * @param from The starting frame of the animation
  73533. * @param to The ending frame of the animation
  73534. */
  73535. constructor(
  73536. /**The name of the animation range**/
  73537. name: string,
  73538. /**The starting frame of the animation */
  73539. from: number,
  73540. /**The ending frame of the animation*/
  73541. to: number);
  73542. /**
  73543. * Makes a copy of the animation range
  73544. * @returns A copy of the animation range
  73545. */
  73546. clone(): AnimationRange;
  73547. }
  73548. }
  73549. declare module BABYLON {
  73550. /**
  73551. * Composed of a frame, and an action function
  73552. */
  73553. export class AnimationEvent {
  73554. /** The frame for which the event is triggered **/
  73555. frame: number;
  73556. /** The event to perform when triggered **/
  73557. action: (currentFrame: number) => void;
  73558. /** Specifies if the event should be triggered only once**/
  73559. onlyOnce?: boolean | undefined;
  73560. /**
  73561. * Specifies if the animation event is done
  73562. */
  73563. isDone: boolean;
  73564. /**
  73565. * Initializes the animation event
  73566. * @param frame The frame for which the event is triggered
  73567. * @param action The event to perform when triggered
  73568. * @param onlyOnce Specifies if the event should be triggered only once
  73569. */
  73570. constructor(
  73571. /** The frame for which the event is triggered **/
  73572. frame: number,
  73573. /** The event to perform when triggered **/
  73574. action: (currentFrame: number) => void,
  73575. /** Specifies if the event should be triggered only once**/
  73576. onlyOnce?: boolean | undefined);
  73577. /** @hidden */
  73578. _clone(): AnimationEvent;
  73579. }
  73580. }
  73581. declare module BABYLON {
  73582. /**
  73583. * Interface used to define a behavior
  73584. */
  73585. export interface Behavior<T> {
  73586. /** gets or sets behavior's name */
  73587. name: string;
  73588. /**
  73589. * Function called when the behavior needs to be initialized (after attaching it to a target)
  73590. */
  73591. init(): void;
  73592. /**
  73593. * Called when the behavior is attached to a target
  73594. * @param target defines the target where the behavior is attached to
  73595. */
  73596. attach(target: T): void;
  73597. /**
  73598. * Called when the behavior is detached from its target
  73599. */
  73600. detach(): void;
  73601. }
  73602. /**
  73603. * Interface implemented by classes supporting behaviors
  73604. */
  73605. export interface IBehaviorAware<T> {
  73606. /**
  73607. * Attach a behavior
  73608. * @param behavior defines the behavior to attach
  73609. * @returns the current host
  73610. */
  73611. addBehavior(behavior: Behavior<T>): T;
  73612. /**
  73613. * Remove a behavior from the current object
  73614. * @param behavior defines the behavior to detach
  73615. * @returns the current host
  73616. */
  73617. removeBehavior(behavior: Behavior<T>): T;
  73618. /**
  73619. * Gets a behavior using its name to search
  73620. * @param name defines the name to search
  73621. * @returns the behavior or null if not found
  73622. */
  73623. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  73624. }
  73625. }
  73626. declare module BABYLON {
  73627. /**
  73628. * Defines an array and its length.
  73629. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  73630. */
  73631. export interface ISmartArrayLike<T> {
  73632. /**
  73633. * The data of the array.
  73634. */
  73635. data: Array<T>;
  73636. /**
  73637. * The active length of the array.
  73638. */
  73639. length: number;
  73640. }
  73641. /**
  73642. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73643. */
  73644. export class SmartArray<T> implements ISmartArrayLike<T> {
  73645. /**
  73646. * The full set of data from the array.
  73647. */
  73648. data: Array<T>;
  73649. /**
  73650. * The active length of the array.
  73651. */
  73652. length: number;
  73653. protected _id: number;
  73654. /**
  73655. * Instantiates a Smart Array.
  73656. * @param capacity defines the default capacity of the array.
  73657. */
  73658. constructor(capacity: number);
  73659. /**
  73660. * Pushes a value at the end of the active data.
  73661. * @param value defines the object to push in the array.
  73662. */
  73663. push(value: T): void;
  73664. /**
  73665. * Iterates over the active data and apply the lambda to them.
  73666. * @param func defines the action to apply on each value.
  73667. */
  73668. forEach(func: (content: T) => void): void;
  73669. /**
  73670. * Sorts the full sets of data.
  73671. * @param compareFn defines the comparison function to apply.
  73672. */
  73673. sort(compareFn: (a: T, b: T) => number): void;
  73674. /**
  73675. * Resets the active data to an empty array.
  73676. */
  73677. reset(): void;
  73678. /**
  73679. * Releases all the data from the array as well as the array.
  73680. */
  73681. dispose(): void;
  73682. /**
  73683. * Concats the active data with a given array.
  73684. * @param array defines the data to concatenate with.
  73685. */
  73686. concat(array: any): void;
  73687. /**
  73688. * Returns the position of a value in the active data.
  73689. * @param value defines the value to find the index for
  73690. * @returns the index if found in the active data otherwise -1
  73691. */
  73692. indexOf(value: T): number;
  73693. /**
  73694. * Returns whether an element is part of the active data.
  73695. * @param value defines the value to look for
  73696. * @returns true if found in the active data otherwise false
  73697. */
  73698. contains(value: T): boolean;
  73699. private static _GlobalId;
  73700. }
  73701. /**
  73702. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73703. * The data in this array can only be present once
  73704. */
  73705. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  73706. private _duplicateId;
  73707. /**
  73708. * Pushes a value at the end of the active data.
  73709. * THIS DOES NOT PREVENT DUPPLICATE DATA
  73710. * @param value defines the object to push in the array.
  73711. */
  73712. push(value: T): void;
  73713. /**
  73714. * Pushes a value at the end of the active data.
  73715. * If the data is already present, it won t be added again
  73716. * @param value defines the object to push in the array.
  73717. * @returns true if added false if it was already present
  73718. */
  73719. pushNoDuplicate(value: T): boolean;
  73720. /**
  73721. * Resets the active data to an empty array.
  73722. */
  73723. reset(): void;
  73724. /**
  73725. * Concats the active data with a given array.
  73726. * This ensures no dupplicate will be present in the result.
  73727. * @param array defines the data to concatenate with.
  73728. */
  73729. concatWithNoDuplicate(array: any): void;
  73730. }
  73731. }
  73732. declare module BABYLON {
  73733. /**
  73734. * @ignore
  73735. * This is a list of all the different input types that are available in the application.
  73736. * Fo instance: ArcRotateCameraGamepadInput...
  73737. */
  73738. export var CameraInputTypes: {};
  73739. /**
  73740. * This is the contract to implement in order to create a new input class.
  73741. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  73742. */
  73743. export interface ICameraInput<TCamera extends Camera> {
  73744. /**
  73745. * Defines the camera the input is attached to.
  73746. */
  73747. camera: Nullable<TCamera>;
  73748. /**
  73749. * Gets the class name of the current intput.
  73750. * @returns the class name
  73751. */
  73752. getClassName(): string;
  73753. /**
  73754. * Get the friendly name associated with the input class.
  73755. * @returns the input friendly name
  73756. */
  73757. getSimpleName(): string;
  73758. /**
  73759. * Attach the input controls to a specific dom element to get the input from.
  73760. * @param element Defines the element the controls should be listened from
  73761. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73762. */
  73763. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73764. /**
  73765. * Detach the current controls from the specified dom element.
  73766. * @param element Defines the element to stop listening the inputs from
  73767. */
  73768. detachControl(element: Nullable<HTMLElement>): void;
  73769. /**
  73770. * Update the current camera state depending on the inputs that have been used this frame.
  73771. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73772. */
  73773. checkInputs?: () => void;
  73774. }
  73775. /**
  73776. * Represents a map of input types to input instance or input index to input instance.
  73777. */
  73778. export interface CameraInputsMap<TCamera extends Camera> {
  73779. /**
  73780. * Accessor to the input by input type.
  73781. */
  73782. [name: string]: ICameraInput<TCamera>;
  73783. /**
  73784. * Accessor to the input by input index.
  73785. */
  73786. [idx: number]: ICameraInput<TCamera>;
  73787. }
  73788. /**
  73789. * This represents the input manager used within a camera.
  73790. * It helps dealing with all the different kind of input attached to a camera.
  73791. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73792. */
  73793. export class CameraInputsManager<TCamera extends Camera> {
  73794. /**
  73795. * Defines the list of inputs attahed to the camera.
  73796. */
  73797. attached: CameraInputsMap<TCamera>;
  73798. /**
  73799. * Defines the dom element the camera is collecting inputs from.
  73800. * This is null if the controls have not been attached.
  73801. */
  73802. attachedElement: Nullable<HTMLElement>;
  73803. /**
  73804. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73805. */
  73806. noPreventDefault: boolean;
  73807. /**
  73808. * Defined the camera the input manager belongs to.
  73809. */
  73810. camera: TCamera;
  73811. /**
  73812. * Update the current camera state depending on the inputs that have been used this frame.
  73813. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73814. */
  73815. checkInputs: () => void;
  73816. /**
  73817. * Instantiate a new Camera Input Manager.
  73818. * @param camera Defines the camera the input manager blongs to
  73819. */
  73820. constructor(camera: TCamera);
  73821. /**
  73822. * Add an input method to a camera
  73823. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73824. * @param input camera input method
  73825. */
  73826. add(input: ICameraInput<TCamera>): void;
  73827. /**
  73828. * Remove a specific input method from a camera
  73829. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  73830. * @param inputToRemove camera input method
  73831. */
  73832. remove(inputToRemove: ICameraInput<TCamera>): void;
  73833. /**
  73834. * Remove a specific input type from a camera
  73835. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  73836. * @param inputType the type of the input to remove
  73837. */
  73838. removeByType(inputType: string): void;
  73839. private _addCheckInputs;
  73840. /**
  73841. * Attach the input controls to the currently attached dom element to listen the events from.
  73842. * @param input Defines the input to attach
  73843. */
  73844. attachInput(input: ICameraInput<TCamera>): void;
  73845. /**
  73846. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  73847. * @param element Defines the dom element to collect the events from
  73848. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73849. */
  73850. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  73851. /**
  73852. * Detach the current manager inputs controls from a specific dom element.
  73853. * @param element Defines the dom element to collect the events from
  73854. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  73855. */
  73856. detachElement(element: HTMLElement, disconnect?: boolean): void;
  73857. /**
  73858. * Rebuild the dynamic inputCheck function from the current list of
  73859. * defined inputs in the manager.
  73860. */
  73861. rebuildInputCheck(): void;
  73862. /**
  73863. * Remove all attached input methods from a camera
  73864. */
  73865. clear(): void;
  73866. /**
  73867. * Serialize the current input manager attached to a camera.
  73868. * This ensures than once parsed,
  73869. * the input associated to the camera will be identical to the current ones
  73870. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  73871. */
  73872. serialize(serializedCamera: any): void;
  73873. /**
  73874. * Parses an input manager serialized JSON to restore the previous list of inputs
  73875. * and states associated to a camera.
  73876. * @param parsedCamera Defines the JSON to parse
  73877. */
  73878. parse(parsedCamera: any): void;
  73879. }
  73880. }
  73881. declare module BABYLON {
  73882. /**
  73883. * Class used to store data that will be store in GPU memory
  73884. */
  73885. export class Buffer {
  73886. private _engine;
  73887. private _buffer;
  73888. /** @hidden */
  73889. _data: Nullable<DataArray>;
  73890. private _updatable;
  73891. private _instanced;
  73892. private _divisor;
  73893. /**
  73894. * Gets the byte stride.
  73895. */
  73896. readonly byteStride: number;
  73897. /**
  73898. * Constructor
  73899. * @param engine the engine
  73900. * @param data the data to use for this buffer
  73901. * @param updatable whether the data is updatable
  73902. * @param stride the stride (optional)
  73903. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73904. * @param instanced whether the buffer is instanced (optional)
  73905. * @param useBytes set to true if the stride in in bytes (optional)
  73906. * @param divisor sets an optional divisor for instances (1 by default)
  73907. */
  73908. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  73909. /**
  73910. * Create a new VertexBuffer based on the current buffer
  73911. * @param kind defines the vertex buffer kind (position, normal, etc.)
  73912. * @param offset defines offset in the buffer (0 by default)
  73913. * @param size defines the size in floats of attributes (position is 3 for instance)
  73914. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  73915. * @param instanced defines if the vertex buffer contains indexed data
  73916. * @param useBytes defines if the offset and stride are in bytes *
  73917. * @param divisor sets an optional divisor for instances (1 by default)
  73918. * @returns the new vertex buffer
  73919. */
  73920. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  73921. /**
  73922. * Gets a boolean indicating if the Buffer is updatable?
  73923. * @returns true if the buffer is updatable
  73924. */
  73925. isUpdatable(): boolean;
  73926. /**
  73927. * Gets current buffer's data
  73928. * @returns a DataArray or null
  73929. */
  73930. getData(): Nullable<DataArray>;
  73931. /**
  73932. * Gets underlying native buffer
  73933. * @returns underlying native buffer
  73934. */
  73935. getBuffer(): Nullable<DataBuffer>;
  73936. /**
  73937. * Gets the stride in float32 units (i.e. byte stride / 4).
  73938. * May not be an integer if the byte stride is not divisible by 4.
  73939. * DEPRECATED. Use byteStride instead.
  73940. * @returns the stride in float32 units
  73941. */
  73942. getStrideSize(): number;
  73943. /**
  73944. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  73945. * @param data defines the data to store
  73946. */
  73947. create(data?: Nullable<DataArray>): void;
  73948. /** @hidden */
  73949. _rebuild(): void;
  73950. /**
  73951. * Update current buffer data
  73952. * @param data defines the data to store
  73953. */
  73954. update(data: DataArray): void;
  73955. /**
  73956. * Updates the data directly.
  73957. * @param data the new data
  73958. * @param offset the new offset
  73959. * @param vertexCount the vertex count (optional)
  73960. * @param useBytes set to true if the offset is in bytes
  73961. */
  73962. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  73963. /**
  73964. * Release all resources
  73965. */
  73966. dispose(): void;
  73967. }
  73968. /**
  73969. * Specialized buffer used to store vertex data
  73970. */
  73971. export class VertexBuffer {
  73972. /** @hidden */
  73973. _buffer: Buffer;
  73974. private _kind;
  73975. private _size;
  73976. private _ownsBuffer;
  73977. private _instanced;
  73978. private _instanceDivisor;
  73979. /**
  73980. * The byte type.
  73981. */
  73982. static readonly BYTE: number;
  73983. /**
  73984. * The unsigned byte type.
  73985. */
  73986. static readonly UNSIGNED_BYTE: number;
  73987. /**
  73988. * The short type.
  73989. */
  73990. static readonly SHORT: number;
  73991. /**
  73992. * The unsigned short type.
  73993. */
  73994. static readonly UNSIGNED_SHORT: number;
  73995. /**
  73996. * The integer type.
  73997. */
  73998. static readonly INT: number;
  73999. /**
  74000. * The unsigned integer type.
  74001. */
  74002. static readonly UNSIGNED_INT: number;
  74003. /**
  74004. * The float type.
  74005. */
  74006. static readonly FLOAT: number;
  74007. /**
  74008. * Gets or sets the instance divisor when in instanced mode
  74009. */
  74010. instanceDivisor: number;
  74011. /**
  74012. * Gets the byte stride.
  74013. */
  74014. readonly byteStride: number;
  74015. /**
  74016. * Gets the byte offset.
  74017. */
  74018. readonly byteOffset: number;
  74019. /**
  74020. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74021. */
  74022. readonly normalized: boolean;
  74023. /**
  74024. * Gets the data type of each component in the array.
  74025. */
  74026. readonly type: number;
  74027. /**
  74028. * Constructor
  74029. * @param engine the engine
  74030. * @param data the data to use for this vertex buffer
  74031. * @param kind the vertex buffer kind
  74032. * @param updatable whether the data is updatable
  74033. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74034. * @param stride the stride (optional)
  74035. * @param instanced whether the buffer is instanced (optional)
  74036. * @param offset the offset of the data (optional)
  74037. * @param size the number of components (optional)
  74038. * @param type the type of the component (optional)
  74039. * @param normalized whether the data contains normalized data (optional)
  74040. * @param useBytes set to true if stride and offset are in bytes (optional)
  74041. * @param divisor defines the instance divisor to use (1 by default)
  74042. */
  74043. 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);
  74044. /** @hidden */
  74045. _rebuild(): void;
  74046. /**
  74047. * Returns the kind of the VertexBuffer (string)
  74048. * @returns a string
  74049. */
  74050. getKind(): string;
  74051. /**
  74052. * Gets a boolean indicating if the VertexBuffer is updatable?
  74053. * @returns true if the buffer is updatable
  74054. */
  74055. isUpdatable(): boolean;
  74056. /**
  74057. * Gets current buffer's data
  74058. * @returns a DataArray or null
  74059. */
  74060. getData(): Nullable<DataArray>;
  74061. /**
  74062. * Gets underlying native buffer
  74063. * @returns underlying native buffer
  74064. */
  74065. getBuffer(): Nullable<DataBuffer>;
  74066. /**
  74067. * Gets the stride in float32 units (i.e. byte stride / 4).
  74068. * May not be an integer if the byte stride is not divisible by 4.
  74069. * DEPRECATED. Use byteStride instead.
  74070. * @returns the stride in float32 units
  74071. */
  74072. getStrideSize(): number;
  74073. /**
  74074. * Returns the offset as a multiple of the type byte length.
  74075. * DEPRECATED. Use byteOffset instead.
  74076. * @returns the offset in bytes
  74077. */
  74078. getOffset(): number;
  74079. /**
  74080. * Returns the number of components per vertex attribute (integer)
  74081. * @returns the size in float
  74082. */
  74083. getSize(): number;
  74084. /**
  74085. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74086. * @returns true if this buffer is instanced
  74087. */
  74088. getIsInstanced(): boolean;
  74089. /**
  74090. * Returns the instancing divisor, zero for non-instanced (integer).
  74091. * @returns a number
  74092. */
  74093. getInstanceDivisor(): number;
  74094. /**
  74095. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74096. * @param data defines the data to store
  74097. */
  74098. create(data?: DataArray): void;
  74099. /**
  74100. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74101. * This function will create a new buffer if the current one is not updatable
  74102. * @param data defines the data to store
  74103. */
  74104. update(data: DataArray): void;
  74105. /**
  74106. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74107. * Returns the directly updated WebGLBuffer.
  74108. * @param data the new data
  74109. * @param offset the new offset
  74110. * @param useBytes set to true if the offset is in bytes
  74111. */
  74112. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74113. /**
  74114. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74115. */
  74116. dispose(): void;
  74117. /**
  74118. * Enumerates each value of this vertex buffer as numbers.
  74119. * @param count the number of values to enumerate
  74120. * @param callback the callback function called for each value
  74121. */
  74122. forEach(count: number, callback: (value: number, index: number) => void): void;
  74123. /**
  74124. * Positions
  74125. */
  74126. static readonly PositionKind: string;
  74127. /**
  74128. * Normals
  74129. */
  74130. static readonly NormalKind: string;
  74131. /**
  74132. * Tangents
  74133. */
  74134. static readonly TangentKind: string;
  74135. /**
  74136. * Texture coordinates
  74137. */
  74138. static readonly UVKind: string;
  74139. /**
  74140. * Texture coordinates 2
  74141. */
  74142. static readonly UV2Kind: string;
  74143. /**
  74144. * Texture coordinates 3
  74145. */
  74146. static readonly UV3Kind: string;
  74147. /**
  74148. * Texture coordinates 4
  74149. */
  74150. static readonly UV4Kind: string;
  74151. /**
  74152. * Texture coordinates 5
  74153. */
  74154. static readonly UV5Kind: string;
  74155. /**
  74156. * Texture coordinates 6
  74157. */
  74158. static readonly UV6Kind: string;
  74159. /**
  74160. * Colors
  74161. */
  74162. static readonly ColorKind: string;
  74163. /**
  74164. * Matrix indices (for bones)
  74165. */
  74166. static readonly MatricesIndicesKind: string;
  74167. /**
  74168. * Matrix weights (for bones)
  74169. */
  74170. static readonly MatricesWeightsKind: string;
  74171. /**
  74172. * Additional matrix indices (for bones)
  74173. */
  74174. static readonly MatricesIndicesExtraKind: string;
  74175. /**
  74176. * Additional matrix weights (for bones)
  74177. */
  74178. static readonly MatricesWeightsExtraKind: string;
  74179. /**
  74180. * Deduces the stride given a kind.
  74181. * @param kind The kind string to deduce
  74182. * @returns The deduced stride
  74183. */
  74184. static DeduceStride(kind: string): number;
  74185. /**
  74186. * Gets the byte length of the given type.
  74187. * @param type the type
  74188. * @returns the number of bytes
  74189. */
  74190. static GetTypeByteLength(type: number): number;
  74191. /**
  74192. * Enumerates each value of the given parameters as numbers.
  74193. * @param data the data to enumerate
  74194. * @param byteOffset the byte offset of the data
  74195. * @param byteStride the byte stride of the data
  74196. * @param componentCount the number of components per element
  74197. * @param componentType the type of the component
  74198. * @param count the number of values to enumerate
  74199. * @param normalized whether the data is normalized
  74200. * @param callback the callback function called for each value
  74201. */
  74202. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  74203. private static _GetFloatValue;
  74204. }
  74205. }
  74206. declare module BABYLON {
  74207. /**
  74208. * @hidden
  74209. */
  74210. export class IntersectionInfo {
  74211. bu: Nullable<number>;
  74212. bv: Nullable<number>;
  74213. distance: number;
  74214. faceId: number;
  74215. subMeshId: number;
  74216. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  74217. }
  74218. }
  74219. declare module BABYLON {
  74220. /**
  74221. * Represens a plane by the equation ax + by + cz + d = 0
  74222. */
  74223. export class Plane {
  74224. private static _TmpMatrix;
  74225. /**
  74226. * Normal of the plane (a,b,c)
  74227. */
  74228. normal: Vector3;
  74229. /**
  74230. * d component of the plane
  74231. */
  74232. d: number;
  74233. /**
  74234. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  74235. * @param a a component of the plane
  74236. * @param b b component of the plane
  74237. * @param c c component of the plane
  74238. * @param d d component of the plane
  74239. */
  74240. constructor(a: number, b: number, c: number, d: number);
  74241. /**
  74242. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  74243. */
  74244. asArray(): number[];
  74245. /**
  74246. * @returns a new plane copied from the current Plane.
  74247. */
  74248. clone(): Plane;
  74249. /**
  74250. * @returns the string "Plane".
  74251. */
  74252. getClassName(): string;
  74253. /**
  74254. * @returns the Plane hash code.
  74255. */
  74256. getHashCode(): number;
  74257. /**
  74258. * Normalize the current Plane in place.
  74259. * @returns the updated Plane.
  74260. */
  74261. normalize(): Plane;
  74262. /**
  74263. * Applies a transformation the plane and returns the result
  74264. * @param transformation the transformation matrix to be applied to the plane
  74265. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  74266. */
  74267. transform(transformation: DeepImmutable<Matrix>): Plane;
  74268. /**
  74269. * Calcualtte the dot product between the point and the plane normal
  74270. * @param point point to calculate the dot product with
  74271. * @returns the dot product (float) of the point coordinates and the plane normal.
  74272. */
  74273. dotCoordinate(point: DeepImmutable<Vector3>): number;
  74274. /**
  74275. * Updates the current Plane from the plane defined by the three given points.
  74276. * @param point1 one of the points used to contruct the plane
  74277. * @param point2 one of the points used to contruct the plane
  74278. * @param point3 one of the points used to contruct the plane
  74279. * @returns the updated Plane.
  74280. */
  74281. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74282. /**
  74283. * Checks if the plane is facing a given direction
  74284. * @param direction the direction to check if the plane is facing
  74285. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  74286. * @returns True is the vector "direction" is the same side than the plane normal.
  74287. */
  74288. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  74289. /**
  74290. * Calculates the distance to a point
  74291. * @param point point to calculate distance to
  74292. * @returns the signed distance (float) from the given point to the Plane.
  74293. */
  74294. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  74295. /**
  74296. * Creates a plane from an array
  74297. * @param array the array to create a plane from
  74298. * @returns a new Plane from the given array.
  74299. */
  74300. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  74301. /**
  74302. * Creates a plane from three points
  74303. * @param point1 point used to create the plane
  74304. * @param point2 point used to create the plane
  74305. * @param point3 point used to create the plane
  74306. * @returns a new Plane defined by the three given points.
  74307. */
  74308. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74309. /**
  74310. * Creates a plane from an origin point and a normal
  74311. * @param origin origin of the plane to be constructed
  74312. * @param normal normal of the plane to be constructed
  74313. * @returns a new Plane the normal vector to this plane at the given origin point.
  74314. * Note : the vector "normal" is updated because normalized.
  74315. */
  74316. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74317. /**
  74318. * Calculates the distance from a plane and a point
  74319. * @param origin origin of the plane to be constructed
  74320. * @param normal normal of the plane to be constructed
  74321. * @param point point to calculate distance to
  74322. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74323. */
  74324. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74325. }
  74326. }
  74327. declare module BABYLON {
  74328. /**
  74329. * Class used to store bounding sphere information
  74330. */
  74331. export class BoundingSphere {
  74332. /**
  74333. * Gets the center of the bounding sphere in local space
  74334. */
  74335. readonly center: Vector3;
  74336. /**
  74337. * Radius of the bounding sphere in local space
  74338. */
  74339. radius: number;
  74340. /**
  74341. * Gets the center of the bounding sphere in world space
  74342. */
  74343. readonly centerWorld: Vector3;
  74344. /**
  74345. * Radius of the bounding sphere in world space
  74346. */
  74347. radiusWorld: number;
  74348. /**
  74349. * Gets the minimum vector in local space
  74350. */
  74351. readonly minimum: Vector3;
  74352. /**
  74353. * Gets the maximum vector in local space
  74354. */
  74355. readonly maximum: Vector3;
  74356. private _worldMatrix;
  74357. private static readonly TmpVector3;
  74358. /**
  74359. * Creates a new bounding sphere
  74360. * @param min defines the minimum vector (in local space)
  74361. * @param max defines the maximum vector (in local space)
  74362. * @param worldMatrix defines the new world matrix
  74363. */
  74364. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74365. /**
  74366. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74367. * @param min defines the new minimum vector (in local space)
  74368. * @param max defines the new maximum vector (in local space)
  74369. * @param worldMatrix defines the new world matrix
  74370. */
  74371. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74372. /**
  74373. * Scale the current bounding sphere by applying a scale factor
  74374. * @param factor defines the scale factor to apply
  74375. * @returns the current bounding box
  74376. */
  74377. scale(factor: number): BoundingSphere;
  74378. /**
  74379. * Gets the world matrix of the bounding box
  74380. * @returns a matrix
  74381. */
  74382. getWorldMatrix(): DeepImmutable<Matrix>;
  74383. /** @hidden */
  74384. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74385. /**
  74386. * Tests if the bounding sphere is intersecting the frustum planes
  74387. * @param frustumPlanes defines the frustum planes to test
  74388. * @returns true if there is an intersection
  74389. */
  74390. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74391. /**
  74392. * Tests if the bounding sphere center is in between the frustum planes.
  74393. * Used for optimistic fast inclusion.
  74394. * @param frustumPlanes defines the frustum planes to test
  74395. * @returns true if the sphere center is in between the frustum planes
  74396. */
  74397. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74398. /**
  74399. * Tests if a point is inside the bounding sphere
  74400. * @param point defines the point to test
  74401. * @returns true if the point is inside the bounding sphere
  74402. */
  74403. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74404. /**
  74405. * Checks if two sphere intersct
  74406. * @param sphere0 sphere 0
  74407. * @param sphere1 sphere 1
  74408. * @returns true if the speres intersect
  74409. */
  74410. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74411. }
  74412. }
  74413. declare module BABYLON {
  74414. /**
  74415. * Class used to store bounding box information
  74416. */
  74417. export class BoundingBox implements ICullable {
  74418. /**
  74419. * Gets the 8 vectors representing the bounding box in local space
  74420. */
  74421. readonly vectors: Vector3[];
  74422. /**
  74423. * Gets the center of the bounding box in local space
  74424. */
  74425. readonly center: Vector3;
  74426. /**
  74427. * Gets the center of the bounding box in world space
  74428. */
  74429. readonly centerWorld: Vector3;
  74430. /**
  74431. * Gets the extend size in local space
  74432. */
  74433. readonly extendSize: Vector3;
  74434. /**
  74435. * Gets the extend size in world space
  74436. */
  74437. readonly extendSizeWorld: Vector3;
  74438. /**
  74439. * Gets the OBB (object bounding box) directions
  74440. */
  74441. readonly directions: Vector3[];
  74442. /**
  74443. * Gets the 8 vectors representing the bounding box in world space
  74444. */
  74445. readonly vectorsWorld: Vector3[];
  74446. /**
  74447. * Gets the minimum vector in world space
  74448. */
  74449. readonly minimumWorld: Vector3;
  74450. /**
  74451. * Gets the maximum vector in world space
  74452. */
  74453. readonly maximumWorld: Vector3;
  74454. /**
  74455. * Gets the minimum vector in local space
  74456. */
  74457. readonly minimum: Vector3;
  74458. /**
  74459. * Gets the maximum vector in local space
  74460. */
  74461. readonly maximum: Vector3;
  74462. private _worldMatrix;
  74463. private static readonly TmpVector3;
  74464. /**
  74465. * @hidden
  74466. */
  74467. _tag: number;
  74468. /**
  74469. * Creates a new bounding box
  74470. * @param min defines the minimum vector (in local space)
  74471. * @param max defines the maximum vector (in local space)
  74472. * @param worldMatrix defines the new world matrix
  74473. */
  74474. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74475. /**
  74476. * Recreates the entire bounding box from scratch as if we call the constructor in place
  74477. * @param min defines the new minimum vector (in local space)
  74478. * @param max defines the new maximum vector (in local space)
  74479. * @param worldMatrix defines the new world matrix
  74480. */
  74481. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74482. /**
  74483. * Scale the current bounding box by applying a scale factor
  74484. * @param factor defines the scale factor to apply
  74485. * @returns the current bounding box
  74486. */
  74487. scale(factor: number): BoundingBox;
  74488. /**
  74489. * Gets the world matrix of the bounding box
  74490. * @returns a matrix
  74491. */
  74492. getWorldMatrix(): DeepImmutable<Matrix>;
  74493. /** @hidden */
  74494. _update(world: DeepImmutable<Matrix>): void;
  74495. /**
  74496. * Tests if the bounding box is intersecting the frustum planes
  74497. * @param frustumPlanes defines the frustum planes to test
  74498. * @returns true if there is an intersection
  74499. */
  74500. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74501. /**
  74502. * Tests if the bounding box is entirely inside the frustum planes
  74503. * @param frustumPlanes defines the frustum planes to test
  74504. * @returns true if there is an inclusion
  74505. */
  74506. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74507. /**
  74508. * Tests if a point is inside the bounding box
  74509. * @param point defines the point to test
  74510. * @returns true if the point is inside the bounding box
  74511. */
  74512. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74513. /**
  74514. * Tests if the bounding box intersects with a bounding sphere
  74515. * @param sphere defines the sphere to test
  74516. * @returns true if there is an intersection
  74517. */
  74518. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  74519. /**
  74520. * Tests if the bounding box intersects with a box defined by a min and max vectors
  74521. * @param min defines the min vector to use
  74522. * @param max defines the max vector to use
  74523. * @returns true if there is an intersection
  74524. */
  74525. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  74526. /**
  74527. * Tests if two bounding boxes are intersections
  74528. * @param box0 defines the first box to test
  74529. * @param box1 defines the second box to test
  74530. * @returns true if there is an intersection
  74531. */
  74532. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  74533. /**
  74534. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  74535. * @param minPoint defines the minimum vector of the bounding box
  74536. * @param maxPoint defines the maximum vector of the bounding box
  74537. * @param sphereCenter defines the sphere center
  74538. * @param sphereRadius defines the sphere radius
  74539. * @returns true if there is an intersection
  74540. */
  74541. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  74542. /**
  74543. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  74544. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74545. * @param frustumPlanes defines the frustum planes to test
  74546. * @return true if there is an inclusion
  74547. */
  74548. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74549. /**
  74550. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  74551. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74552. * @param frustumPlanes defines the frustum planes to test
  74553. * @return true if there is an intersection
  74554. */
  74555. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74556. }
  74557. }
  74558. declare module BABYLON {
  74559. /** @hidden */
  74560. export class Collider {
  74561. /** Define if a collision was found */
  74562. collisionFound: boolean;
  74563. /**
  74564. * Define last intersection point in local space
  74565. */
  74566. intersectionPoint: Vector3;
  74567. /**
  74568. * Define last collided mesh
  74569. */
  74570. collidedMesh: Nullable<AbstractMesh>;
  74571. private _collisionPoint;
  74572. private _planeIntersectionPoint;
  74573. private _tempVector;
  74574. private _tempVector2;
  74575. private _tempVector3;
  74576. private _tempVector4;
  74577. private _edge;
  74578. private _baseToVertex;
  74579. private _destinationPoint;
  74580. private _slidePlaneNormal;
  74581. private _displacementVector;
  74582. /** @hidden */
  74583. _radius: Vector3;
  74584. /** @hidden */
  74585. _retry: number;
  74586. private _velocity;
  74587. private _basePoint;
  74588. private _epsilon;
  74589. /** @hidden */
  74590. _velocityWorldLength: number;
  74591. /** @hidden */
  74592. _basePointWorld: Vector3;
  74593. private _velocityWorld;
  74594. private _normalizedVelocity;
  74595. /** @hidden */
  74596. _initialVelocity: Vector3;
  74597. /** @hidden */
  74598. _initialPosition: Vector3;
  74599. private _nearestDistance;
  74600. private _collisionMask;
  74601. collisionMask: number;
  74602. /**
  74603. * Gets the plane normal used to compute the sliding response (in local space)
  74604. */
  74605. readonly slidePlaneNormal: Vector3;
  74606. /** @hidden */
  74607. _initialize(source: Vector3, dir: Vector3, e: number): void;
  74608. /** @hidden */
  74609. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  74610. /** @hidden */
  74611. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  74612. /** @hidden */
  74613. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74614. /** @hidden */
  74615. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74616. /** @hidden */
  74617. _getResponse(pos: Vector3, vel: Vector3): void;
  74618. }
  74619. }
  74620. declare module BABYLON {
  74621. /**
  74622. * Interface for cullable objects
  74623. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  74624. */
  74625. export interface ICullable {
  74626. /**
  74627. * Checks if the object or part of the object is in the frustum
  74628. * @param frustumPlanes Camera near/planes
  74629. * @returns true if the object is in frustum otherwise false
  74630. */
  74631. isInFrustum(frustumPlanes: Plane[]): boolean;
  74632. /**
  74633. * Checks if a cullable object (mesh...) is in the camera frustum
  74634. * Unlike isInFrustum this cheks the full bounding box
  74635. * @param frustumPlanes Camera near/planes
  74636. * @returns true if the object is in frustum otherwise false
  74637. */
  74638. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  74639. }
  74640. /**
  74641. * Info for a bounding data of a mesh
  74642. */
  74643. export class BoundingInfo implements ICullable {
  74644. /**
  74645. * Bounding box for the mesh
  74646. */
  74647. readonly boundingBox: BoundingBox;
  74648. /**
  74649. * Bounding sphere for the mesh
  74650. */
  74651. readonly boundingSphere: BoundingSphere;
  74652. private _isLocked;
  74653. private static readonly TmpVector3;
  74654. /**
  74655. * Constructs bounding info
  74656. * @param minimum min vector of the bounding box/sphere
  74657. * @param maximum max vector of the bounding box/sphere
  74658. * @param worldMatrix defines the new world matrix
  74659. */
  74660. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74661. /**
  74662. * Recreates the entire bounding info from scratch as if we call the constructor in place
  74663. * @param min defines the new minimum vector (in local space)
  74664. * @param max defines the new maximum vector (in local space)
  74665. * @param worldMatrix defines the new world matrix
  74666. */
  74667. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74668. /**
  74669. * min vector of the bounding box/sphere
  74670. */
  74671. readonly minimum: Vector3;
  74672. /**
  74673. * max vector of the bounding box/sphere
  74674. */
  74675. readonly maximum: Vector3;
  74676. /**
  74677. * If the info is locked and won't be updated to avoid perf overhead
  74678. */
  74679. isLocked: boolean;
  74680. /**
  74681. * Updates the bounding sphere and box
  74682. * @param world world matrix to be used to update
  74683. */
  74684. update(world: DeepImmutable<Matrix>): void;
  74685. /**
  74686. * Recreate the bounding info to be centered around a specific point given a specific extend.
  74687. * @param center New center of the bounding info
  74688. * @param extend New extend of the bounding info
  74689. * @returns the current bounding info
  74690. */
  74691. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  74692. /**
  74693. * Scale the current bounding info by applying a scale factor
  74694. * @param factor defines the scale factor to apply
  74695. * @returns the current bounding info
  74696. */
  74697. scale(factor: number): BoundingInfo;
  74698. /**
  74699. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  74700. * @param frustumPlanes defines the frustum to test
  74701. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  74702. * @returns true if the bounding info is in the frustum planes
  74703. */
  74704. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  74705. /**
  74706. * Gets the world distance between the min and max points of the bounding box
  74707. */
  74708. readonly diagonalLength: number;
  74709. /**
  74710. * Checks if a cullable object (mesh...) is in the camera frustum
  74711. * Unlike isInFrustum this cheks the full bounding box
  74712. * @param frustumPlanes Camera near/planes
  74713. * @returns true if the object is in frustum otherwise false
  74714. */
  74715. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74716. /** @hidden */
  74717. _checkCollision(collider: Collider): boolean;
  74718. /**
  74719. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  74720. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74721. * @param point the point to check intersection with
  74722. * @returns if the point intersects
  74723. */
  74724. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74725. /**
  74726. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  74727. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74728. * @param boundingInfo the bounding info to check intersection with
  74729. * @param precise if the intersection should be done using OBB
  74730. * @returns if the bounding info intersects
  74731. */
  74732. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  74733. }
  74734. }
  74735. declare module BABYLON {
  74736. /**
  74737. * Extracts minimum and maximum values from a list of indexed positions
  74738. * @param positions defines the positions to use
  74739. * @param indices defines the indices to the positions
  74740. * @param indexStart defines the start index
  74741. * @param indexCount defines the end index
  74742. * @param bias defines bias value to add to the result
  74743. * @return minimum and maximum values
  74744. */
  74745. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  74746. minimum: Vector3;
  74747. maximum: Vector3;
  74748. };
  74749. /**
  74750. * Extracts minimum and maximum values from a list of positions
  74751. * @param positions defines the positions to use
  74752. * @param start defines the start index in the positions array
  74753. * @param count defines the number of positions to handle
  74754. * @param bias defines bias value to add to the result
  74755. * @param stride defines the stride size to use (distance between two positions in the positions array)
  74756. * @return minimum and maximum values
  74757. */
  74758. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  74759. minimum: Vector3;
  74760. maximum: Vector3;
  74761. };
  74762. }
  74763. declare module BABYLON {
  74764. /** @hidden */
  74765. export class WebGLDataBuffer extends DataBuffer {
  74766. private _buffer;
  74767. constructor(resource: WebGLBuffer);
  74768. readonly underlyingResource: any;
  74769. }
  74770. }
  74771. declare module BABYLON {
  74772. /** @hidden */
  74773. export class WebGLPipelineContext implements IPipelineContext {
  74774. engine: ThinEngine;
  74775. program: Nullable<WebGLProgram>;
  74776. context?: WebGLRenderingContext;
  74777. vertexShader?: WebGLShader;
  74778. fragmentShader?: WebGLShader;
  74779. isParallelCompiled: boolean;
  74780. onCompiled?: () => void;
  74781. transformFeedback?: WebGLTransformFeedback | null;
  74782. readonly isAsync: boolean;
  74783. readonly isReady: boolean;
  74784. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  74785. }
  74786. }
  74787. declare module BABYLON {
  74788. interface ThinEngine {
  74789. /**
  74790. * Create an uniform buffer
  74791. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74792. * @param elements defines the content of the uniform buffer
  74793. * @returns the webGL uniform buffer
  74794. */
  74795. createUniformBuffer(elements: FloatArray): DataBuffer;
  74796. /**
  74797. * Create a dynamic uniform buffer
  74798. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74799. * @param elements defines the content of the uniform buffer
  74800. * @returns the webGL uniform buffer
  74801. */
  74802. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  74803. /**
  74804. * Update an existing uniform buffer
  74805. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74806. * @param uniformBuffer defines the target uniform buffer
  74807. * @param elements defines the content to update
  74808. * @param offset defines the offset in the uniform buffer where update should start
  74809. * @param count defines the size of the data to update
  74810. */
  74811. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  74812. /**
  74813. * Bind an uniform buffer to the current webGL context
  74814. * @param buffer defines the buffer to bind
  74815. */
  74816. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  74817. /**
  74818. * Bind a buffer to the current webGL context at a given location
  74819. * @param buffer defines the buffer to bind
  74820. * @param location defines the index where to bind the buffer
  74821. */
  74822. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  74823. /**
  74824. * Bind a specific block at a given index in a specific shader program
  74825. * @param pipelineContext defines the pipeline context to use
  74826. * @param blockName defines the block name
  74827. * @param index defines the index where to bind the block
  74828. */
  74829. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  74830. }
  74831. }
  74832. declare module BABYLON {
  74833. /**
  74834. * Uniform buffer objects.
  74835. *
  74836. * Handles blocks of uniform on the GPU.
  74837. *
  74838. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74839. *
  74840. * For more information, please refer to :
  74841. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74842. */
  74843. export class UniformBuffer {
  74844. private _engine;
  74845. private _buffer;
  74846. private _data;
  74847. private _bufferData;
  74848. private _dynamic?;
  74849. private _uniformLocations;
  74850. private _uniformSizes;
  74851. private _uniformLocationPointer;
  74852. private _needSync;
  74853. private _noUBO;
  74854. private _currentEffect;
  74855. /** @hidden */
  74856. _alreadyBound: boolean;
  74857. private static _MAX_UNIFORM_SIZE;
  74858. private static _tempBuffer;
  74859. /**
  74860. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  74861. * This is dynamic to allow compat with webgl 1 and 2.
  74862. * You will need to pass the name of the uniform as well as the value.
  74863. */
  74864. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  74865. /**
  74866. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  74867. * This is dynamic to allow compat with webgl 1 and 2.
  74868. * You will need to pass the name of the uniform as well as the value.
  74869. */
  74870. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  74871. /**
  74872. * Lambda to Update a single float in a uniform buffer.
  74873. * This is dynamic to allow compat with webgl 1 and 2.
  74874. * You will need to pass the name of the uniform as well as the value.
  74875. */
  74876. updateFloat: (name: string, x: number) => void;
  74877. /**
  74878. * Lambda to Update a vec2 of float in a uniform buffer.
  74879. * This is dynamic to allow compat with webgl 1 and 2.
  74880. * You will need to pass the name of the uniform as well as the value.
  74881. */
  74882. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  74883. /**
  74884. * Lambda to Update a vec3 of float in a uniform buffer.
  74885. * This is dynamic to allow compat with webgl 1 and 2.
  74886. * You will need to pass the name of the uniform as well as the value.
  74887. */
  74888. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  74889. /**
  74890. * Lambda to Update a vec4 of float in a uniform buffer.
  74891. * This is dynamic to allow compat with webgl 1 and 2.
  74892. * You will need to pass the name of the uniform as well as the value.
  74893. */
  74894. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  74895. /**
  74896. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  74897. * This is dynamic to allow compat with webgl 1 and 2.
  74898. * You will need to pass the name of the uniform as well as the value.
  74899. */
  74900. updateMatrix: (name: string, mat: Matrix) => void;
  74901. /**
  74902. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  74903. * This is dynamic to allow compat with webgl 1 and 2.
  74904. * You will need to pass the name of the uniform as well as the value.
  74905. */
  74906. updateVector3: (name: string, vector: Vector3) => void;
  74907. /**
  74908. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  74909. * This is dynamic to allow compat with webgl 1 and 2.
  74910. * You will need to pass the name of the uniform as well as the value.
  74911. */
  74912. updateVector4: (name: string, vector: Vector4) => void;
  74913. /**
  74914. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  74915. * This is dynamic to allow compat with webgl 1 and 2.
  74916. * You will need to pass the name of the uniform as well as the value.
  74917. */
  74918. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  74919. /**
  74920. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  74921. * This is dynamic to allow compat with webgl 1 and 2.
  74922. * You will need to pass the name of the uniform as well as the value.
  74923. */
  74924. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  74925. /**
  74926. * Instantiates a new Uniform buffer objects.
  74927. *
  74928. * Handles blocks of uniform on the GPU.
  74929. *
  74930. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74931. *
  74932. * For more information, please refer to :
  74933. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74934. * @param engine Define the engine the buffer is associated with
  74935. * @param data Define the data contained in the buffer
  74936. * @param dynamic Define if the buffer is updatable
  74937. */
  74938. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  74939. /**
  74940. * Indicates if the buffer is using the WebGL2 UBO implementation,
  74941. * or just falling back on setUniformXXX calls.
  74942. */
  74943. readonly useUbo: boolean;
  74944. /**
  74945. * Indicates if the WebGL underlying uniform buffer is in sync
  74946. * with the javascript cache data.
  74947. */
  74948. readonly isSync: boolean;
  74949. /**
  74950. * Indicates if the WebGL underlying uniform buffer is dynamic.
  74951. * Also, a dynamic UniformBuffer will disable cache verification and always
  74952. * update the underlying WebGL uniform buffer to the GPU.
  74953. * @returns if Dynamic, otherwise false
  74954. */
  74955. isDynamic(): boolean;
  74956. /**
  74957. * The data cache on JS side.
  74958. * @returns the underlying data as a float array
  74959. */
  74960. getData(): Float32Array;
  74961. /**
  74962. * The underlying WebGL Uniform buffer.
  74963. * @returns the webgl buffer
  74964. */
  74965. getBuffer(): Nullable<DataBuffer>;
  74966. /**
  74967. * std140 layout specifies how to align data within an UBO structure.
  74968. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  74969. * for specs.
  74970. */
  74971. private _fillAlignment;
  74972. /**
  74973. * Adds an uniform in the buffer.
  74974. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  74975. * for the layout to be correct !
  74976. * @param name Name of the uniform, as used in the uniform block in the shader.
  74977. * @param size Data size, or data directly.
  74978. */
  74979. addUniform(name: string, size: number | number[]): void;
  74980. /**
  74981. * Adds a Matrix 4x4 to the uniform buffer.
  74982. * @param name Name of the uniform, as used in the uniform block in the shader.
  74983. * @param mat A 4x4 matrix.
  74984. */
  74985. addMatrix(name: string, mat: Matrix): void;
  74986. /**
  74987. * Adds a vec2 to the uniform buffer.
  74988. * @param name Name of the uniform, as used in the uniform block in the shader.
  74989. * @param x Define the x component value of the vec2
  74990. * @param y Define the y component value of the vec2
  74991. */
  74992. addFloat2(name: string, x: number, y: number): void;
  74993. /**
  74994. * Adds a vec3 to the uniform buffer.
  74995. * @param name Name of the uniform, as used in the uniform block in the shader.
  74996. * @param x Define the x component value of the vec3
  74997. * @param y Define the y component value of the vec3
  74998. * @param z Define the z component value of the vec3
  74999. */
  75000. addFloat3(name: string, x: number, y: number, z: number): void;
  75001. /**
  75002. * Adds a vec3 to the uniform buffer.
  75003. * @param name Name of the uniform, as used in the uniform block in the shader.
  75004. * @param color Define the vec3 from a Color
  75005. */
  75006. addColor3(name: string, color: Color3): void;
  75007. /**
  75008. * Adds a vec4 to the uniform buffer.
  75009. * @param name Name of the uniform, as used in the uniform block in the shader.
  75010. * @param color Define the rgb components from a Color
  75011. * @param alpha Define the a component of the vec4
  75012. */
  75013. addColor4(name: string, color: Color3, alpha: number): void;
  75014. /**
  75015. * Adds a vec3 to the uniform buffer.
  75016. * @param name Name of the uniform, as used in the uniform block in the shader.
  75017. * @param vector Define the vec3 components from a Vector
  75018. */
  75019. addVector3(name: string, vector: Vector3): void;
  75020. /**
  75021. * Adds a Matrix 3x3 to the uniform buffer.
  75022. * @param name Name of the uniform, as used in the uniform block in the shader.
  75023. */
  75024. addMatrix3x3(name: string): void;
  75025. /**
  75026. * Adds a Matrix 2x2 to the uniform buffer.
  75027. * @param name Name of the uniform, as used in the uniform block in the shader.
  75028. */
  75029. addMatrix2x2(name: string): void;
  75030. /**
  75031. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75032. */
  75033. create(): void;
  75034. /** @hidden */
  75035. _rebuild(): void;
  75036. /**
  75037. * Updates the WebGL Uniform Buffer on the GPU.
  75038. * If the `dynamic` flag is set to true, no cache comparison is done.
  75039. * Otherwise, the buffer will be updated only if the cache differs.
  75040. */
  75041. update(): void;
  75042. /**
  75043. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75044. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75045. * @param data Define the flattened data
  75046. * @param size Define the size of the data.
  75047. */
  75048. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75049. private _valueCache;
  75050. private _cacheMatrix;
  75051. private _updateMatrix3x3ForUniform;
  75052. private _updateMatrix3x3ForEffect;
  75053. private _updateMatrix2x2ForEffect;
  75054. private _updateMatrix2x2ForUniform;
  75055. private _updateFloatForEffect;
  75056. private _updateFloatForUniform;
  75057. private _updateFloat2ForEffect;
  75058. private _updateFloat2ForUniform;
  75059. private _updateFloat3ForEffect;
  75060. private _updateFloat3ForUniform;
  75061. private _updateFloat4ForEffect;
  75062. private _updateFloat4ForUniform;
  75063. private _updateMatrixForEffect;
  75064. private _updateMatrixForUniform;
  75065. private _updateVector3ForEffect;
  75066. private _updateVector3ForUniform;
  75067. private _updateVector4ForEffect;
  75068. private _updateVector4ForUniform;
  75069. private _updateColor3ForEffect;
  75070. private _updateColor3ForUniform;
  75071. private _updateColor4ForEffect;
  75072. private _updateColor4ForUniform;
  75073. /**
  75074. * Sets a sampler uniform on the effect.
  75075. * @param name Define the name of the sampler.
  75076. * @param texture Define the texture to set in the sampler
  75077. */
  75078. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75079. /**
  75080. * Directly updates the value of the uniform in the cache AND on the GPU.
  75081. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75082. * @param data Define the flattened data
  75083. */
  75084. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75085. /**
  75086. * Binds this uniform buffer to an effect.
  75087. * @param effect Define the effect to bind the buffer to
  75088. * @param name Name of the uniform block in the shader.
  75089. */
  75090. bindToEffect(effect: Effect, name: string): void;
  75091. /**
  75092. * Disposes the uniform buffer.
  75093. */
  75094. dispose(): void;
  75095. }
  75096. }
  75097. declare module BABYLON {
  75098. /**
  75099. * Enum that determines the text-wrapping mode to use.
  75100. */
  75101. export enum InspectableType {
  75102. /**
  75103. * Checkbox for booleans
  75104. */
  75105. Checkbox = 0,
  75106. /**
  75107. * Sliders for numbers
  75108. */
  75109. Slider = 1,
  75110. /**
  75111. * Vector3
  75112. */
  75113. Vector3 = 2,
  75114. /**
  75115. * Quaternions
  75116. */
  75117. Quaternion = 3,
  75118. /**
  75119. * Color3
  75120. */
  75121. Color3 = 4,
  75122. /**
  75123. * String
  75124. */
  75125. String = 5
  75126. }
  75127. /**
  75128. * Interface used to define custom inspectable properties.
  75129. * This interface is used by the inspector to display custom property grids
  75130. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75131. */
  75132. export interface IInspectable {
  75133. /**
  75134. * Gets the label to display
  75135. */
  75136. label: string;
  75137. /**
  75138. * Gets the name of the property to edit
  75139. */
  75140. propertyName: string;
  75141. /**
  75142. * Gets the type of the editor to use
  75143. */
  75144. type: InspectableType;
  75145. /**
  75146. * Gets the minimum value of the property when using in "slider" mode
  75147. */
  75148. min?: number;
  75149. /**
  75150. * Gets the maximum value of the property when using in "slider" mode
  75151. */
  75152. max?: number;
  75153. /**
  75154. * Gets the setp to use when using in "slider" mode
  75155. */
  75156. step?: number;
  75157. }
  75158. }
  75159. declare module BABYLON {
  75160. /**
  75161. * Class used to provide helper for timing
  75162. */
  75163. export class TimingTools {
  75164. /**
  75165. * Polyfill for setImmediate
  75166. * @param action defines the action to execute after the current execution block
  75167. */
  75168. static SetImmediate(action: () => void): void;
  75169. }
  75170. }
  75171. declare module BABYLON {
  75172. /**
  75173. * Class used to enable instatition of objects by class name
  75174. */
  75175. export class InstantiationTools {
  75176. /**
  75177. * Use this object to register external classes like custom textures or material
  75178. * to allow the laoders to instantiate them
  75179. */
  75180. static RegisteredExternalClasses: {
  75181. [key: string]: Object;
  75182. };
  75183. /**
  75184. * Tries to instantiate a new object from a given class name
  75185. * @param className defines the class name to instantiate
  75186. * @returns the new object or null if the system was not able to do the instantiation
  75187. */
  75188. static Instantiate(className: string): any;
  75189. }
  75190. }
  75191. declare module BABYLON {
  75192. /**
  75193. * Define options used to create a depth texture
  75194. */
  75195. export class DepthTextureCreationOptions {
  75196. /** Specifies whether or not a stencil should be allocated in the texture */
  75197. generateStencil?: boolean;
  75198. /** Specifies whether or not bilinear filtering is enable on the texture */
  75199. bilinearFiltering?: boolean;
  75200. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75201. comparisonFunction?: number;
  75202. /** Specifies if the created texture is a cube texture */
  75203. isCube?: boolean;
  75204. }
  75205. }
  75206. declare module BABYLON {
  75207. interface ThinEngine {
  75208. /**
  75209. * Creates a depth stencil cube texture.
  75210. * This is only available in WebGL 2.
  75211. * @param size The size of face edge in the cube texture.
  75212. * @param options The options defining the cube texture.
  75213. * @returns The cube texture
  75214. */
  75215. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  75216. /**
  75217. * Creates a cube texture
  75218. * @param rootUrl defines the url where the files to load is located
  75219. * @param scene defines the current scene
  75220. * @param files defines the list of files to load (1 per face)
  75221. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75222. * @param onLoad defines an optional callback raised when the texture is loaded
  75223. * @param onError defines an optional callback raised if there is an issue to load the texture
  75224. * @param format defines the format of the data
  75225. * @param forcedExtension defines the extension to use to pick the right loader
  75226. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75227. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75228. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75229. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  75230. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  75231. * @returns the cube texture as an InternalTexture
  75232. */
  75233. 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;
  75234. /**
  75235. * Creates a cube texture
  75236. * @param rootUrl defines the url where the files to load is located
  75237. * @param scene defines the current scene
  75238. * @param files defines the list of files to load (1 per face)
  75239. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75240. * @param onLoad defines an optional callback raised when the texture is loaded
  75241. * @param onError defines an optional callback raised if there is an issue to load the texture
  75242. * @param format defines the format of the data
  75243. * @param forcedExtension defines the extension to use to pick the right loader
  75244. * @returns the cube texture as an InternalTexture
  75245. */
  75246. 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;
  75247. /**
  75248. * Creates a cube texture
  75249. * @param rootUrl defines the url where the files to load is located
  75250. * @param scene defines the current scene
  75251. * @param files defines the list of files to load (1 per face)
  75252. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75253. * @param onLoad defines an optional callback raised when the texture is loaded
  75254. * @param onError defines an optional callback raised if there is an issue to load the texture
  75255. * @param format defines the format of the data
  75256. * @param forcedExtension defines the extension to use to pick the right loader
  75257. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75258. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75259. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75260. * @returns the cube texture as an InternalTexture
  75261. */
  75262. 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;
  75263. /** @hidden */
  75264. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  75265. /** @hidden */
  75266. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  75267. /** @hidden */
  75268. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75269. /** @hidden */
  75270. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75271. /**
  75272. * @hidden
  75273. */
  75274. _setCubeMapTextureParams(loadMipmap: boolean): void;
  75275. }
  75276. }
  75277. declare module BABYLON {
  75278. /**
  75279. * Class for creating a cube texture
  75280. */
  75281. export class CubeTexture extends BaseTexture {
  75282. private _delayedOnLoad;
  75283. /**
  75284. * The url of the texture
  75285. */
  75286. url: string;
  75287. /**
  75288. * Gets or sets the center of the bounding box associated with the cube texture.
  75289. * It must define where the camera used to render the texture was set
  75290. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75291. */
  75292. boundingBoxPosition: Vector3;
  75293. private _boundingBoxSize;
  75294. /**
  75295. * Gets or sets the size of the bounding box associated with the cube texture
  75296. * When defined, the cubemap will switch to local mode
  75297. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  75298. * @example https://www.babylonjs-playground.com/#RNASML
  75299. */
  75300. /**
  75301. * Returns the bounding box size
  75302. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75303. */
  75304. boundingBoxSize: Vector3;
  75305. protected _rotationY: number;
  75306. /**
  75307. * Sets texture matrix rotation angle around Y axis in radians.
  75308. */
  75309. /**
  75310. * Gets texture matrix rotation angle around Y axis radians.
  75311. */
  75312. rotationY: number;
  75313. /**
  75314. * Are mip maps generated for this texture or not.
  75315. */
  75316. readonly noMipmap: boolean;
  75317. private _noMipmap;
  75318. private _files;
  75319. protected _forcedExtension: Nullable<string>;
  75320. private _extensions;
  75321. private _textureMatrix;
  75322. private _format;
  75323. private _createPolynomials;
  75324. /** @hidden */
  75325. _prefiltered: boolean;
  75326. /**
  75327. * Creates a cube texture from an array of image urls
  75328. * @param files defines an array of image urls
  75329. * @param scene defines the hosting scene
  75330. * @param noMipmap specifies if mip maps are not used
  75331. * @returns a cube texture
  75332. */
  75333. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  75334. /**
  75335. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75336. * @param url defines the url of the prefiltered texture
  75337. * @param scene defines the scene the texture is attached to
  75338. * @param forcedExtension defines the extension of the file if different from the url
  75339. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75340. * @return the prefiltered texture
  75341. */
  75342. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75343. /**
  75344. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75345. * as prefiltered data.
  75346. * @param rootUrl defines the url of the texture or the root name of the six images
  75347. * @param scene defines the scene the texture is attached to
  75348. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75349. * @param noMipmap defines if mipmaps should be created or not
  75350. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75351. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75352. * @param onError defines a callback triggered in case of error during load
  75353. * @param format defines the internal format to use for the texture once loaded
  75354. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75355. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75356. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75357. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75358. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75359. * @return the cube texture
  75360. */
  75361. 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);
  75362. /**
  75363. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75364. */
  75365. readonly isPrefiltered: boolean;
  75366. /**
  75367. * Get the current class name of the texture useful for serialization or dynamic coding.
  75368. * @returns "CubeTexture"
  75369. */
  75370. getClassName(): string;
  75371. /**
  75372. * Update the url (and optional buffer) of this texture if url was null during construction.
  75373. * @param url the url of the texture
  75374. * @param forcedExtension defines the extension to use
  75375. * @param onLoad callback called when the texture is loaded (defaults to null)
  75376. */
  75377. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75378. /**
  75379. * Delays loading of the cube texture
  75380. * @param forcedExtension defines the extension to use
  75381. */
  75382. delayLoad(forcedExtension?: string): void;
  75383. /**
  75384. * Returns the reflection texture matrix
  75385. * @returns the reflection texture matrix
  75386. */
  75387. getReflectionTextureMatrix(): Matrix;
  75388. /**
  75389. * Sets the reflection texture matrix
  75390. * @param value Reflection texture matrix
  75391. */
  75392. setReflectionTextureMatrix(value: Matrix): void;
  75393. /**
  75394. * Parses text to create a cube texture
  75395. * @param parsedTexture define the serialized text to read from
  75396. * @param scene defines the hosting scene
  75397. * @param rootUrl defines the root url of the cube texture
  75398. * @returns a cube texture
  75399. */
  75400. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75401. /**
  75402. * Makes a clone, or deep copy, of the cube texture
  75403. * @returns a new cube texture
  75404. */
  75405. clone(): CubeTexture;
  75406. }
  75407. }
  75408. declare module BABYLON {
  75409. /**
  75410. * Manages the defines for the Material
  75411. */
  75412. export class MaterialDefines {
  75413. /** @hidden */
  75414. protected _keys: string[];
  75415. private _isDirty;
  75416. /** @hidden */
  75417. _renderId: number;
  75418. /** @hidden */
  75419. _areLightsDirty: boolean;
  75420. /** @hidden */
  75421. _areLightsDisposed: boolean;
  75422. /** @hidden */
  75423. _areAttributesDirty: boolean;
  75424. /** @hidden */
  75425. _areTexturesDirty: boolean;
  75426. /** @hidden */
  75427. _areFresnelDirty: boolean;
  75428. /** @hidden */
  75429. _areMiscDirty: boolean;
  75430. /** @hidden */
  75431. _areImageProcessingDirty: boolean;
  75432. /** @hidden */
  75433. _normals: boolean;
  75434. /** @hidden */
  75435. _uvs: boolean;
  75436. /** @hidden */
  75437. _needNormals: boolean;
  75438. /** @hidden */
  75439. _needUVs: boolean;
  75440. [id: string]: any;
  75441. /**
  75442. * Specifies if the material needs to be re-calculated
  75443. */
  75444. readonly isDirty: boolean;
  75445. /**
  75446. * Marks the material to indicate that it has been re-calculated
  75447. */
  75448. markAsProcessed(): void;
  75449. /**
  75450. * Marks the material to indicate that it needs to be re-calculated
  75451. */
  75452. markAsUnprocessed(): void;
  75453. /**
  75454. * Marks the material to indicate all of its defines need to be re-calculated
  75455. */
  75456. markAllAsDirty(): void;
  75457. /**
  75458. * Marks the material to indicate that image processing needs to be re-calculated
  75459. */
  75460. markAsImageProcessingDirty(): void;
  75461. /**
  75462. * Marks the material to indicate the lights need to be re-calculated
  75463. * @param disposed Defines whether the light is dirty due to dispose or not
  75464. */
  75465. markAsLightDirty(disposed?: boolean): void;
  75466. /**
  75467. * Marks the attribute state as changed
  75468. */
  75469. markAsAttributesDirty(): void;
  75470. /**
  75471. * Marks the texture state as changed
  75472. */
  75473. markAsTexturesDirty(): void;
  75474. /**
  75475. * Marks the fresnel state as changed
  75476. */
  75477. markAsFresnelDirty(): void;
  75478. /**
  75479. * Marks the misc state as changed
  75480. */
  75481. markAsMiscDirty(): void;
  75482. /**
  75483. * Rebuilds the material defines
  75484. */
  75485. rebuild(): void;
  75486. /**
  75487. * Specifies if two material defines are equal
  75488. * @param other - A material define instance to compare to
  75489. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  75490. */
  75491. isEqual(other: MaterialDefines): boolean;
  75492. /**
  75493. * Clones this instance's defines to another instance
  75494. * @param other - material defines to clone values to
  75495. */
  75496. cloneTo(other: MaterialDefines): void;
  75497. /**
  75498. * Resets the material define values
  75499. */
  75500. reset(): void;
  75501. /**
  75502. * Converts the material define values to a string
  75503. * @returns - String of material define information
  75504. */
  75505. toString(): string;
  75506. }
  75507. }
  75508. declare module BABYLON {
  75509. /**
  75510. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  75511. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  75512. * 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;
  75513. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  75514. */
  75515. export class ColorCurves {
  75516. private _dirty;
  75517. private _tempColor;
  75518. private _globalCurve;
  75519. private _highlightsCurve;
  75520. private _midtonesCurve;
  75521. private _shadowsCurve;
  75522. private _positiveCurve;
  75523. private _negativeCurve;
  75524. private _globalHue;
  75525. private _globalDensity;
  75526. private _globalSaturation;
  75527. private _globalExposure;
  75528. /**
  75529. * Gets the global Hue value.
  75530. * 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).
  75531. */
  75532. /**
  75533. * Sets the global Hue value.
  75534. * 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).
  75535. */
  75536. globalHue: number;
  75537. /**
  75538. * Gets the global Density value.
  75539. * 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.
  75540. * Values less than zero provide a filter of opposite hue.
  75541. */
  75542. /**
  75543. * Sets the global Density value.
  75544. * 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.
  75545. * Values less than zero provide a filter of opposite hue.
  75546. */
  75547. globalDensity: number;
  75548. /**
  75549. * Gets the global Saturation value.
  75550. * 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.
  75551. */
  75552. /**
  75553. * Sets the global Saturation value.
  75554. * 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.
  75555. */
  75556. globalSaturation: number;
  75557. /**
  75558. * Gets the global Exposure value.
  75559. * 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.
  75560. */
  75561. /**
  75562. * Sets the global Exposure value.
  75563. * 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.
  75564. */
  75565. globalExposure: number;
  75566. private _highlightsHue;
  75567. private _highlightsDensity;
  75568. private _highlightsSaturation;
  75569. private _highlightsExposure;
  75570. /**
  75571. * Gets the highlights Hue value.
  75572. * 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).
  75573. */
  75574. /**
  75575. * Sets the highlights Hue value.
  75576. * 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).
  75577. */
  75578. highlightsHue: number;
  75579. /**
  75580. * Gets the highlights Density value.
  75581. * 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.
  75582. * Values less than zero provide a filter of opposite hue.
  75583. */
  75584. /**
  75585. * Sets the highlights Density value.
  75586. * 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.
  75587. * Values less than zero provide a filter of opposite hue.
  75588. */
  75589. highlightsDensity: number;
  75590. /**
  75591. * Gets the highlights Saturation value.
  75592. * 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.
  75593. */
  75594. /**
  75595. * Sets the highlights Saturation value.
  75596. * 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.
  75597. */
  75598. highlightsSaturation: number;
  75599. /**
  75600. * Gets the highlights Exposure value.
  75601. * 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.
  75602. */
  75603. /**
  75604. * Sets the highlights Exposure value.
  75605. * 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.
  75606. */
  75607. highlightsExposure: number;
  75608. private _midtonesHue;
  75609. private _midtonesDensity;
  75610. private _midtonesSaturation;
  75611. private _midtonesExposure;
  75612. /**
  75613. * Gets the midtones Hue value.
  75614. * 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).
  75615. */
  75616. /**
  75617. * Sets the midtones Hue value.
  75618. * 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).
  75619. */
  75620. midtonesHue: number;
  75621. /**
  75622. * Gets the midtones Density value.
  75623. * 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.
  75624. * Values less than zero provide a filter of opposite hue.
  75625. */
  75626. /**
  75627. * Sets the midtones Density value.
  75628. * 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.
  75629. * Values less than zero provide a filter of opposite hue.
  75630. */
  75631. midtonesDensity: number;
  75632. /**
  75633. * Gets the midtones Saturation value.
  75634. * 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.
  75635. */
  75636. /**
  75637. * Sets the midtones Saturation value.
  75638. * 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.
  75639. */
  75640. midtonesSaturation: number;
  75641. /**
  75642. * Gets the midtones Exposure value.
  75643. * 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.
  75644. */
  75645. /**
  75646. * Sets the midtones Exposure value.
  75647. * 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.
  75648. */
  75649. midtonesExposure: number;
  75650. private _shadowsHue;
  75651. private _shadowsDensity;
  75652. private _shadowsSaturation;
  75653. private _shadowsExposure;
  75654. /**
  75655. * Gets the shadows Hue value.
  75656. * 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).
  75657. */
  75658. /**
  75659. * Sets the shadows Hue value.
  75660. * 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).
  75661. */
  75662. shadowsHue: number;
  75663. /**
  75664. * Gets the shadows Density value.
  75665. * 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.
  75666. * Values less than zero provide a filter of opposite hue.
  75667. */
  75668. /**
  75669. * Sets the shadows Density value.
  75670. * 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.
  75671. * Values less than zero provide a filter of opposite hue.
  75672. */
  75673. shadowsDensity: number;
  75674. /**
  75675. * Gets the shadows Saturation value.
  75676. * 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.
  75677. */
  75678. /**
  75679. * Sets the shadows Saturation value.
  75680. * 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.
  75681. */
  75682. shadowsSaturation: number;
  75683. /**
  75684. * Gets the shadows Exposure value.
  75685. * 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.
  75686. */
  75687. /**
  75688. * Sets the shadows Exposure value.
  75689. * 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.
  75690. */
  75691. shadowsExposure: number;
  75692. /**
  75693. * Returns the class name
  75694. * @returns The class name
  75695. */
  75696. getClassName(): string;
  75697. /**
  75698. * Binds the color curves to the shader.
  75699. * @param colorCurves The color curve to bind
  75700. * @param effect The effect to bind to
  75701. * @param positiveUniform The positive uniform shader parameter
  75702. * @param neutralUniform The neutral uniform shader parameter
  75703. * @param negativeUniform The negative uniform shader parameter
  75704. */
  75705. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  75706. /**
  75707. * Prepare the list of uniforms associated with the ColorCurves effects.
  75708. * @param uniformsList The list of uniforms used in the effect
  75709. */
  75710. static PrepareUniforms(uniformsList: string[]): void;
  75711. /**
  75712. * Returns color grading data based on a hue, density, saturation and exposure value.
  75713. * @param filterHue The hue of the color filter.
  75714. * @param filterDensity The density of the color filter.
  75715. * @param saturation The saturation.
  75716. * @param exposure The exposure.
  75717. * @param result The result data container.
  75718. */
  75719. private getColorGradingDataToRef;
  75720. /**
  75721. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  75722. * @param value The input slider value in range [-100,100].
  75723. * @returns Adjusted value.
  75724. */
  75725. private static applyColorGradingSliderNonlinear;
  75726. /**
  75727. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  75728. * @param hue The hue (H) input.
  75729. * @param saturation The saturation (S) input.
  75730. * @param brightness The brightness (B) input.
  75731. * @result An RGBA color represented as Vector4.
  75732. */
  75733. private static fromHSBToRef;
  75734. /**
  75735. * Returns a value clamped between min and max
  75736. * @param value The value to clamp
  75737. * @param min The minimum of value
  75738. * @param max The maximum of value
  75739. * @returns The clamped value.
  75740. */
  75741. private static clamp;
  75742. /**
  75743. * Clones the current color curve instance.
  75744. * @return The cloned curves
  75745. */
  75746. clone(): ColorCurves;
  75747. /**
  75748. * Serializes the current color curve instance to a json representation.
  75749. * @return a JSON representation
  75750. */
  75751. serialize(): any;
  75752. /**
  75753. * Parses the color curve from a json representation.
  75754. * @param source the JSON source to parse
  75755. * @return The parsed curves
  75756. */
  75757. static Parse(source: any): ColorCurves;
  75758. }
  75759. }
  75760. declare module BABYLON {
  75761. /**
  75762. * Interface to follow in your material defines to integrate easily the
  75763. * Image proccessing functions.
  75764. * @hidden
  75765. */
  75766. export interface IImageProcessingConfigurationDefines {
  75767. IMAGEPROCESSING: boolean;
  75768. VIGNETTE: boolean;
  75769. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75770. VIGNETTEBLENDMODEOPAQUE: boolean;
  75771. TONEMAPPING: boolean;
  75772. TONEMAPPING_ACES: boolean;
  75773. CONTRAST: boolean;
  75774. EXPOSURE: boolean;
  75775. COLORCURVES: boolean;
  75776. COLORGRADING: boolean;
  75777. COLORGRADING3D: boolean;
  75778. SAMPLER3DGREENDEPTH: boolean;
  75779. SAMPLER3DBGRMAP: boolean;
  75780. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75781. }
  75782. /**
  75783. * @hidden
  75784. */
  75785. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  75786. IMAGEPROCESSING: boolean;
  75787. VIGNETTE: boolean;
  75788. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75789. VIGNETTEBLENDMODEOPAQUE: boolean;
  75790. TONEMAPPING: boolean;
  75791. TONEMAPPING_ACES: boolean;
  75792. CONTRAST: boolean;
  75793. COLORCURVES: boolean;
  75794. COLORGRADING: boolean;
  75795. COLORGRADING3D: boolean;
  75796. SAMPLER3DGREENDEPTH: boolean;
  75797. SAMPLER3DBGRMAP: boolean;
  75798. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75799. EXPOSURE: boolean;
  75800. constructor();
  75801. }
  75802. /**
  75803. * This groups together the common properties used for image processing either in direct forward pass
  75804. * or through post processing effect depending on the use of the image processing pipeline in your scene
  75805. * or not.
  75806. */
  75807. export class ImageProcessingConfiguration {
  75808. /**
  75809. * Default tone mapping applied in BabylonJS.
  75810. */
  75811. static readonly TONEMAPPING_STANDARD: number;
  75812. /**
  75813. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  75814. * to other engines rendering to increase portability.
  75815. */
  75816. static readonly TONEMAPPING_ACES: number;
  75817. /**
  75818. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  75819. */
  75820. colorCurves: Nullable<ColorCurves>;
  75821. private _colorCurvesEnabled;
  75822. /**
  75823. * Gets wether the color curves effect is enabled.
  75824. */
  75825. /**
  75826. * Sets wether the color curves effect is enabled.
  75827. */
  75828. colorCurvesEnabled: boolean;
  75829. private _colorGradingTexture;
  75830. /**
  75831. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75832. */
  75833. /**
  75834. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75835. */
  75836. colorGradingTexture: Nullable<BaseTexture>;
  75837. private _colorGradingEnabled;
  75838. /**
  75839. * Gets wether the color grading effect is enabled.
  75840. */
  75841. /**
  75842. * Sets wether the color grading effect is enabled.
  75843. */
  75844. colorGradingEnabled: boolean;
  75845. private _colorGradingWithGreenDepth;
  75846. /**
  75847. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  75848. */
  75849. /**
  75850. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  75851. */
  75852. colorGradingWithGreenDepth: boolean;
  75853. private _colorGradingBGR;
  75854. /**
  75855. * Gets wether the color grading texture contains BGR values.
  75856. */
  75857. /**
  75858. * Sets wether the color grading texture contains BGR values.
  75859. */
  75860. colorGradingBGR: boolean;
  75861. /** @hidden */
  75862. _exposure: number;
  75863. /**
  75864. * Gets the Exposure used in the effect.
  75865. */
  75866. /**
  75867. * Sets the Exposure used in the effect.
  75868. */
  75869. exposure: number;
  75870. private _toneMappingEnabled;
  75871. /**
  75872. * Gets wether the tone mapping effect is enabled.
  75873. */
  75874. /**
  75875. * Sets wether the tone mapping effect is enabled.
  75876. */
  75877. toneMappingEnabled: boolean;
  75878. private _toneMappingType;
  75879. /**
  75880. * Gets the type of tone mapping effect.
  75881. */
  75882. /**
  75883. * Sets the type of tone mapping effect used in BabylonJS.
  75884. */
  75885. toneMappingType: number;
  75886. protected _contrast: number;
  75887. /**
  75888. * Gets the contrast used in the effect.
  75889. */
  75890. /**
  75891. * Sets the contrast used in the effect.
  75892. */
  75893. contrast: number;
  75894. /**
  75895. * Vignette stretch size.
  75896. */
  75897. vignetteStretch: number;
  75898. /**
  75899. * Vignette centre X Offset.
  75900. */
  75901. vignetteCentreX: number;
  75902. /**
  75903. * Vignette centre Y Offset.
  75904. */
  75905. vignetteCentreY: number;
  75906. /**
  75907. * Vignette weight or intensity of the vignette effect.
  75908. */
  75909. vignetteWeight: number;
  75910. /**
  75911. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  75912. * if vignetteEnabled is set to true.
  75913. */
  75914. vignetteColor: Color4;
  75915. /**
  75916. * Camera field of view used by the Vignette effect.
  75917. */
  75918. vignetteCameraFov: number;
  75919. private _vignetteBlendMode;
  75920. /**
  75921. * Gets the vignette blend mode allowing different kind of effect.
  75922. */
  75923. /**
  75924. * Sets the vignette blend mode allowing different kind of effect.
  75925. */
  75926. vignetteBlendMode: number;
  75927. private _vignetteEnabled;
  75928. /**
  75929. * Gets wether the vignette effect is enabled.
  75930. */
  75931. /**
  75932. * Sets wether the vignette effect is enabled.
  75933. */
  75934. vignetteEnabled: boolean;
  75935. private _applyByPostProcess;
  75936. /**
  75937. * Gets wether the image processing is applied through a post process or not.
  75938. */
  75939. /**
  75940. * Sets wether the image processing is applied through a post process or not.
  75941. */
  75942. applyByPostProcess: boolean;
  75943. private _isEnabled;
  75944. /**
  75945. * Gets wether the image processing is enabled or not.
  75946. */
  75947. /**
  75948. * Sets wether the image processing is enabled or not.
  75949. */
  75950. isEnabled: boolean;
  75951. /**
  75952. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  75953. */
  75954. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  75955. /**
  75956. * Method called each time the image processing information changes requires to recompile the effect.
  75957. */
  75958. protected _updateParameters(): void;
  75959. /**
  75960. * Gets the current class name.
  75961. * @return "ImageProcessingConfiguration"
  75962. */
  75963. getClassName(): string;
  75964. /**
  75965. * Prepare the list of uniforms associated with the Image Processing effects.
  75966. * @param uniforms The list of uniforms used in the effect
  75967. * @param defines the list of defines currently in use
  75968. */
  75969. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  75970. /**
  75971. * Prepare the list of samplers associated with the Image Processing effects.
  75972. * @param samplersList The list of uniforms used in the effect
  75973. * @param defines the list of defines currently in use
  75974. */
  75975. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  75976. /**
  75977. * Prepare the list of defines associated to the shader.
  75978. * @param defines the list of defines to complete
  75979. * @param forPostProcess Define if we are currently in post process mode or not
  75980. */
  75981. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  75982. /**
  75983. * Returns true if all the image processing information are ready.
  75984. * @returns True if ready, otherwise, false
  75985. */
  75986. isReady(): boolean;
  75987. /**
  75988. * Binds the image processing to the shader.
  75989. * @param effect The effect to bind to
  75990. * @param overrideAspectRatio Override the aspect ratio of the effect
  75991. */
  75992. bind(effect: Effect, overrideAspectRatio?: number): void;
  75993. /**
  75994. * Clones the current image processing instance.
  75995. * @return The cloned image processing
  75996. */
  75997. clone(): ImageProcessingConfiguration;
  75998. /**
  75999. * Serializes the current image processing instance to a json representation.
  76000. * @return a JSON representation
  76001. */
  76002. serialize(): any;
  76003. /**
  76004. * Parses the image processing from a json representation.
  76005. * @param source the JSON source to parse
  76006. * @return The parsed image processing
  76007. */
  76008. static Parse(source: any): ImageProcessingConfiguration;
  76009. private static _VIGNETTEMODE_MULTIPLY;
  76010. private static _VIGNETTEMODE_OPAQUE;
  76011. /**
  76012. * Used to apply the vignette as a mix with the pixel color.
  76013. */
  76014. static readonly VIGNETTEMODE_MULTIPLY: number;
  76015. /**
  76016. * Used to apply the vignette as a replacement of the pixel color.
  76017. */
  76018. static readonly VIGNETTEMODE_OPAQUE: number;
  76019. }
  76020. }
  76021. declare module BABYLON {
  76022. /** @hidden */
  76023. export var postprocessVertexShader: {
  76024. name: string;
  76025. shader: string;
  76026. };
  76027. }
  76028. declare module BABYLON {
  76029. interface ThinEngine {
  76030. /**
  76031. * Creates a new render target texture
  76032. * @param size defines the size of the texture
  76033. * @param options defines the options used to create the texture
  76034. * @returns a new render target texture stored in an InternalTexture
  76035. */
  76036. createRenderTargetTexture(size: number | {
  76037. width: number;
  76038. height: number;
  76039. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76040. /**
  76041. * Creates a depth stencil texture.
  76042. * This is only available in WebGL 2 or with the depth texture extension available.
  76043. * @param size The size of face edge in the texture.
  76044. * @param options The options defining the texture.
  76045. * @returns The texture
  76046. */
  76047. createDepthStencilTexture(size: number | {
  76048. width: number;
  76049. height: number;
  76050. }, options: DepthTextureCreationOptions): InternalTexture;
  76051. /** @hidden */
  76052. _createDepthStencilTexture(size: number | {
  76053. width: number;
  76054. height: number;
  76055. }, options: DepthTextureCreationOptions): InternalTexture;
  76056. }
  76057. }
  76058. declare module BABYLON {
  76059. /** Defines supported spaces */
  76060. export enum Space {
  76061. /** Local (object) space */
  76062. LOCAL = 0,
  76063. /** World space */
  76064. WORLD = 1,
  76065. /** Bone space */
  76066. BONE = 2
  76067. }
  76068. /** Defines the 3 main axes */
  76069. export class Axis {
  76070. /** X axis */
  76071. static X: Vector3;
  76072. /** Y axis */
  76073. static Y: Vector3;
  76074. /** Z axis */
  76075. static Z: Vector3;
  76076. }
  76077. }
  76078. declare module BABYLON {
  76079. /**
  76080. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76081. * This is the base of the follow, arc rotate cameras and Free camera
  76082. * @see http://doc.babylonjs.com/features/cameras
  76083. */
  76084. export class TargetCamera extends Camera {
  76085. private static _RigCamTransformMatrix;
  76086. private static _TargetTransformMatrix;
  76087. private static _TargetFocalPoint;
  76088. /**
  76089. * Define the current direction the camera is moving to
  76090. */
  76091. cameraDirection: Vector3;
  76092. /**
  76093. * Define the current rotation the camera is rotating to
  76094. */
  76095. cameraRotation: Vector2;
  76096. /**
  76097. * When set, the up vector of the camera will be updated by the rotation of the camera
  76098. */
  76099. updateUpVectorFromRotation: boolean;
  76100. private _tmpQuaternion;
  76101. /**
  76102. * Define the current rotation of the camera
  76103. */
  76104. rotation: Vector3;
  76105. /**
  76106. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76107. */
  76108. rotationQuaternion: Quaternion;
  76109. /**
  76110. * Define the current speed of the camera
  76111. */
  76112. speed: number;
  76113. /**
  76114. * Add cconstraint to the camera to prevent it to move freely in all directions and
  76115. * around all axis.
  76116. */
  76117. noRotationConstraint: boolean;
  76118. /**
  76119. * Define the current target of the camera as an object or a position.
  76120. */
  76121. lockedTarget: any;
  76122. /** @hidden */
  76123. _currentTarget: Vector3;
  76124. /** @hidden */
  76125. _initialFocalDistance: number;
  76126. /** @hidden */
  76127. _viewMatrix: Matrix;
  76128. /** @hidden */
  76129. _camMatrix: Matrix;
  76130. /** @hidden */
  76131. _cameraTransformMatrix: Matrix;
  76132. /** @hidden */
  76133. _cameraRotationMatrix: Matrix;
  76134. /** @hidden */
  76135. _referencePoint: Vector3;
  76136. /** @hidden */
  76137. _transformedReferencePoint: Vector3;
  76138. protected _globalCurrentTarget: Vector3;
  76139. protected _globalCurrentUpVector: Vector3;
  76140. /** @hidden */
  76141. _reset: () => void;
  76142. private _defaultUp;
  76143. /**
  76144. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76145. * This is the base of the follow, arc rotate cameras and Free camera
  76146. * @see http://doc.babylonjs.com/features/cameras
  76147. * @param name Defines the name of the camera in the scene
  76148. * @param position Defines the start position of the camera in the scene
  76149. * @param scene Defines the scene the camera belongs to
  76150. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76151. */
  76152. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76153. /**
  76154. * Gets the position in front of the camera at a given distance.
  76155. * @param distance The distance from the camera we want the position to be
  76156. * @returns the position
  76157. */
  76158. getFrontPosition(distance: number): Vector3;
  76159. /** @hidden */
  76160. _getLockedTargetPosition(): Nullable<Vector3>;
  76161. private _storedPosition;
  76162. private _storedRotation;
  76163. private _storedRotationQuaternion;
  76164. /**
  76165. * Store current camera state of the camera (fov, position, rotation, etc..)
  76166. * @returns the camera
  76167. */
  76168. storeState(): Camera;
  76169. /**
  76170. * Restored camera state. You must call storeState() first
  76171. * @returns whether it was successful or not
  76172. * @hidden
  76173. */
  76174. _restoreStateValues(): boolean;
  76175. /** @hidden */
  76176. _initCache(): void;
  76177. /** @hidden */
  76178. _updateCache(ignoreParentClass?: boolean): void;
  76179. /** @hidden */
  76180. _isSynchronizedViewMatrix(): boolean;
  76181. /** @hidden */
  76182. _computeLocalCameraSpeed(): number;
  76183. /**
  76184. * Defines the target the camera should look at.
  76185. * @param target Defines the new target as a Vector or a mesh
  76186. */
  76187. setTarget(target: Vector3): void;
  76188. /**
  76189. * Return the current target position of the camera. This value is expressed in local space.
  76190. * @returns the target position
  76191. */
  76192. getTarget(): Vector3;
  76193. /** @hidden */
  76194. _decideIfNeedsToMove(): boolean;
  76195. /** @hidden */
  76196. _updatePosition(): void;
  76197. /** @hidden */
  76198. _checkInputs(): void;
  76199. protected _updateCameraRotationMatrix(): void;
  76200. /**
  76201. * 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)
  76202. * @returns the current camera
  76203. */
  76204. private _rotateUpVectorWithCameraRotationMatrix;
  76205. private _cachedRotationZ;
  76206. private _cachedQuaternionRotationZ;
  76207. /** @hidden */
  76208. _getViewMatrix(): Matrix;
  76209. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  76210. /**
  76211. * @hidden
  76212. */
  76213. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  76214. /**
  76215. * @hidden
  76216. */
  76217. _updateRigCameras(): void;
  76218. private _getRigCamPositionAndTarget;
  76219. /**
  76220. * Gets the current object class name.
  76221. * @return the class name
  76222. */
  76223. getClassName(): string;
  76224. }
  76225. }
  76226. declare module BABYLON {
  76227. /**
  76228. * Gather the list of keyboard event types as constants.
  76229. */
  76230. export class KeyboardEventTypes {
  76231. /**
  76232. * The keydown event is fired when a key becomes active (pressed).
  76233. */
  76234. static readonly KEYDOWN: number;
  76235. /**
  76236. * The keyup event is fired when a key has been released.
  76237. */
  76238. static readonly KEYUP: number;
  76239. }
  76240. /**
  76241. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76242. */
  76243. export class KeyboardInfo {
  76244. /**
  76245. * Defines the type of event (KeyboardEventTypes)
  76246. */
  76247. type: number;
  76248. /**
  76249. * Defines the related dom event
  76250. */
  76251. event: KeyboardEvent;
  76252. /**
  76253. * Instantiates a new keyboard info.
  76254. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76255. * @param type Defines the type of event (KeyboardEventTypes)
  76256. * @param event Defines the related dom event
  76257. */
  76258. constructor(
  76259. /**
  76260. * Defines the type of event (KeyboardEventTypes)
  76261. */
  76262. type: number,
  76263. /**
  76264. * Defines the related dom event
  76265. */
  76266. event: KeyboardEvent);
  76267. }
  76268. /**
  76269. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76270. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  76271. */
  76272. export class KeyboardInfoPre extends KeyboardInfo {
  76273. /**
  76274. * Defines the type of event (KeyboardEventTypes)
  76275. */
  76276. type: number;
  76277. /**
  76278. * Defines the related dom event
  76279. */
  76280. event: KeyboardEvent;
  76281. /**
  76282. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  76283. */
  76284. skipOnPointerObservable: boolean;
  76285. /**
  76286. * Instantiates a new keyboard pre info.
  76287. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76288. * @param type Defines the type of event (KeyboardEventTypes)
  76289. * @param event Defines the related dom event
  76290. */
  76291. constructor(
  76292. /**
  76293. * Defines the type of event (KeyboardEventTypes)
  76294. */
  76295. type: number,
  76296. /**
  76297. * Defines the related dom event
  76298. */
  76299. event: KeyboardEvent);
  76300. }
  76301. }
  76302. declare module BABYLON {
  76303. /**
  76304. * Manage the keyboard inputs to control the movement of a free camera.
  76305. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76306. */
  76307. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76308. /**
  76309. * Defines the camera the input is attached to.
  76310. */
  76311. camera: FreeCamera;
  76312. /**
  76313. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76314. */
  76315. keysUp: number[];
  76316. /**
  76317. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76318. */
  76319. keysDown: number[];
  76320. /**
  76321. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76322. */
  76323. keysLeft: number[];
  76324. /**
  76325. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76326. */
  76327. keysRight: number[];
  76328. private _keys;
  76329. private _onCanvasBlurObserver;
  76330. private _onKeyboardObserver;
  76331. private _engine;
  76332. private _scene;
  76333. /**
  76334. * Attach the input controls to a specific dom element to get the input from.
  76335. * @param element Defines the element the controls should be listened from
  76336. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76337. */
  76338. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76339. /**
  76340. * Detach the current controls from the specified dom element.
  76341. * @param element Defines the element to stop listening the inputs from
  76342. */
  76343. detachControl(element: Nullable<HTMLElement>): void;
  76344. /**
  76345. * Update the current camera state depending on the inputs that have been used this frame.
  76346. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76347. */
  76348. checkInputs(): void;
  76349. /**
  76350. * Gets the class name of the current intput.
  76351. * @returns the class name
  76352. */
  76353. getClassName(): string;
  76354. /** @hidden */
  76355. _onLostFocus(): void;
  76356. /**
  76357. * Get the friendly name associated with the input class.
  76358. * @returns the input friendly name
  76359. */
  76360. getSimpleName(): string;
  76361. }
  76362. }
  76363. declare module BABYLON {
  76364. /**
  76365. * Interface describing all the common properties and methods a shadow light needs to implement.
  76366. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76367. * as well as binding the different shadow properties to the effects.
  76368. */
  76369. export interface IShadowLight extends Light {
  76370. /**
  76371. * The light id in the scene (used in scene.findLighById for instance)
  76372. */
  76373. id: string;
  76374. /**
  76375. * The position the shdow will be casted from.
  76376. */
  76377. position: Vector3;
  76378. /**
  76379. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76380. */
  76381. direction: Vector3;
  76382. /**
  76383. * The transformed position. Position of the light in world space taking parenting in account.
  76384. */
  76385. transformedPosition: Vector3;
  76386. /**
  76387. * The transformed direction. Direction of the light in world space taking parenting in account.
  76388. */
  76389. transformedDirection: Vector3;
  76390. /**
  76391. * The friendly name of the light in the scene.
  76392. */
  76393. name: string;
  76394. /**
  76395. * Defines the shadow projection clipping minimum z value.
  76396. */
  76397. shadowMinZ: number;
  76398. /**
  76399. * Defines the shadow projection clipping maximum z value.
  76400. */
  76401. shadowMaxZ: number;
  76402. /**
  76403. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76404. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76405. */
  76406. computeTransformedInformation(): boolean;
  76407. /**
  76408. * Gets the scene the light belongs to.
  76409. * @returns The scene
  76410. */
  76411. getScene(): Scene;
  76412. /**
  76413. * Callback defining a custom Projection Matrix Builder.
  76414. * This can be used to override the default projection matrix computation.
  76415. */
  76416. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76417. /**
  76418. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76419. * @param matrix The materix to updated with the projection information
  76420. * @param viewMatrix The transform matrix of the light
  76421. * @param renderList The list of mesh to render in the map
  76422. * @returns The current light
  76423. */
  76424. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76425. /**
  76426. * Gets the current depth scale used in ESM.
  76427. * @returns The scale
  76428. */
  76429. getDepthScale(): number;
  76430. /**
  76431. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76432. * @returns true if a cube texture needs to be use
  76433. */
  76434. needCube(): boolean;
  76435. /**
  76436. * Detects if the projection matrix requires to be recomputed this frame.
  76437. * @returns true if it requires to be recomputed otherwise, false.
  76438. */
  76439. needProjectionMatrixCompute(): boolean;
  76440. /**
  76441. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76442. */
  76443. forceProjectionMatrixCompute(): void;
  76444. /**
  76445. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76446. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76447. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76448. */
  76449. getShadowDirection(faceIndex?: number): Vector3;
  76450. /**
  76451. * Gets the minZ used for shadow according to both the scene and the light.
  76452. * @param activeCamera The camera we are returning the min for
  76453. * @returns the depth min z
  76454. */
  76455. getDepthMinZ(activeCamera: Camera): number;
  76456. /**
  76457. * Gets the maxZ used for shadow according to both the scene and the light.
  76458. * @param activeCamera The camera we are returning the max for
  76459. * @returns the depth max z
  76460. */
  76461. getDepthMaxZ(activeCamera: Camera): number;
  76462. }
  76463. /**
  76464. * Base implementation IShadowLight
  76465. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  76466. */
  76467. export abstract class ShadowLight extends Light implements IShadowLight {
  76468. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  76469. protected _position: Vector3;
  76470. protected _setPosition(value: Vector3): void;
  76471. /**
  76472. * Sets the position the shadow will be casted from. Also use as the light position for both
  76473. * point and spot lights.
  76474. */
  76475. /**
  76476. * Sets the position the shadow will be casted from. Also use as the light position for both
  76477. * point and spot lights.
  76478. */
  76479. position: Vector3;
  76480. protected _direction: Vector3;
  76481. protected _setDirection(value: Vector3): void;
  76482. /**
  76483. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  76484. * Also use as the light direction on spot and directional lights.
  76485. */
  76486. /**
  76487. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  76488. * Also use as the light direction on spot and directional lights.
  76489. */
  76490. direction: Vector3;
  76491. private _shadowMinZ;
  76492. /**
  76493. * Gets the shadow projection clipping minimum z value.
  76494. */
  76495. /**
  76496. * Sets the shadow projection clipping minimum z value.
  76497. */
  76498. shadowMinZ: number;
  76499. private _shadowMaxZ;
  76500. /**
  76501. * Sets the shadow projection clipping maximum z value.
  76502. */
  76503. /**
  76504. * Gets the shadow projection clipping maximum z value.
  76505. */
  76506. shadowMaxZ: number;
  76507. /**
  76508. * Callback defining a custom Projection Matrix Builder.
  76509. * This can be used to override the default projection matrix computation.
  76510. */
  76511. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76512. /**
  76513. * The transformed position. Position of the light in world space taking parenting in account.
  76514. */
  76515. transformedPosition: Vector3;
  76516. /**
  76517. * The transformed direction. Direction of the light in world space taking parenting in account.
  76518. */
  76519. transformedDirection: Vector3;
  76520. private _needProjectionMatrixCompute;
  76521. /**
  76522. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76523. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76524. */
  76525. computeTransformedInformation(): boolean;
  76526. /**
  76527. * Return the depth scale used for the shadow map.
  76528. * @returns the depth scale.
  76529. */
  76530. getDepthScale(): number;
  76531. /**
  76532. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76533. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76534. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76535. */
  76536. getShadowDirection(faceIndex?: number): Vector3;
  76537. /**
  76538. * Returns the ShadowLight absolute position in the World.
  76539. * @returns the position vector in world space
  76540. */
  76541. getAbsolutePosition(): Vector3;
  76542. /**
  76543. * Sets the ShadowLight direction toward the passed target.
  76544. * @param target The point to target in local space
  76545. * @returns the updated ShadowLight direction
  76546. */
  76547. setDirectionToTarget(target: Vector3): Vector3;
  76548. /**
  76549. * Returns the light rotation in euler definition.
  76550. * @returns the x y z rotation in local space.
  76551. */
  76552. getRotation(): Vector3;
  76553. /**
  76554. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76555. * @returns true if a cube texture needs to be use
  76556. */
  76557. needCube(): boolean;
  76558. /**
  76559. * Detects if the projection matrix requires to be recomputed this frame.
  76560. * @returns true if it requires to be recomputed otherwise, false.
  76561. */
  76562. needProjectionMatrixCompute(): boolean;
  76563. /**
  76564. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76565. */
  76566. forceProjectionMatrixCompute(): void;
  76567. /** @hidden */
  76568. _initCache(): void;
  76569. /** @hidden */
  76570. _isSynchronized(): boolean;
  76571. /**
  76572. * Computes the world matrix of the node
  76573. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  76574. * @returns the world matrix
  76575. */
  76576. computeWorldMatrix(force?: boolean): Matrix;
  76577. /**
  76578. * Gets the minZ used for shadow according to both the scene and the light.
  76579. * @param activeCamera The camera we are returning the min for
  76580. * @returns the depth min z
  76581. */
  76582. getDepthMinZ(activeCamera: Camera): number;
  76583. /**
  76584. * Gets the maxZ used for shadow according to both the scene and the light.
  76585. * @param activeCamera The camera we are returning the max for
  76586. * @returns the depth max z
  76587. */
  76588. getDepthMaxZ(activeCamera: Camera): number;
  76589. /**
  76590. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76591. * @param matrix The materix to updated with the projection information
  76592. * @param viewMatrix The transform matrix of the light
  76593. * @param renderList The list of mesh to render in the map
  76594. * @returns The current light
  76595. */
  76596. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76597. }
  76598. }
  76599. declare module BABYLON {
  76600. /**
  76601. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  76602. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  76603. */
  76604. export class EffectFallbacks implements IEffectFallbacks {
  76605. private _defines;
  76606. private _currentRank;
  76607. private _maxRank;
  76608. private _mesh;
  76609. /**
  76610. * Removes the fallback from the bound mesh.
  76611. */
  76612. unBindMesh(): void;
  76613. /**
  76614. * Adds a fallback on the specified property.
  76615. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76616. * @param define The name of the define in the shader
  76617. */
  76618. addFallback(rank: number, define: string): void;
  76619. /**
  76620. * Sets the mesh to use CPU skinning when needing to fallback.
  76621. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76622. * @param mesh The mesh to use the fallbacks.
  76623. */
  76624. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  76625. /**
  76626. * Checks to see if more fallbacks are still availible.
  76627. */
  76628. readonly hasMoreFallbacks: boolean;
  76629. /**
  76630. * Removes the defines that should be removed when falling back.
  76631. * @param currentDefines defines the current define statements for the shader.
  76632. * @param effect defines the current effect we try to compile
  76633. * @returns The resulting defines with defines of the current rank removed.
  76634. */
  76635. reduce(currentDefines: string, effect: Effect): string;
  76636. }
  76637. }
  76638. declare module BABYLON {
  76639. /**
  76640. * "Static Class" containing the most commonly used helper while dealing with material for
  76641. * rendering purpose.
  76642. *
  76643. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  76644. *
  76645. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  76646. */
  76647. export class MaterialHelper {
  76648. /**
  76649. * Bind the current view position to an effect.
  76650. * @param effect The effect to be bound
  76651. * @param scene The scene the eyes position is used from
  76652. */
  76653. static BindEyePosition(effect: Effect, scene: Scene): void;
  76654. /**
  76655. * Helps preparing the defines values about the UVs in used in the effect.
  76656. * UVs are shared as much as we can accross channels in the shaders.
  76657. * @param texture The texture we are preparing the UVs for
  76658. * @param defines The defines to update
  76659. * @param key The channel key "diffuse", "specular"... used in the shader
  76660. */
  76661. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  76662. /**
  76663. * Binds a texture matrix value to its corrsponding uniform
  76664. * @param texture The texture to bind the matrix for
  76665. * @param uniformBuffer The uniform buffer receivin the data
  76666. * @param key The channel key "diffuse", "specular"... used in the shader
  76667. */
  76668. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  76669. /**
  76670. * Gets the current status of the fog (should it be enabled?)
  76671. * @param mesh defines the mesh to evaluate for fog support
  76672. * @param scene defines the hosting scene
  76673. * @returns true if fog must be enabled
  76674. */
  76675. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  76676. /**
  76677. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  76678. * @param mesh defines the current mesh
  76679. * @param scene defines the current scene
  76680. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  76681. * @param pointsCloud defines if point cloud rendering has to be turned on
  76682. * @param fogEnabled defines if fog has to be turned on
  76683. * @param alphaTest defines if alpha testing has to be turned on
  76684. * @param defines defines the current list of defines
  76685. */
  76686. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  76687. /**
  76688. * Helper used to prepare the list of defines associated with frame values for shader compilation
  76689. * @param scene defines the current scene
  76690. * @param engine defines the current engine
  76691. * @param defines specifies the list of active defines
  76692. * @param useInstances defines if instances have to be turned on
  76693. * @param useClipPlane defines if clip plane have to be turned on
  76694. */
  76695. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  76696. /**
  76697. * Prepares the defines for bones
  76698. * @param mesh The mesh containing the geometry data we will draw
  76699. * @param defines The defines to update
  76700. */
  76701. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  76702. /**
  76703. * Prepares the defines for morph targets
  76704. * @param mesh The mesh containing the geometry data we will draw
  76705. * @param defines The defines to update
  76706. */
  76707. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  76708. /**
  76709. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  76710. * @param mesh The mesh containing the geometry data we will draw
  76711. * @param defines The defines to update
  76712. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  76713. * @param useBones Precise whether bones should be used or not (override mesh info)
  76714. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  76715. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  76716. * @returns false if defines are considered not dirty and have not been checked
  76717. */
  76718. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  76719. /**
  76720. * Prepares the defines related to multiview
  76721. * @param scene The scene we are intending to draw
  76722. * @param defines The defines to update
  76723. */
  76724. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  76725. /**
  76726. * Prepares the defines related to the light information passed in parameter
  76727. * @param scene The scene we are intending to draw
  76728. * @param mesh The mesh the effect is compiling for
  76729. * @param light The light the effect is compiling for
  76730. * @param lightIndex The index of the light
  76731. * @param defines The defines to update
  76732. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76733. * @param state Defines the current state regarding what is needed (normals, etc...)
  76734. */
  76735. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  76736. needNormals: boolean;
  76737. needRebuild: boolean;
  76738. shadowEnabled: boolean;
  76739. specularEnabled: boolean;
  76740. lightmapMode: boolean;
  76741. }): void;
  76742. /**
  76743. * Prepares the defines related to the light information passed in parameter
  76744. * @param scene The scene we are intending to draw
  76745. * @param mesh The mesh the effect is compiling for
  76746. * @param defines The defines to update
  76747. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76748. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  76749. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  76750. * @returns true if normals will be required for the rest of the effect
  76751. */
  76752. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  76753. /**
  76754. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  76755. * @param lightIndex defines the light index
  76756. * @param uniformsList The uniform list
  76757. * @param samplersList The sampler list
  76758. * @param projectedLightTexture defines if projected texture must be used
  76759. * @param uniformBuffersList defines an optional list of uniform buffers
  76760. */
  76761. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  76762. /**
  76763. * Prepares the uniforms and samplers list to be used in the effect
  76764. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  76765. * @param samplersList The sampler list
  76766. * @param defines The defines helping in the list generation
  76767. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  76768. */
  76769. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  76770. /**
  76771. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  76772. * @param defines The defines to update while falling back
  76773. * @param fallbacks The authorized effect fallbacks
  76774. * @param maxSimultaneousLights The maximum number of lights allowed
  76775. * @param rank the current rank of the Effect
  76776. * @returns The newly affected rank
  76777. */
  76778. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  76779. private static _TmpMorphInfluencers;
  76780. /**
  76781. * Prepares the list of attributes required for morph targets according to the effect defines.
  76782. * @param attribs The current list of supported attribs
  76783. * @param mesh The mesh to prepare the morph targets attributes for
  76784. * @param influencers The number of influencers
  76785. */
  76786. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  76787. /**
  76788. * Prepares the list of attributes required for morph targets according to the effect defines.
  76789. * @param attribs The current list of supported attribs
  76790. * @param mesh The mesh to prepare the morph targets attributes for
  76791. * @param defines The current Defines of the effect
  76792. */
  76793. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  76794. /**
  76795. * Prepares the list of attributes required for bones according to the effect defines.
  76796. * @param attribs The current list of supported attribs
  76797. * @param mesh The mesh to prepare the bones attributes for
  76798. * @param defines The current Defines of the effect
  76799. * @param fallbacks The current efffect fallback strategy
  76800. */
  76801. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  76802. /**
  76803. * Check and prepare the list of attributes required for instances according to the effect defines.
  76804. * @param attribs The current list of supported attribs
  76805. * @param defines The current MaterialDefines of the effect
  76806. */
  76807. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  76808. /**
  76809. * Add the list of attributes required for instances to the attribs array.
  76810. * @param attribs The current list of supported attribs
  76811. */
  76812. static PushAttributesForInstances(attribs: string[]): void;
  76813. /**
  76814. * Binds the light information to the effect.
  76815. * @param light The light containing the generator
  76816. * @param effect The effect we are binding the data to
  76817. * @param lightIndex The light index in the effect used to render
  76818. */
  76819. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  76820. /**
  76821. * Binds the lights information from the scene to the effect for the given mesh.
  76822. * @param light Light to bind
  76823. * @param lightIndex Light index
  76824. * @param scene The scene where the light belongs to
  76825. * @param effect The effect we are binding the data to
  76826. * @param useSpecular Defines if specular is supported
  76827. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76828. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76829. */
  76830. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76831. /**
  76832. * Binds the lights information from the scene to the effect for the given mesh.
  76833. * @param scene The scene the lights belongs to
  76834. * @param mesh The mesh we are binding the information to render
  76835. * @param effect The effect we are binding the data to
  76836. * @param defines The generated defines for the effect
  76837. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  76838. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76839. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76840. */
  76841. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76842. private static _tempFogColor;
  76843. /**
  76844. * Binds the fog information from the scene to the effect for the given mesh.
  76845. * @param scene The scene the lights belongs to
  76846. * @param mesh The mesh we are binding the information to render
  76847. * @param effect The effect we are binding the data to
  76848. * @param linearSpace Defines if the fog effect is applied in linear space
  76849. */
  76850. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  76851. /**
  76852. * Binds the bones information from the mesh to the effect.
  76853. * @param mesh The mesh we are binding the information to render
  76854. * @param effect The effect we are binding the data to
  76855. */
  76856. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  76857. /**
  76858. * Binds the morph targets information from the mesh to the effect.
  76859. * @param abstractMesh The mesh we are binding the information to render
  76860. * @param effect The effect we are binding the data to
  76861. */
  76862. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  76863. /**
  76864. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  76865. * @param defines The generated defines used in the effect
  76866. * @param effect The effect we are binding the data to
  76867. * @param scene The scene we are willing to render with logarithmic scale for
  76868. */
  76869. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  76870. /**
  76871. * Binds the clip plane information from the scene to the effect.
  76872. * @param scene The scene the clip plane information are extracted from
  76873. * @param effect The effect we are binding the data to
  76874. */
  76875. static BindClipPlane(effect: Effect, scene: Scene): void;
  76876. }
  76877. }
  76878. declare module BABYLON {
  76879. /** @hidden */
  76880. export var packingFunctions: {
  76881. name: string;
  76882. shader: string;
  76883. };
  76884. }
  76885. declare module BABYLON {
  76886. /** @hidden */
  76887. export var shadowMapPixelShader: {
  76888. name: string;
  76889. shader: string;
  76890. };
  76891. }
  76892. declare module BABYLON {
  76893. /** @hidden */
  76894. export var bonesDeclaration: {
  76895. name: string;
  76896. shader: string;
  76897. };
  76898. }
  76899. declare module BABYLON {
  76900. /** @hidden */
  76901. export var morphTargetsVertexGlobalDeclaration: {
  76902. name: string;
  76903. shader: string;
  76904. };
  76905. }
  76906. declare module BABYLON {
  76907. /** @hidden */
  76908. export var morphTargetsVertexDeclaration: {
  76909. name: string;
  76910. shader: string;
  76911. };
  76912. }
  76913. declare module BABYLON {
  76914. /** @hidden */
  76915. export var instancesDeclaration: {
  76916. name: string;
  76917. shader: string;
  76918. };
  76919. }
  76920. declare module BABYLON {
  76921. /** @hidden */
  76922. export var helperFunctions: {
  76923. name: string;
  76924. shader: string;
  76925. };
  76926. }
  76927. declare module BABYLON {
  76928. /** @hidden */
  76929. export var morphTargetsVertex: {
  76930. name: string;
  76931. shader: string;
  76932. };
  76933. }
  76934. declare module BABYLON {
  76935. /** @hidden */
  76936. export var instancesVertex: {
  76937. name: string;
  76938. shader: string;
  76939. };
  76940. }
  76941. declare module BABYLON {
  76942. /** @hidden */
  76943. export var bonesVertex: {
  76944. name: string;
  76945. shader: string;
  76946. };
  76947. }
  76948. declare module BABYLON {
  76949. /** @hidden */
  76950. export var shadowMapVertexShader: {
  76951. name: string;
  76952. shader: string;
  76953. };
  76954. }
  76955. declare module BABYLON {
  76956. /** @hidden */
  76957. export var depthBoxBlurPixelShader: {
  76958. name: string;
  76959. shader: string;
  76960. };
  76961. }
  76962. declare module BABYLON {
  76963. /**
  76964. * Defines the options associated with the creation of a custom shader for a shadow generator.
  76965. */
  76966. export interface ICustomShaderOptions {
  76967. /**
  76968. * Gets or sets the custom shader name to use
  76969. */
  76970. shaderName: string;
  76971. /**
  76972. * The list of attribute names used in the shader
  76973. */
  76974. attributes?: string[];
  76975. /**
  76976. * The list of unifrom names used in the shader
  76977. */
  76978. uniforms?: string[];
  76979. /**
  76980. * The list of sampler names used in the shader
  76981. */
  76982. samplers?: string[];
  76983. /**
  76984. * The list of defines used in the shader
  76985. */
  76986. defines?: string[];
  76987. }
  76988. /**
  76989. * Interface to implement to create a shadow generator compatible with BJS.
  76990. */
  76991. export interface IShadowGenerator {
  76992. /**
  76993. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76994. * @returns The render target texture if present otherwise, null
  76995. */
  76996. getShadowMap(): Nullable<RenderTargetTexture>;
  76997. /**
  76998. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76999. * @returns The render target texture if the shadow map is present otherwise, null
  77000. */
  77001. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77002. /**
  77003. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77004. * @param subMesh The submesh we want to render in the shadow map
  77005. * @param useInstances Defines wether will draw in the map using instances
  77006. * @returns true if ready otherwise, false
  77007. */
  77008. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77009. /**
  77010. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77011. * @param defines Defines of the material we want to update
  77012. * @param lightIndex Index of the light in the enabled light list of the material
  77013. */
  77014. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77015. /**
  77016. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77017. * defined in the generator but impacting the effect).
  77018. * It implies the unifroms available on the materials are the standard BJS ones.
  77019. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77020. * @param effect The effect we are binfing the information for
  77021. */
  77022. bindShadowLight(lightIndex: string, effect: Effect): void;
  77023. /**
  77024. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77025. * (eq to shadow prjection matrix * light transform matrix)
  77026. * @returns The transform matrix used to create the shadow map
  77027. */
  77028. getTransformMatrix(): Matrix;
  77029. /**
  77030. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77031. * Cube and 2D textures for instance.
  77032. */
  77033. recreateShadowMap(): void;
  77034. /**
  77035. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77036. * @param onCompiled Callback triggered at the and of the effects compilation
  77037. * @param options Sets of optional options forcing the compilation with different modes
  77038. */
  77039. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77040. useInstances: boolean;
  77041. }>): void;
  77042. /**
  77043. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77044. * @param options Sets of optional options forcing the compilation with different modes
  77045. * @returns A promise that resolves when the compilation completes
  77046. */
  77047. forceCompilationAsync(options?: Partial<{
  77048. useInstances: boolean;
  77049. }>): Promise<void>;
  77050. /**
  77051. * Serializes the shadow generator setup to a json object.
  77052. * @returns The serialized JSON object
  77053. */
  77054. serialize(): any;
  77055. /**
  77056. * Disposes the Shadow map and related Textures and effects.
  77057. */
  77058. dispose(): void;
  77059. }
  77060. /**
  77061. * Default implementation IShadowGenerator.
  77062. * This is the main object responsible of generating shadows in the framework.
  77063. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77064. */
  77065. export class ShadowGenerator implements IShadowGenerator {
  77066. /**
  77067. * Shadow generator mode None: no filtering applied.
  77068. */
  77069. static readonly FILTER_NONE: number;
  77070. /**
  77071. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77072. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77073. */
  77074. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77075. /**
  77076. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77077. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77078. */
  77079. static readonly FILTER_POISSONSAMPLING: number;
  77080. /**
  77081. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77082. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77083. */
  77084. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77085. /**
  77086. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77087. * edge artifacts on steep falloff.
  77088. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77089. */
  77090. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77091. /**
  77092. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77093. * edge artifacts on steep falloff.
  77094. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77095. */
  77096. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77097. /**
  77098. * Shadow generator mode PCF: Percentage Closer Filtering
  77099. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77100. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77101. */
  77102. static readonly FILTER_PCF: number;
  77103. /**
  77104. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77105. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77106. * Contact Hardening
  77107. */
  77108. static readonly FILTER_PCSS: number;
  77109. /**
  77110. * Reserved for PCF and PCSS
  77111. * Highest Quality.
  77112. *
  77113. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77114. *
  77115. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77116. */
  77117. static readonly QUALITY_HIGH: number;
  77118. /**
  77119. * Reserved for PCF and PCSS
  77120. * Good tradeoff for quality/perf cross devices
  77121. *
  77122. * Execute PCF on a 3*3 kernel.
  77123. *
  77124. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77125. */
  77126. static readonly QUALITY_MEDIUM: number;
  77127. /**
  77128. * Reserved for PCF and PCSS
  77129. * The lowest quality but the fastest.
  77130. *
  77131. * Execute PCF on a 1*1 kernel.
  77132. *
  77133. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77134. */
  77135. static readonly QUALITY_LOW: number;
  77136. /** Gets or sets the custom shader name to use */
  77137. customShaderOptions: ICustomShaderOptions;
  77138. /**
  77139. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77140. */
  77141. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77142. /**
  77143. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77144. */
  77145. onAfterShadowMapRenderObservable: Observable<Effect>;
  77146. /**
  77147. * Observable triggered before a mesh is rendered in the shadow map.
  77148. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77149. */
  77150. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77151. /**
  77152. * Observable triggered after a mesh is rendered in the shadow map.
  77153. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77154. */
  77155. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77156. private _bias;
  77157. /**
  77158. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77159. */
  77160. /**
  77161. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77162. */
  77163. bias: number;
  77164. private _normalBias;
  77165. /**
  77166. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77167. */
  77168. /**
  77169. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77170. */
  77171. normalBias: number;
  77172. private _blurBoxOffset;
  77173. /**
  77174. * Gets the blur box offset: offset applied during the blur pass.
  77175. * Only useful if useKernelBlur = false
  77176. */
  77177. /**
  77178. * Sets the blur box offset: offset applied during the blur pass.
  77179. * Only useful if useKernelBlur = false
  77180. */
  77181. blurBoxOffset: number;
  77182. private _blurScale;
  77183. /**
  77184. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77185. * 2 means half of the size.
  77186. */
  77187. /**
  77188. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77189. * 2 means half of the size.
  77190. */
  77191. blurScale: number;
  77192. private _blurKernel;
  77193. /**
  77194. * Gets the blur kernel: kernel size of the blur pass.
  77195. * Only useful if useKernelBlur = true
  77196. */
  77197. /**
  77198. * Sets the blur kernel: kernel size of the blur pass.
  77199. * Only useful if useKernelBlur = true
  77200. */
  77201. blurKernel: number;
  77202. private _useKernelBlur;
  77203. /**
  77204. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77205. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77206. */
  77207. /**
  77208. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77209. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77210. */
  77211. useKernelBlur: boolean;
  77212. private _depthScale;
  77213. /**
  77214. * Gets the depth scale used in ESM mode.
  77215. */
  77216. /**
  77217. * Sets the depth scale used in ESM mode.
  77218. * This can override the scale stored on the light.
  77219. */
  77220. depthScale: number;
  77221. private _filter;
  77222. /**
  77223. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77224. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77225. */
  77226. /**
  77227. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77228. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77229. */
  77230. filter: number;
  77231. /**
  77232. * Gets if the current filter is set to Poisson Sampling.
  77233. */
  77234. /**
  77235. * Sets the current filter to Poisson Sampling.
  77236. */
  77237. usePoissonSampling: boolean;
  77238. /**
  77239. * Gets if the current filter is set to ESM.
  77240. */
  77241. /**
  77242. * Sets the current filter is to ESM.
  77243. */
  77244. useExponentialShadowMap: boolean;
  77245. /**
  77246. * Gets if the current filter is set to filtered ESM.
  77247. */
  77248. /**
  77249. * Gets if the current filter is set to filtered ESM.
  77250. */
  77251. useBlurExponentialShadowMap: boolean;
  77252. /**
  77253. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77254. * exponential to prevent steep falloff artifacts).
  77255. */
  77256. /**
  77257. * Sets the current filter to "close ESM" (using the inverse of the
  77258. * exponential to prevent steep falloff artifacts).
  77259. */
  77260. useCloseExponentialShadowMap: boolean;
  77261. /**
  77262. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77263. * exponential to prevent steep falloff artifacts).
  77264. */
  77265. /**
  77266. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77267. * exponential to prevent steep falloff artifacts).
  77268. */
  77269. useBlurCloseExponentialShadowMap: boolean;
  77270. /**
  77271. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77272. */
  77273. /**
  77274. * Sets the current filter to "PCF" (percentage closer filtering).
  77275. */
  77276. usePercentageCloserFiltering: boolean;
  77277. private _filteringQuality;
  77278. /**
  77279. * Gets the PCF or PCSS Quality.
  77280. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77281. */
  77282. /**
  77283. * Sets the PCF or PCSS Quality.
  77284. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77285. */
  77286. filteringQuality: number;
  77287. /**
  77288. * Gets if the current filter is set to "PCSS" (contact hardening).
  77289. */
  77290. /**
  77291. * Sets the current filter to "PCSS" (contact hardening).
  77292. */
  77293. useContactHardeningShadow: boolean;
  77294. private _contactHardeningLightSizeUVRatio;
  77295. /**
  77296. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77297. * Using a ratio helps keeping shape stability independently of the map size.
  77298. *
  77299. * It does not account for the light projection as it was having too much
  77300. * instability during the light setup or during light position changes.
  77301. *
  77302. * Only valid if useContactHardeningShadow is true.
  77303. */
  77304. /**
  77305. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77306. * Using a ratio helps keeping shape stability independently of the map size.
  77307. *
  77308. * It does not account for the light projection as it was having too much
  77309. * instability during the light setup or during light position changes.
  77310. *
  77311. * Only valid if useContactHardeningShadow is true.
  77312. */
  77313. contactHardeningLightSizeUVRatio: number;
  77314. private _darkness;
  77315. /** Gets or sets the actual darkness of a shadow */
  77316. darkness: number;
  77317. /**
  77318. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77319. * 0 means strongest and 1 would means no shadow.
  77320. * @returns the darkness.
  77321. */
  77322. getDarkness(): number;
  77323. /**
  77324. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77325. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77326. * @returns the shadow generator allowing fluent coding.
  77327. */
  77328. setDarkness(darkness: number): ShadowGenerator;
  77329. private _transparencyShadow;
  77330. /** Gets or sets the ability to have transparent shadow */
  77331. transparencyShadow: boolean;
  77332. /**
  77333. * Sets the ability to have transparent shadow (boolean).
  77334. * @param transparent True if transparent else False
  77335. * @returns the shadow generator allowing fluent coding
  77336. */
  77337. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77338. private _shadowMap;
  77339. private _shadowMap2;
  77340. /**
  77341. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77342. * @returns The render target texture if present otherwise, null
  77343. */
  77344. getShadowMap(): Nullable<RenderTargetTexture>;
  77345. /**
  77346. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77347. * @returns The render target texture if the shadow map is present otherwise, null
  77348. */
  77349. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77350. /**
  77351. * Gets the class name of that object
  77352. * @returns "ShadowGenerator"
  77353. */
  77354. getClassName(): string;
  77355. /**
  77356. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77357. * @param mesh Mesh to add
  77358. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77359. * @returns the Shadow Generator itself
  77360. */
  77361. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77362. /**
  77363. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77364. * @param mesh Mesh to remove
  77365. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77366. * @returns the Shadow Generator itself
  77367. */
  77368. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77369. /**
  77370. * Controls the extent to which the shadows fade out at the edge of the frustum
  77371. * Used only by directionals and spots
  77372. */
  77373. frustumEdgeFalloff: number;
  77374. private _light;
  77375. /**
  77376. * Returns the associated light object.
  77377. * @returns the light generating the shadow
  77378. */
  77379. getLight(): IShadowLight;
  77380. /**
  77381. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77382. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77383. * It might on the other hand introduce peter panning.
  77384. */
  77385. forceBackFacesOnly: boolean;
  77386. private _scene;
  77387. private _lightDirection;
  77388. private _effect;
  77389. private _viewMatrix;
  77390. private _projectionMatrix;
  77391. private _transformMatrix;
  77392. private _cachedPosition;
  77393. private _cachedDirection;
  77394. private _cachedDefines;
  77395. private _currentRenderID;
  77396. private _boxBlurPostprocess;
  77397. private _kernelBlurXPostprocess;
  77398. private _kernelBlurYPostprocess;
  77399. private _blurPostProcesses;
  77400. private _mapSize;
  77401. private _currentFaceIndex;
  77402. private _currentFaceIndexCache;
  77403. private _textureType;
  77404. private _defaultTextureMatrix;
  77405. private _storedUniqueId;
  77406. /** @hidden */
  77407. static _SceneComponentInitialization: (scene: Scene) => void;
  77408. /**
  77409. * Creates a ShadowGenerator object.
  77410. * A ShadowGenerator is the required tool to use the shadows.
  77411. * Each light casting shadows needs to use its own ShadowGenerator.
  77412. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  77413. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  77414. * @param light The light object generating the shadows.
  77415. * @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.
  77416. */
  77417. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  77418. private _initializeGenerator;
  77419. private _initializeShadowMap;
  77420. private _initializeBlurRTTAndPostProcesses;
  77421. private _renderForShadowMap;
  77422. private _renderSubMeshForShadowMap;
  77423. private _applyFilterValues;
  77424. /**
  77425. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77426. * @param onCompiled Callback triggered at the and of the effects compilation
  77427. * @param options Sets of optional options forcing the compilation with different modes
  77428. */
  77429. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77430. useInstances: boolean;
  77431. }>): void;
  77432. /**
  77433. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77434. * @param options Sets of optional options forcing the compilation with different modes
  77435. * @returns A promise that resolves when the compilation completes
  77436. */
  77437. forceCompilationAsync(options?: Partial<{
  77438. useInstances: boolean;
  77439. }>): Promise<void>;
  77440. /**
  77441. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77442. * @param subMesh The submesh we want to render in the shadow map
  77443. * @param useInstances Defines wether will draw in the map using instances
  77444. * @returns true if ready otherwise, false
  77445. */
  77446. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77447. /**
  77448. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77449. * @param defines Defines of the material we want to update
  77450. * @param lightIndex Index of the light in the enabled light list of the material
  77451. */
  77452. prepareDefines(defines: any, lightIndex: number): void;
  77453. /**
  77454. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77455. * defined in the generator but impacting the effect).
  77456. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77457. * @param effect The effect we are binfing the information for
  77458. */
  77459. bindShadowLight(lightIndex: string, effect: Effect): void;
  77460. /**
  77461. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77462. * (eq to shadow prjection matrix * light transform matrix)
  77463. * @returns The transform matrix used to create the shadow map
  77464. */
  77465. getTransformMatrix(): Matrix;
  77466. /**
  77467. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77468. * Cube and 2D textures for instance.
  77469. */
  77470. recreateShadowMap(): void;
  77471. private _disposeBlurPostProcesses;
  77472. private _disposeRTTandPostProcesses;
  77473. /**
  77474. * Disposes the ShadowGenerator.
  77475. * Returns nothing.
  77476. */
  77477. dispose(): void;
  77478. /**
  77479. * Serializes the shadow generator setup to a json object.
  77480. * @returns The serialized JSON object
  77481. */
  77482. serialize(): any;
  77483. /**
  77484. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77485. * @param parsedShadowGenerator The JSON object to parse
  77486. * @param scene The scene to create the shadow map for
  77487. * @returns The parsed shadow generator
  77488. */
  77489. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  77490. }
  77491. }
  77492. declare module BABYLON {
  77493. /**
  77494. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  77495. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  77496. * 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.
  77497. */
  77498. export abstract class Light extends Node {
  77499. /**
  77500. * Falloff Default: light is falling off following the material specification:
  77501. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  77502. */
  77503. static readonly FALLOFF_DEFAULT: number;
  77504. /**
  77505. * Falloff Physical: light is falling off following the inverse squared distance law.
  77506. */
  77507. static readonly FALLOFF_PHYSICAL: number;
  77508. /**
  77509. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  77510. * to enhance interoperability with other engines.
  77511. */
  77512. static readonly FALLOFF_GLTF: number;
  77513. /**
  77514. * Falloff Standard: light is falling off like in the standard material
  77515. * to enhance interoperability with other materials.
  77516. */
  77517. static readonly FALLOFF_STANDARD: number;
  77518. /**
  77519. * If every light affecting the material is in this lightmapMode,
  77520. * material.lightmapTexture adds or multiplies
  77521. * (depends on material.useLightmapAsShadowmap)
  77522. * after every other light calculations.
  77523. */
  77524. static readonly LIGHTMAP_DEFAULT: number;
  77525. /**
  77526. * material.lightmapTexture as only diffuse lighting from this light
  77527. * adds only specular lighting from this light
  77528. * adds dynamic shadows
  77529. */
  77530. static readonly LIGHTMAP_SPECULAR: number;
  77531. /**
  77532. * material.lightmapTexture as only lighting
  77533. * no light calculation from this light
  77534. * only adds dynamic shadows from this light
  77535. */
  77536. static readonly LIGHTMAP_SHADOWSONLY: number;
  77537. /**
  77538. * Each light type uses the default quantity according to its type:
  77539. * point/spot lights use luminous intensity
  77540. * directional lights use illuminance
  77541. */
  77542. static readonly INTENSITYMODE_AUTOMATIC: number;
  77543. /**
  77544. * lumen (lm)
  77545. */
  77546. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  77547. /**
  77548. * candela (lm/sr)
  77549. */
  77550. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  77551. /**
  77552. * lux (lm/m^2)
  77553. */
  77554. static readonly INTENSITYMODE_ILLUMINANCE: number;
  77555. /**
  77556. * nit (cd/m^2)
  77557. */
  77558. static readonly INTENSITYMODE_LUMINANCE: number;
  77559. /**
  77560. * Light type const id of the point light.
  77561. */
  77562. static readonly LIGHTTYPEID_POINTLIGHT: number;
  77563. /**
  77564. * Light type const id of the directional light.
  77565. */
  77566. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  77567. /**
  77568. * Light type const id of the spot light.
  77569. */
  77570. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  77571. /**
  77572. * Light type const id of the hemispheric light.
  77573. */
  77574. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  77575. /**
  77576. * Diffuse gives the basic color to an object.
  77577. */
  77578. diffuse: Color3;
  77579. /**
  77580. * Specular produces a highlight color on an object.
  77581. * Note: This is note affecting PBR materials.
  77582. */
  77583. specular: Color3;
  77584. /**
  77585. * Defines the falloff type for this light. This lets overrriding how punctual light are
  77586. * falling off base on range or angle.
  77587. * This can be set to any values in Light.FALLOFF_x.
  77588. *
  77589. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  77590. * other types of materials.
  77591. */
  77592. falloffType: number;
  77593. /**
  77594. * Strength of the light.
  77595. * Note: By default it is define in the framework own unit.
  77596. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  77597. */
  77598. intensity: number;
  77599. private _range;
  77600. protected _inverseSquaredRange: number;
  77601. /**
  77602. * Defines how far from the source the light is impacting in scene units.
  77603. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77604. */
  77605. /**
  77606. * Defines how far from the source the light is impacting in scene units.
  77607. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77608. */
  77609. range: number;
  77610. /**
  77611. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  77612. * of light.
  77613. */
  77614. private _photometricScale;
  77615. private _intensityMode;
  77616. /**
  77617. * Gets the photometric scale used to interpret the intensity.
  77618. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77619. */
  77620. /**
  77621. * Sets the photometric scale used to interpret the intensity.
  77622. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77623. */
  77624. intensityMode: number;
  77625. private _radius;
  77626. /**
  77627. * Gets the light radius used by PBR Materials to simulate soft area lights.
  77628. */
  77629. /**
  77630. * sets the light radius used by PBR Materials to simulate soft area lights.
  77631. */
  77632. radius: number;
  77633. private _renderPriority;
  77634. /**
  77635. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  77636. * exceeding the number allowed of the materials.
  77637. */
  77638. renderPriority: number;
  77639. private _shadowEnabled;
  77640. /**
  77641. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77642. * the current shadow generator.
  77643. */
  77644. /**
  77645. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77646. * the current shadow generator.
  77647. */
  77648. shadowEnabled: boolean;
  77649. private _includedOnlyMeshes;
  77650. /**
  77651. * Gets the only meshes impacted by this light.
  77652. */
  77653. /**
  77654. * Sets the only meshes impacted by this light.
  77655. */
  77656. includedOnlyMeshes: AbstractMesh[];
  77657. private _excludedMeshes;
  77658. /**
  77659. * Gets the meshes not impacted by this light.
  77660. */
  77661. /**
  77662. * Sets the meshes not impacted by this light.
  77663. */
  77664. excludedMeshes: AbstractMesh[];
  77665. private _excludeWithLayerMask;
  77666. /**
  77667. * Gets the layer id use to find what meshes are not impacted by the light.
  77668. * Inactive if 0
  77669. */
  77670. /**
  77671. * Sets the layer id use to find what meshes are not impacted by the light.
  77672. * Inactive if 0
  77673. */
  77674. excludeWithLayerMask: number;
  77675. private _includeOnlyWithLayerMask;
  77676. /**
  77677. * Gets the layer id use to find what meshes are impacted by the light.
  77678. * Inactive if 0
  77679. */
  77680. /**
  77681. * Sets the layer id use to find what meshes are impacted by the light.
  77682. * Inactive if 0
  77683. */
  77684. includeOnlyWithLayerMask: number;
  77685. private _lightmapMode;
  77686. /**
  77687. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77688. */
  77689. /**
  77690. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77691. */
  77692. lightmapMode: number;
  77693. /**
  77694. * Shadow generator associted to the light.
  77695. * @hidden Internal use only.
  77696. */
  77697. _shadowGenerator: Nullable<IShadowGenerator>;
  77698. /**
  77699. * @hidden Internal use only.
  77700. */
  77701. _excludedMeshesIds: string[];
  77702. /**
  77703. * @hidden Internal use only.
  77704. */
  77705. _includedOnlyMeshesIds: string[];
  77706. /**
  77707. * The current light unifom buffer.
  77708. * @hidden Internal use only.
  77709. */
  77710. _uniformBuffer: UniformBuffer;
  77711. /** @hidden */
  77712. _renderId: number;
  77713. /**
  77714. * Creates a Light object in the scene.
  77715. * Documentation : https://doc.babylonjs.com/babylon101/lights
  77716. * @param name The firendly name of the light
  77717. * @param scene The scene the light belongs too
  77718. */
  77719. constructor(name: string, scene: Scene);
  77720. protected abstract _buildUniformLayout(): void;
  77721. /**
  77722. * Sets the passed Effect "effect" with the Light information.
  77723. * @param effect The effect to update
  77724. * @param lightIndex The index of the light in the effect to update
  77725. * @returns The light
  77726. */
  77727. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  77728. /**
  77729. * Sets the passed Effect "effect" with the Light information.
  77730. * @param effect The effect to update
  77731. * @param lightDataUniformName The uniform used to store light data (position or direction)
  77732. * @returns The light
  77733. */
  77734. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  77735. /**
  77736. * Returns the string "Light".
  77737. * @returns the class name
  77738. */
  77739. getClassName(): string;
  77740. /** @hidden */
  77741. readonly _isLight: boolean;
  77742. /**
  77743. * Converts the light information to a readable string for debug purpose.
  77744. * @param fullDetails Supports for multiple levels of logging within scene loading
  77745. * @returns the human readable light info
  77746. */
  77747. toString(fullDetails?: boolean): string;
  77748. /** @hidden */
  77749. protected _syncParentEnabledState(): void;
  77750. /**
  77751. * Set the enabled state of this node.
  77752. * @param value - the new enabled state
  77753. */
  77754. setEnabled(value: boolean): void;
  77755. /**
  77756. * Returns the Light associated shadow generator if any.
  77757. * @return the associated shadow generator.
  77758. */
  77759. getShadowGenerator(): Nullable<IShadowGenerator>;
  77760. /**
  77761. * Returns a Vector3, the absolute light position in the World.
  77762. * @returns the world space position of the light
  77763. */
  77764. getAbsolutePosition(): Vector3;
  77765. /**
  77766. * Specifies if the light will affect the passed mesh.
  77767. * @param mesh The mesh to test against the light
  77768. * @return true the mesh is affected otherwise, false.
  77769. */
  77770. canAffectMesh(mesh: AbstractMesh): boolean;
  77771. /**
  77772. * Sort function to order lights for rendering.
  77773. * @param a First Light object to compare to second.
  77774. * @param b Second Light object to compare first.
  77775. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  77776. */
  77777. static CompareLightsPriority(a: Light, b: Light): number;
  77778. /**
  77779. * Releases resources associated with this node.
  77780. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77781. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77782. */
  77783. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77784. /**
  77785. * Returns the light type ID (integer).
  77786. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  77787. */
  77788. getTypeID(): number;
  77789. /**
  77790. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  77791. * @returns the scaled intensity in intensity mode unit
  77792. */
  77793. getScaledIntensity(): number;
  77794. /**
  77795. * Returns a new Light object, named "name", from the current one.
  77796. * @param name The name of the cloned light
  77797. * @returns the new created light
  77798. */
  77799. clone(name: string): Nullable<Light>;
  77800. /**
  77801. * Serializes the current light into a Serialization object.
  77802. * @returns the serialized object.
  77803. */
  77804. serialize(): any;
  77805. /**
  77806. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  77807. * This new light is named "name" and added to the passed scene.
  77808. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  77809. * @param name The friendly name of the light
  77810. * @param scene The scene the new light will belong to
  77811. * @returns the constructor function
  77812. */
  77813. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  77814. /**
  77815. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  77816. * @param parsedLight The JSON representation of the light
  77817. * @param scene The scene to create the parsed light in
  77818. * @returns the created light after parsing
  77819. */
  77820. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  77821. private _hookArrayForExcluded;
  77822. private _hookArrayForIncludedOnly;
  77823. private _resyncMeshes;
  77824. /**
  77825. * Forces the meshes to update their light related information in their rendering used effects
  77826. * @hidden Internal Use Only
  77827. */
  77828. _markMeshesAsLightDirty(): void;
  77829. /**
  77830. * Recomputes the cached photometric scale if needed.
  77831. */
  77832. private _computePhotometricScale;
  77833. /**
  77834. * Returns the Photometric Scale according to the light type and intensity mode.
  77835. */
  77836. private _getPhotometricScale;
  77837. /**
  77838. * Reorder the light in the scene according to their defined priority.
  77839. * @hidden Internal Use Only
  77840. */
  77841. _reorderLightsInScene(): void;
  77842. /**
  77843. * Prepares the list of defines specific to the light type.
  77844. * @param defines the list of defines
  77845. * @param lightIndex defines the index of the light for the effect
  77846. */
  77847. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  77848. }
  77849. }
  77850. declare module BABYLON {
  77851. /**
  77852. * Interface used to define Action
  77853. */
  77854. export interface IAction {
  77855. /**
  77856. * Trigger for the action
  77857. */
  77858. trigger: number;
  77859. /** Options of the trigger */
  77860. triggerOptions: any;
  77861. /**
  77862. * Gets the trigger parameters
  77863. * @returns the trigger parameters
  77864. */
  77865. getTriggerParameter(): any;
  77866. /**
  77867. * Internal only - executes current action event
  77868. * @hidden
  77869. */
  77870. _executeCurrent(evt?: ActionEvent): void;
  77871. /**
  77872. * Serialize placeholder for child classes
  77873. * @param parent of child
  77874. * @returns the serialized object
  77875. */
  77876. serialize(parent: any): any;
  77877. /**
  77878. * Internal only
  77879. * @hidden
  77880. */
  77881. _prepare(): void;
  77882. /**
  77883. * Internal only - manager for action
  77884. * @hidden
  77885. */
  77886. _actionManager: AbstractActionManager;
  77887. /**
  77888. * Adds action to chain of actions, may be a DoNothingAction
  77889. * @param action defines the next action to execute
  77890. * @returns The action passed in
  77891. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77892. */
  77893. then(action: IAction): IAction;
  77894. }
  77895. /**
  77896. * The action to be carried out following a trigger
  77897. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  77898. */
  77899. export class Action implements IAction {
  77900. /** the trigger, with or without parameters, for the action */
  77901. triggerOptions: any;
  77902. /**
  77903. * Trigger for the action
  77904. */
  77905. trigger: number;
  77906. /**
  77907. * Internal only - manager for action
  77908. * @hidden
  77909. */
  77910. _actionManager: ActionManager;
  77911. private _nextActiveAction;
  77912. private _child;
  77913. private _condition?;
  77914. private _triggerParameter;
  77915. /**
  77916. * An event triggered prior to action being executed.
  77917. */
  77918. onBeforeExecuteObservable: Observable<Action>;
  77919. /**
  77920. * Creates a new Action
  77921. * @param triggerOptions the trigger, with or without parameters, for the action
  77922. * @param condition an optional determinant of action
  77923. */
  77924. constructor(
  77925. /** the trigger, with or without parameters, for the action */
  77926. triggerOptions: any, condition?: Condition);
  77927. /**
  77928. * Internal only
  77929. * @hidden
  77930. */
  77931. _prepare(): void;
  77932. /**
  77933. * Gets the trigger parameters
  77934. * @returns the trigger parameters
  77935. */
  77936. getTriggerParameter(): any;
  77937. /**
  77938. * Internal only - executes current action event
  77939. * @hidden
  77940. */
  77941. _executeCurrent(evt?: ActionEvent): void;
  77942. /**
  77943. * Execute placeholder for child classes
  77944. * @param evt optional action event
  77945. */
  77946. execute(evt?: ActionEvent): void;
  77947. /**
  77948. * Skips to next active action
  77949. */
  77950. skipToNextActiveAction(): void;
  77951. /**
  77952. * Adds action to chain of actions, may be a DoNothingAction
  77953. * @param action defines the next action to execute
  77954. * @returns The action passed in
  77955. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77956. */
  77957. then(action: Action): Action;
  77958. /**
  77959. * Internal only
  77960. * @hidden
  77961. */
  77962. _getProperty(propertyPath: string): string;
  77963. /**
  77964. * Internal only
  77965. * @hidden
  77966. */
  77967. _getEffectiveTarget(target: any, propertyPath: string): any;
  77968. /**
  77969. * Serialize placeholder for child classes
  77970. * @param parent of child
  77971. * @returns the serialized object
  77972. */
  77973. serialize(parent: any): any;
  77974. /**
  77975. * Internal only called by serialize
  77976. * @hidden
  77977. */
  77978. protected _serialize(serializedAction: any, parent?: any): any;
  77979. /**
  77980. * Internal only
  77981. * @hidden
  77982. */
  77983. static _SerializeValueAsString: (value: any) => string;
  77984. /**
  77985. * Internal only
  77986. * @hidden
  77987. */
  77988. static _GetTargetProperty: (target: Node | Scene) => {
  77989. name: string;
  77990. targetType: string;
  77991. value: string;
  77992. };
  77993. }
  77994. }
  77995. declare module BABYLON {
  77996. /**
  77997. * A Condition applied to an Action
  77998. */
  77999. export class Condition {
  78000. /**
  78001. * Internal only - manager for action
  78002. * @hidden
  78003. */
  78004. _actionManager: ActionManager;
  78005. /**
  78006. * Internal only
  78007. * @hidden
  78008. */
  78009. _evaluationId: number;
  78010. /**
  78011. * Internal only
  78012. * @hidden
  78013. */
  78014. _currentResult: boolean;
  78015. /**
  78016. * Creates a new Condition
  78017. * @param actionManager the manager of the action the condition is applied to
  78018. */
  78019. constructor(actionManager: ActionManager);
  78020. /**
  78021. * Check if the current condition is valid
  78022. * @returns a boolean
  78023. */
  78024. isValid(): boolean;
  78025. /**
  78026. * Internal only
  78027. * @hidden
  78028. */
  78029. _getProperty(propertyPath: string): string;
  78030. /**
  78031. * Internal only
  78032. * @hidden
  78033. */
  78034. _getEffectiveTarget(target: any, propertyPath: string): any;
  78035. /**
  78036. * Serialize placeholder for child classes
  78037. * @returns the serialized object
  78038. */
  78039. serialize(): any;
  78040. /**
  78041. * Internal only
  78042. * @hidden
  78043. */
  78044. protected _serialize(serializedCondition: any): any;
  78045. }
  78046. /**
  78047. * Defines specific conditional operators as extensions of Condition
  78048. */
  78049. export class ValueCondition extends Condition {
  78050. /** path to specify the property of the target the conditional operator uses */
  78051. propertyPath: string;
  78052. /** the value compared by the conditional operator against the current value of the property */
  78053. value: any;
  78054. /** the conditional operator, default ValueCondition.IsEqual */
  78055. operator: number;
  78056. /**
  78057. * Internal only
  78058. * @hidden
  78059. */
  78060. private static _IsEqual;
  78061. /**
  78062. * Internal only
  78063. * @hidden
  78064. */
  78065. private static _IsDifferent;
  78066. /**
  78067. * Internal only
  78068. * @hidden
  78069. */
  78070. private static _IsGreater;
  78071. /**
  78072. * Internal only
  78073. * @hidden
  78074. */
  78075. private static _IsLesser;
  78076. /**
  78077. * returns the number for IsEqual
  78078. */
  78079. static readonly IsEqual: number;
  78080. /**
  78081. * Returns the number for IsDifferent
  78082. */
  78083. static readonly IsDifferent: number;
  78084. /**
  78085. * Returns the number for IsGreater
  78086. */
  78087. static readonly IsGreater: number;
  78088. /**
  78089. * Returns the number for IsLesser
  78090. */
  78091. static readonly IsLesser: number;
  78092. /**
  78093. * Internal only The action manager for the condition
  78094. * @hidden
  78095. */
  78096. _actionManager: ActionManager;
  78097. /**
  78098. * Internal only
  78099. * @hidden
  78100. */
  78101. private _target;
  78102. /**
  78103. * Internal only
  78104. * @hidden
  78105. */
  78106. private _effectiveTarget;
  78107. /**
  78108. * Internal only
  78109. * @hidden
  78110. */
  78111. private _property;
  78112. /**
  78113. * Creates a new ValueCondition
  78114. * @param actionManager manager for the action the condition applies to
  78115. * @param target for the action
  78116. * @param propertyPath path to specify the property of the target the conditional operator uses
  78117. * @param value the value compared by the conditional operator against the current value of the property
  78118. * @param operator the conditional operator, default ValueCondition.IsEqual
  78119. */
  78120. constructor(actionManager: ActionManager, target: any,
  78121. /** path to specify the property of the target the conditional operator uses */
  78122. propertyPath: string,
  78123. /** the value compared by the conditional operator against the current value of the property */
  78124. value: any,
  78125. /** the conditional operator, default ValueCondition.IsEqual */
  78126. operator?: number);
  78127. /**
  78128. * Compares the given value with the property value for the specified conditional operator
  78129. * @returns the result of the comparison
  78130. */
  78131. isValid(): boolean;
  78132. /**
  78133. * Serialize the ValueCondition into a JSON compatible object
  78134. * @returns serialization object
  78135. */
  78136. serialize(): any;
  78137. /**
  78138. * Gets the name of the conditional operator for the ValueCondition
  78139. * @param operator the conditional operator
  78140. * @returns the name
  78141. */
  78142. static GetOperatorName(operator: number): string;
  78143. }
  78144. /**
  78145. * Defines a predicate condition as an extension of Condition
  78146. */
  78147. export class PredicateCondition extends Condition {
  78148. /** defines the predicate function used to validate the condition */
  78149. predicate: () => boolean;
  78150. /**
  78151. * Internal only - manager for action
  78152. * @hidden
  78153. */
  78154. _actionManager: ActionManager;
  78155. /**
  78156. * Creates a new PredicateCondition
  78157. * @param actionManager manager for the action the condition applies to
  78158. * @param predicate defines the predicate function used to validate the condition
  78159. */
  78160. constructor(actionManager: ActionManager,
  78161. /** defines the predicate function used to validate the condition */
  78162. predicate: () => boolean);
  78163. /**
  78164. * @returns the validity of the predicate condition
  78165. */
  78166. isValid(): boolean;
  78167. }
  78168. /**
  78169. * Defines a state condition as an extension of Condition
  78170. */
  78171. export class StateCondition extends Condition {
  78172. /** Value to compare with target state */
  78173. value: string;
  78174. /**
  78175. * Internal only - manager for action
  78176. * @hidden
  78177. */
  78178. _actionManager: ActionManager;
  78179. /**
  78180. * Internal only
  78181. * @hidden
  78182. */
  78183. private _target;
  78184. /**
  78185. * Creates a new StateCondition
  78186. * @param actionManager manager for the action the condition applies to
  78187. * @param target of the condition
  78188. * @param value to compare with target state
  78189. */
  78190. constructor(actionManager: ActionManager, target: any,
  78191. /** Value to compare with target state */
  78192. value: string);
  78193. /**
  78194. * Gets a boolean indicating if the current condition is met
  78195. * @returns the validity of the state
  78196. */
  78197. isValid(): boolean;
  78198. /**
  78199. * Serialize the StateCondition into a JSON compatible object
  78200. * @returns serialization object
  78201. */
  78202. serialize(): any;
  78203. }
  78204. }
  78205. declare module BABYLON {
  78206. /**
  78207. * This defines an action responsible to toggle a boolean once triggered.
  78208. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78209. */
  78210. export class SwitchBooleanAction extends Action {
  78211. /**
  78212. * The path to the boolean property in the target object
  78213. */
  78214. propertyPath: string;
  78215. private _target;
  78216. private _effectiveTarget;
  78217. private _property;
  78218. /**
  78219. * Instantiate the action
  78220. * @param triggerOptions defines the trigger options
  78221. * @param target defines the object containing the boolean
  78222. * @param propertyPath defines the path to the boolean property in the target object
  78223. * @param condition defines the trigger related conditions
  78224. */
  78225. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  78226. /** @hidden */
  78227. _prepare(): void;
  78228. /**
  78229. * Execute the action toggle the boolean value.
  78230. */
  78231. execute(): void;
  78232. /**
  78233. * Serializes the actions and its related information.
  78234. * @param parent defines the object to serialize in
  78235. * @returns the serialized object
  78236. */
  78237. serialize(parent: any): any;
  78238. }
  78239. /**
  78240. * This defines an action responsible to set a the state field of the target
  78241. * to a desired value once triggered.
  78242. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78243. */
  78244. export class SetStateAction extends Action {
  78245. /**
  78246. * The value to store in the state field.
  78247. */
  78248. value: string;
  78249. private _target;
  78250. /**
  78251. * Instantiate the action
  78252. * @param triggerOptions defines the trigger options
  78253. * @param target defines the object containing the state property
  78254. * @param value defines the value to store in the state field
  78255. * @param condition defines the trigger related conditions
  78256. */
  78257. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  78258. /**
  78259. * Execute the action and store the value on the target state property.
  78260. */
  78261. execute(): void;
  78262. /**
  78263. * Serializes the actions and its related information.
  78264. * @param parent defines the object to serialize in
  78265. * @returns the serialized object
  78266. */
  78267. serialize(parent: any): any;
  78268. }
  78269. /**
  78270. * This defines an action responsible to set a property of the target
  78271. * to a desired value once triggered.
  78272. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78273. */
  78274. export class SetValueAction extends Action {
  78275. /**
  78276. * The path of the property to set in the target.
  78277. */
  78278. propertyPath: string;
  78279. /**
  78280. * The value to set in the property
  78281. */
  78282. value: any;
  78283. private _target;
  78284. private _effectiveTarget;
  78285. private _property;
  78286. /**
  78287. * Instantiate the action
  78288. * @param triggerOptions defines the trigger options
  78289. * @param target defines the object containing the property
  78290. * @param propertyPath defines the path of the property to set in the target
  78291. * @param value defines the value to set in the property
  78292. * @param condition defines the trigger related conditions
  78293. */
  78294. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78295. /** @hidden */
  78296. _prepare(): void;
  78297. /**
  78298. * Execute the action and set the targetted property to the desired value.
  78299. */
  78300. execute(): void;
  78301. /**
  78302. * Serializes the actions and its related information.
  78303. * @param parent defines the object to serialize in
  78304. * @returns the serialized object
  78305. */
  78306. serialize(parent: any): any;
  78307. }
  78308. /**
  78309. * This defines an action responsible to increment the target value
  78310. * to a desired value once triggered.
  78311. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78312. */
  78313. export class IncrementValueAction extends Action {
  78314. /**
  78315. * The path of the property to increment in the target.
  78316. */
  78317. propertyPath: string;
  78318. /**
  78319. * The value we should increment the property by.
  78320. */
  78321. value: any;
  78322. private _target;
  78323. private _effectiveTarget;
  78324. private _property;
  78325. /**
  78326. * Instantiate the action
  78327. * @param triggerOptions defines the trigger options
  78328. * @param target defines the object containing the property
  78329. * @param propertyPath defines the path of the property to increment in the target
  78330. * @param value defines the value value we should increment the property by
  78331. * @param condition defines the trigger related conditions
  78332. */
  78333. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78334. /** @hidden */
  78335. _prepare(): void;
  78336. /**
  78337. * Execute the action and increment the target of the value amount.
  78338. */
  78339. execute(): void;
  78340. /**
  78341. * Serializes the actions and its related information.
  78342. * @param parent defines the object to serialize in
  78343. * @returns the serialized object
  78344. */
  78345. serialize(parent: any): any;
  78346. }
  78347. /**
  78348. * This defines an action responsible to start an animation once triggered.
  78349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78350. */
  78351. export class PlayAnimationAction extends Action {
  78352. /**
  78353. * Where the animation should start (animation frame)
  78354. */
  78355. from: number;
  78356. /**
  78357. * Where the animation should stop (animation frame)
  78358. */
  78359. to: number;
  78360. /**
  78361. * Define if the animation should loop or stop after the first play.
  78362. */
  78363. loop?: boolean;
  78364. private _target;
  78365. /**
  78366. * Instantiate the action
  78367. * @param triggerOptions defines the trigger options
  78368. * @param target defines the target animation or animation name
  78369. * @param from defines from where the animation should start (animation frame)
  78370. * @param end defines where the animation should stop (animation frame)
  78371. * @param loop defines if the animation should loop or stop after the first play
  78372. * @param condition defines the trigger related conditions
  78373. */
  78374. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78375. /** @hidden */
  78376. _prepare(): void;
  78377. /**
  78378. * Execute the action and play the animation.
  78379. */
  78380. execute(): void;
  78381. /**
  78382. * Serializes the actions and its related information.
  78383. * @param parent defines the object to serialize in
  78384. * @returns the serialized object
  78385. */
  78386. serialize(parent: any): any;
  78387. }
  78388. /**
  78389. * This defines an action responsible to stop an animation once triggered.
  78390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78391. */
  78392. export class StopAnimationAction extends Action {
  78393. private _target;
  78394. /**
  78395. * Instantiate the action
  78396. * @param triggerOptions defines the trigger options
  78397. * @param target defines the target animation or animation name
  78398. * @param condition defines the trigger related conditions
  78399. */
  78400. constructor(triggerOptions: any, target: any, condition?: Condition);
  78401. /** @hidden */
  78402. _prepare(): void;
  78403. /**
  78404. * Execute the action and stop the animation.
  78405. */
  78406. execute(): void;
  78407. /**
  78408. * Serializes the actions and its related information.
  78409. * @param parent defines the object to serialize in
  78410. * @returns the serialized object
  78411. */
  78412. serialize(parent: any): any;
  78413. }
  78414. /**
  78415. * This defines an action responsible that does nothing once triggered.
  78416. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78417. */
  78418. export class DoNothingAction extends Action {
  78419. /**
  78420. * Instantiate the action
  78421. * @param triggerOptions defines the trigger options
  78422. * @param condition defines the trigger related conditions
  78423. */
  78424. constructor(triggerOptions?: any, condition?: Condition);
  78425. /**
  78426. * Execute the action and do nothing.
  78427. */
  78428. execute(): void;
  78429. /**
  78430. * Serializes the actions and its related information.
  78431. * @param parent defines the object to serialize in
  78432. * @returns the serialized object
  78433. */
  78434. serialize(parent: any): any;
  78435. }
  78436. /**
  78437. * This defines an action responsible to trigger several actions once triggered.
  78438. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78439. */
  78440. export class CombineAction extends Action {
  78441. /**
  78442. * The list of aggregated animations to run.
  78443. */
  78444. children: Action[];
  78445. /**
  78446. * Instantiate the action
  78447. * @param triggerOptions defines the trigger options
  78448. * @param children defines the list of aggregated animations to run
  78449. * @param condition defines the trigger related conditions
  78450. */
  78451. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  78452. /** @hidden */
  78453. _prepare(): void;
  78454. /**
  78455. * Execute the action and executes all the aggregated actions.
  78456. */
  78457. execute(evt: ActionEvent): void;
  78458. /**
  78459. * Serializes the actions and its related information.
  78460. * @param parent defines the object to serialize in
  78461. * @returns the serialized object
  78462. */
  78463. serialize(parent: any): any;
  78464. }
  78465. /**
  78466. * This defines an action responsible to run code (external event) once triggered.
  78467. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78468. */
  78469. export class ExecuteCodeAction extends Action {
  78470. /**
  78471. * The callback function to run.
  78472. */
  78473. func: (evt: ActionEvent) => void;
  78474. /**
  78475. * Instantiate the action
  78476. * @param triggerOptions defines the trigger options
  78477. * @param func defines the callback function to run
  78478. * @param condition defines the trigger related conditions
  78479. */
  78480. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  78481. /**
  78482. * Execute the action and run the attached code.
  78483. */
  78484. execute(evt: ActionEvent): void;
  78485. }
  78486. /**
  78487. * This defines an action responsible to set the parent property of the target once triggered.
  78488. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78489. */
  78490. export class SetParentAction extends Action {
  78491. private _parent;
  78492. private _target;
  78493. /**
  78494. * Instantiate the action
  78495. * @param triggerOptions defines the trigger options
  78496. * @param target defines the target containing the parent property
  78497. * @param parent defines from where the animation should start (animation frame)
  78498. * @param condition defines the trigger related conditions
  78499. */
  78500. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  78501. /** @hidden */
  78502. _prepare(): void;
  78503. /**
  78504. * Execute the action and set the parent property.
  78505. */
  78506. execute(): void;
  78507. /**
  78508. * Serializes the actions and its related information.
  78509. * @param parent defines the object to serialize in
  78510. * @returns the serialized object
  78511. */
  78512. serialize(parent: any): any;
  78513. }
  78514. }
  78515. declare module BABYLON {
  78516. /**
  78517. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  78518. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  78519. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78520. */
  78521. export class ActionManager extends AbstractActionManager {
  78522. /**
  78523. * Nothing
  78524. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78525. */
  78526. static readonly NothingTrigger: number;
  78527. /**
  78528. * On pick
  78529. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78530. */
  78531. static readonly OnPickTrigger: number;
  78532. /**
  78533. * On left pick
  78534. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78535. */
  78536. static readonly OnLeftPickTrigger: number;
  78537. /**
  78538. * On right pick
  78539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78540. */
  78541. static readonly OnRightPickTrigger: number;
  78542. /**
  78543. * On center pick
  78544. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78545. */
  78546. static readonly OnCenterPickTrigger: number;
  78547. /**
  78548. * On pick down
  78549. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78550. */
  78551. static readonly OnPickDownTrigger: number;
  78552. /**
  78553. * On double pick
  78554. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78555. */
  78556. static readonly OnDoublePickTrigger: number;
  78557. /**
  78558. * On pick up
  78559. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78560. */
  78561. static readonly OnPickUpTrigger: number;
  78562. /**
  78563. * On pick out.
  78564. * This trigger will only be raised if you also declared a OnPickDown
  78565. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78566. */
  78567. static readonly OnPickOutTrigger: number;
  78568. /**
  78569. * On long press
  78570. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78571. */
  78572. static readonly OnLongPressTrigger: number;
  78573. /**
  78574. * On pointer over
  78575. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78576. */
  78577. static readonly OnPointerOverTrigger: number;
  78578. /**
  78579. * On pointer out
  78580. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78581. */
  78582. static readonly OnPointerOutTrigger: number;
  78583. /**
  78584. * On every frame
  78585. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78586. */
  78587. static readonly OnEveryFrameTrigger: number;
  78588. /**
  78589. * On intersection enter
  78590. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78591. */
  78592. static readonly OnIntersectionEnterTrigger: number;
  78593. /**
  78594. * On intersection exit
  78595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78596. */
  78597. static readonly OnIntersectionExitTrigger: number;
  78598. /**
  78599. * On key down
  78600. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78601. */
  78602. static readonly OnKeyDownTrigger: number;
  78603. /**
  78604. * On key up
  78605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78606. */
  78607. static readonly OnKeyUpTrigger: number;
  78608. private _scene;
  78609. /**
  78610. * Creates a new action manager
  78611. * @param scene defines the hosting scene
  78612. */
  78613. constructor(scene: Scene);
  78614. /**
  78615. * Releases all associated resources
  78616. */
  78617. dispose(): void;
  78618. /**
  78619. * Gets hosting scene
  78620. * @returns the hosting scene
  78621. */
  78622. getScene(): Scene;
  78623. /**
  78624. * Does this action manager handles actions of any of the given triggers
  78625. * @param triggers defines the triggers to be tested
  78626. * @return a boolean indicating whether one (or more) of the triggers is handled
  78627. */
  78628. hasSpecificTriggers(triggers: number[]): boolean;
  78629. /**
  78630. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  78631. * speed.
  78632. * @param triggerA defines the trigger to be tested
  78633. * @param triggerB defines the trigger to be tested
  78634. * @return a boolean indicating whether one (or more) of the triggers is handled
  78635. */
  78636. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  78637. /**
  78638. * Does this action manager handles actions of a given trigger
  78639. * @param trigger defines the trigger to be tested
  78640. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  78641. * @return whether the trigger is handled
  78642. */
  78643. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  78644. /**
  78645. * Does this action manager has pointer triggers
  78646. */
  78647. readonly hasPointerTriggers: boolean;
  78648. /**
  78649. * Does this action manager has pick triggers
  78650. */
  78651. readonly hasPickTriggers: boolean;
  78652. /**
  78653. * Registers an action to this action manager
  78654. * @param action defines the action to be registered
  78655. * @return the action amended (prepared) after registration
  78656. */
  78657. registerAction(action: IAction): Nullable<IAction>;
  78658. /**
  78659. * Unregisters an action to this action manager
  78660. * @param action defines the action to be unregistered
  78661. * @return a boolean indicating whether the action has been unregistered
  78662. */
  78663. unregisterAction(action: IAction): Boolean;
  78664. /**
  78665. * Process a specific trigger
  78666. * @param trigger defines the trigger to process
  78667. * @param evt defines the event details to be processed
  78668. */
  78669. processTrigger(trigger: number, evt?: IActionEvent): void;
  78670. /** @hidden */
  78671. _getEffectiveTarget(target: any, propertyPath: string): any;
  78672. /** @hidden */
  78673. _getProperty(propertyPath: string): string;
  78674. /**
  78675. * Serialize this manager to a JSON object
  78676. * @param name defines the property name to store this manager
  78677. * @returns a JSON representation of this manager
  78678. */
  78679. serialize(name: string): any;
  78680. /**
  78681. * Creates a new ActionManager from a JSON data
  78682. * @param parsedActions defines the JSON data to read from
  78683. * @param object defines the hosting mesh
  78684. * @param scene defines the hosting scene
  78685. */
  78686. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  78687. /**
  78688. * Get a trigger name by index
  78689. * @param trigger defines the trigger index
  78690. * @returns a trigger name
  78691. */
  78692. static GetTriggerName(trigger: number): string;
  78693. }
  78694. }
  78695. declare module BABYLON {
  78696. /**
  78697. * Class representing a ray with position and direction
  78698. */
  78699. export class Ray {
  78700. /** origin point */
  78701. origin: Vector3;
  78702. /** direction */
  78703. direction: Vector3;
  78704. /** length of the ray */
  78705. length: number;
  78706. private static readonly TmpVector3;
  78707. private _tmpRay;
  78708. /**
  78709. * Creates a new ray
  78710. * @param origin origin point
  78711. * @param direction direction
  78712. * @param length length of the ray
  78713. */
  78714. constructor(
  78715. /** origin point */
  78716. origin: Vector3,
  78717. /** direction */
  78718. direction: Vector3,
  78719. /** length of the ray */
  78720. length?: number);
  78721. /**
  78722. * Checks if the ray intersects a box
  78723. * @param minimum bound of the box
  78724. * @param maximum bound of the box
  78725. * @param intersectionTreshold extra extend to be added to the box in all direction
  78726. * @returns if the box was hit
  78727. */
  78728. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  78729. /**
  78730. * Checks if the ray intersects a box
  78731. * @param box the bounding box to check
  78732. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  78733. * @returns if the box was hit
  78734. */
  78735. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  78736. /**
  78737. * If the ray hits a sphere
  78738. * @param sphere the bounding sphere to check
  78739. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  78740. * @returns true if it hits the sphere
  78741. */
  78742. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  78743. /**
  78744. * If the ray hits a triange
  78745. * @param vertex0 triangle vertex
  78746. * @param vertex1 triangle vertex
  78747. * @param vertex2 triangle vertex
  78748. * @returns intersection information if hit
  78749. */
  78750. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  78751. /**
  78752. * Checks if ray intersects a plane
  78753. * @param plane the plane to check
  78754. * @returns the distance away it was hit
  78755. */
  78756. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  78757. /**
  78758. * Calculate the intercept of a ray on a given axis
  78759. * @param axis to check 'x' | 'y' | 'z'
  78760. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  78761. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  78762. */
  78763. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  78764. /**
  78765. * Checks if ray intersects a mesh
  78766. * @param mesh the mesh to check
  78767. * @param fastCheck if only the bounding box should checked
  78768. * @returns picking info of the intersecton
  78769. */
  78770. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  78771. /**
  78772. * Checks if ray intersects a mesh
  78773. * @param meshes the meshes to check
  78774. * @param fastCheck if only the bounding box should checked
  78775. * @param results array to store result in
  78776. * @returns Array of picking infos
  78777. */
  78778. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  78779. private _comparePickingInfo;
  78780. private static smallnum;
  78781. private static rayl;
  78782. /**
  78783. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  78784. * @param sega the first point of the segment to test the intersection against
  78785. * @param segb the second point of the segment to test the intersection against
  78786. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  78787. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  78788. */
  78789. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  78790. /**
  78791. * Update the ray from viewport position
  78792. * @param x position
  78793. * @param y y position
  78794. * @param viewportWidth viewport width
  78795. * @param viewportHeight viewport height
  78796. * @param world world matrix
  78797. * @param view view matrix
  78798. * @param projection projection matrix
  78799. * @returns this ray updated
  78800. */
  78801. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78802. /**
  78803. * Creates a ray with origin and direction of 0,0,0
  78804. * @returns the new ray
  78805. */
  78806. static Zero(): Ray;
  78807. /**
  78808. * Creates a new ray from screen space and viewport
  78809. * @param x position
  78810. * @param y y position
  78811. * @param viewportWidth viewport width
  78812. * @param viewportHeight viewport height
  78813. * @param world world matrix
  78814. * @param view view matrix
  78815. * @param projection projection matrix
  78816. * @returns new ray
  78817. */
  78818. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78819. /**
  78820. * 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
  78821. * transformed to the given world matrix.
  78822. * @param origin The origin point
  78823. * @param end The end point
  78824. * @param world a matrix to transform the ray to. Default is the identity matrix.
  78825. * @returns the new ray
  78826. */
  78827. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  78828. /**
  78829. * Transforms a ray by a matrix
  78830. * @param ray ray to transform
  78831. * @param matrix matrix to apply
  78832. * @returns the resulting new ray
  78833. */
  78834. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  78835. /**
  78836. * Transforms a ray by a matrix
  78837. * @param ray ray to transform
  78838. * @param matrix matrix to apply
  78839. * @param result ray to store result in
  78840. */
  78841. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  78842. /**
  78843. * Unproject a ray from screen space to object space
  78844. * @param sourceX defines the screen space x coordinate to use
  78845. * @param sourceY defines the screen space y coordinate to use
  78846. * @param viewportWidth defines the current width of the viewport
  78847. * @param viewportHeight defines the current height of the viewport
  78848. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  78849. * @param view defines the view matrix to use
  78850. * @param projection defines the projection matrix to use
  78851. */
  78852. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  78853. }
  78854. /**
  78855. * Type used to define predicate used to select faces when a mesh intersection is detected
  78856. */
  78857. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  78858. interface Scene {
  78859. /** @hidden */
  78860. _tempPickingRay: Nullable<Ray>;
  78861. /** @hidden */
  78862. _cachedRayForTransform: Ray;
  78863. /** @hidden */
  78864. _pickWithRayInverseMatrix: Matrix;
  78865. /** @hidden */
  78866. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  78867. /** @hidden */
  78868. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  78869. }
  78870. }
  78871. declare module BABYLON {
  78872. /**
  78873. * Groups all the scene component constants in one place to ease maintenance.
  78874. * @hidden
  78875. */
  78876. export class SceneComponentConstants {
  78877. static readonly NAME_EFFECTLAYER: string;
  78878. static readonly NAME_LAYER: string;
  78879. static readonly NAME_LENSFLARESYSTEM: string;
  78880. static readonly NAME_BOUNDINGBOXRENDERER: string;
  78881. static readonly NAME_PARTICLESYSTEM: string;
  78882. static readonly NAME_GAMEPAD: string;
  78883. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  78884. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  78885. static readonly NAME_DEPTHRENDERER: string;
  78886. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  78887. static readonly NAME_SPRITE: string;
  78888. static readonly NAME_OUTLINERENDERER: string;
  78889. static readonly NAME_PROCEDURALTEXTURE: string;
  78890. static readonly NAME_SHADOWGENERATOR: string;
  78891. static readonly NAME_OCTREE: string;
  78892. static readonly NAME_PHYSICSENGINE: string;
  78893. static readonly NAME_AUDIO: string;
  78894. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  78895. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78896. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  78897. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78898. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  78899. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  78900. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  78901. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  78902. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  78903. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  78904. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  78905. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  78906. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  78907. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  78908. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  78909. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  78910. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  78911. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  78912. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  78913. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  78914. static readonly STEP_AFTERRENDER_AUDIO: number;
  78915. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  78916. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  78917. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  78918. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  78919. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  78920. static readonly STEP_POINTERMOVE_SPRITE: number;
  78921. static readonly STEP_POINTERDOWN_SPRITE: number;
  78922. static readonly STEP_POINTERUP_SPRITE: number;
  78923. }
  78924. /**
  78925. * This represents a scene component.
  78926. *
  78927. * This is used to decouple the dependency the scene is having on the different workloads like
  78928. * layers, post processes...
  78929. */
  78930. export interface ISceneComponent {
  78931. /**
  78932. * The name of the component. Each component must have a unique name.
  78933. */
  78934. name: string;
  78935. /**
  78936. * The scene the component belongs to.
  78937. */
  78938. scene: Scene;
  78939. /**
  78940. * Register the component to one instance of a scene.
  78941. */
  78942. register(): void;
  78943. /**
  78944. * Rebuilds the elements related to this component in case of
  78945. * context lost for instance.
  78946. */
  78947. rebuild(): void;
  78948. /**
  78949. * Disposes the component and the associated ressources.
  78950. */
  78951. dispose(): void;
  78952. }
  78953. /**
  78954. * This represents a SERIALIZABLE scene component.
  78955. *
  78956. * This extends Scene Component to add Serialization methods on top.
  78957. */
  78958. export interface ISceneSerializableComponent extends ISceneComponent {
  78959. /**
  78960. * Adds all the elements from the container to the scene
  78961. * @param container the container holding the elements
  78962. */
  78963. addFromContainer(container: AbstractScene): void;
  78964. /**
  78965. * Removes all the elements in the container from the scene
  78966. * @param container contains the elements to remove
  78967. * @param dispose if the removed element should be disposed (default: false)
  78968. */
  78969. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  78970. /**
  78971. * Serializes the component data to the specified json object
  78972. * @param serializationObject The object to serialize to
  78973. */
  78974. serialize(serializationObject: any): void;
  78975. }
  78976. /**
  78977. * Strong typing of a Mesh related stage step action
  78978. */
  78979. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  78980. /**
  78981. * Strong typing of a Evaluate Sub Mesh related stage step action
  78982. */
  78983. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  78984. /**
  78985. * Strong typing of a Active Mesh related stage step action
  78986. */
  78987. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  78988. /**
  78989. * Strong typing of a Camera related stage step action
  78990. */
  78991. export type CameraStageAction = (camera: Camera) => void;
  78992. /**
  78993. * Strong typing of a Camera Frame buffer related stage step action
  78994. */
  78995. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  78996. /**
  78997. * Strong typing of a Render Target related stage step action
  78998. */
  78999. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79000. /**
  79001. * Strong typing of a RenderingGroup related stage step action
  79002. */
  79003. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79004. /**
  79005. * Strong typing of a Mesh Render related stage step action
  79006. */
  79007. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79008. /**
  79009. * Strong typing of a simple stage step action
  79010. */
  79011. export type SimpleStageAction = () => void;
  79012. /**
  79013. * Strong typing of a render target action.
  79014. */
  79015. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79016. /**
  79017. * Strong typing of a pointer move action.
  79018. */
  79019. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  79020. /**
  79021. * Strong typing of a pointer up/down action.
  79022. */
  79023. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79024. /**
  79025. * Representation of a stage in the scene (Basically a list of ordered steps)
  79026. * @hidden
  79027. */
  79028. export class Stage<T extends Function> extends Array<{
  79029. index: number;
  79030. component: ISceneComponent;
  79031. action: T;
  79032. }> {
  79033. /**
  79034. * Hide ctor from the rest of the world.
  79035. * @param items The items to add.
  79036. */
  79037. private constructor();
  79038. /**
  79039. * Creates a new Stage.
  79040. * @returns A new instance of a Stage
  79041. */
  79042. static Create<T extends Function>(): Stage<T>;
  79043. /**
  79044. * Registers a step in an ordered way in the targeted stage.
  79045. * @param index Defines the position to register the step in
  79046. * @param component Defines the component attached to the step
  79047. * @param action Defines the action to launch during the step
  79048. */
  79049. registerStep(index: number, component: ISceneComponent, action: T): void;
  79050. /**
  79051. * Clears all the steps from the stage.
  79052. */
  79053. clear(): void;
  79054. }
  79055. }
  79056. declare module BABYLON {
  79057. interface Scene {
  79058. /** @hidden */
  79059. _pointerOverSprite: Nullable<Sprite>;
  79060. /** @hidden */
  79061. _pickedDownSprite: Nullable<Sprite>;
  79062. /** @hidden */
  79063. _tempSpritePickingRay: Nullable<Ray>;
  79064. /**
  79065. * All of the sprite managers added to this scene
  79066. * @see http://doc.babylonjs.com/babylon101/sprites
  79067. */
  79068. spriteManagers: Array<ISpriteManager>;
  79069. /**
  79070. * An event triggered when sprites rendering is about to start
  79071. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79072. */
  79073. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79074. /**
  79075. * An event triggered when sprites rendering is done
  79076. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79077. */
  79078. onAfterSpritesRenderingObservable: Observable<Scene>;
  79079. /** @hidden */
  79080. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79081. /** Launch a ray to try to pick a sprite in the scene
  79082. * @param x position on screen
  79083. * @param y position on screen
  79084. * @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
  79085. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79086. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79087. * @returns a PickingInfo
  79088. */
  79089. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79090. /** Use the given ray to pick a sprite in the scene
  79091. * @param ray The ray (in world space) to use to pick meshes
  79092. * @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
  79093. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79094. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79095. * @returns a PickingInfo
  79096. */
  79097. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79098. /** @hidden */
  79099. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79100. /** Launch a ray to try to pick sprites in the scene
  79101. * @param x position on screen
  79102. * @param y position on screen
  79103. * @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
  79104. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79105. * @returns a PickingInfo array
  79106. */
  79107. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79108. /** Use the given ray to pick sprites in the scene
  79109. * @param ray The ray (in world space) to use to pick meshes
  79110. * @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
  79111. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79112. * @returns a PickingInfo array
  79113. */
  79114. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79115. /**
  79116. * Force the sprite under the pointer
  79117. * @param sprite defines the sprite to use
  79118. */
  79119. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79120. /**
  79121. * Gets the sprite under the pointer
  79122. * @returns a Sprite or null if no sprite is under the pointer
  79123. */
  79124. getPointerOverSprite(): Nullable<Sprite>;
  79125. }
  79126. /**
  79127. * Defines the sprite scene component responsible to manage sprites
  79128. * in a given scene.
  79129. */
  79130. export class SpriteSceneComponent implements ISceneComponent {
  79131. /**
  79132. * The component name helpfull to identify the component in the list of scene components.
  79133. */
  79134. readonly name: string;
  79135. /**
  79136. * The scene the component belongs to.
  79137. */
  79138. scene: Scene;
  79139. /** @hidden */
  79140. private _spritePredicate;
  79141. /**
  79142. * Creates a new instance of the component for the given scene
  79143. * @param scene Defines the scene to register the component in
  79144. */
  79145. constructor(scene: Scene);
  79146. /**
  79147. * Registers the component in a given scene
  79148. */
  79149. register(): void;
  79150. /**
  79151. * Rebuilds the elements related to this component in case of
  79152. * context lost for instance.
  79153. */
  79154. rebuild(): void;
  79155. /**
  79156. * Disposes the component and the associated ressources.
  79157. */
  79158. dispose(): void;
  79159. private _pickSpriteButKeepRay;
  79160. private _pointerMove;
  79161. private _pointerDown;
  79162. private _pointerUp;
  79163. }
  79164. }
  79165. declare module BABYLON {
  79166. /** @hidden */
  79167. export var fogFragmentDeclaration: {
  79168. name: string;
  79169. shader: string;
  79170. };
  79171. }
  79172. declare module BABYLON {
  79173. /** @hidden */
  79174. export var fogFragment: {
  79175. name: string;
  79176. shader: string;
  79177. };
  79178. }
  79179. declare module BABYLON {
  79180. /** @hidden */
  79181. export var spritesPixelShader: {
  79182. name: string;
  79183. shader: string;
  79184. };
  79185. }
  79186. declare module BABYLON {
  79187. /** @hidden */
  79188. export var fogVertexDeclaration: {
  79189. name: string;
  79190. shader: string;
  79191. };
  79192. }
  79193. declare module BABYLON {
  79194. /** @hidden */
  79195. export var spritesVertexShader: {
  79196. name: string;
  79197. shader: string;
  79198. };
  79199. }
  79200. declare module BABYLON {
  79201. /**
  79202. * Defines the minimum interface to fullfil in order to be a sprite manager.
  79203. */
  79204. export interface ISpriteManager extends IDisposable {
  79205. /**
  79206. * Restricts the camera to viewing objects with the same layerMask.
  79207. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  79208. */
  79209. layerMask: number;
  79210. /**
  79211. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  79212. */
  79213. isPickable: boolean;
  79214. /**
  79215. * Specifies the rendering group id for this mesh (0 by default)
  79216. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  79217. */
  79218. renderingGroupId: number;
  79219. /**
  79220. * Defines the list of sprites managed by the manager.
  79221. */
  79222. sprites: Array<Sprite>;
  79223. /**
  79224. * Tests the intersection of a sprite with a specific ray.
  79225. * @param ray The ray we are sending to test the collision
  79226. * @param camera The camera space we are sending rays in
  79227. * @param predicate A predicate allowing excluding sprites from the list of object to test
  79228. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  79229. * @returns picking info or null.
  79230. */
  79231. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79232. /**
  79233. * Intersects the sprites with a ray
  79234. * @param ray defines the ray to intersect with
  79235. * @param camera defines the current active camera
  79236. * @param predicate defines a predicate used to select candidate sprites
  79237. * @returns null if no hit or a PickingInfo array
  79238. */
  79239. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79240. /**
  79241. * Renders the list of sprites on screen.
  79242. */
  79243. render(): void;
  79244. }
  79245. /**
  79246. * Class used to manage multiple sprites on the same spritesheet
  79247. * @see http://doc.babylonjs.com/babylon101/sprites
  79248. */
  79249. export class SpriteManager implements ISpriteManager {
  79250. /** defines the manager's name */
  79251. name: string;
  79252. /** Gets the list of sprites */
  79253. sprites: Sprite[];
  79254. /** Gets or sets the rendering group id (0 by default) */
  79255. renderingGroupId: number;
  79256. /** Gets or sets camera layer mask */
  79257. layerMask: number;
  79258. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  79259. fogEnabled: boolean;
  79260. /** Gets or sets a boolean indicating if the sprites are pickable */
  79261. isPickable: boolean;
  79262. /** Defines the default width of a cell in the spritesheet */
  79263. cellWidth: number;
  79264. /** Defines the default height of a cell in the spritesheet */
  79265. cellHeight: number;
  79266. /** Associative array from JSON sprite data file */
  79267. private _cellData;
  79268. /** Array of sprite names from JSON sprite data file */
  79269. private _spriteMap;
  79270. /** True when packed cell data from JSON file is ready*/
  79271. private _packedAndReady;
  79272. /**
  79273. * An event triggered when the manager is disposed.
  79274. */
  79275. onDisposeObservable: Observable<SpriteManager>;
  79276. private _onDisposeObserver;
  79277. /**
  79278. * Callback called when the manager is disposed
  79279. */
  79280. onDispose: () => void;
  79281. private _capacity;
  79282. private _fromPacked;
  79283. private _spriteTexture;
  79284. private _epsilon;
  79285. private _scene;
  79286. private _vertexData;
  79287. private _buffer;
  79288. private _vertexBuffers;
  79289. private _indexBuffer;
  79290. private _effectBase;
  79291. private _effectFog;
  79292. /**
  79293. * Gets or sets the spritesheet texture
  79294. */
  79295. texture: Texture;
  79296. /**
  79297. * Creates a new sprite manager
  79298. * @param name defines the manager's name
  79299. * @param imgUrl defines the sprite sheet url
  79300. * @param capacity defines the maximum allowed number of sprites
  79301. * @param cellSize defines the size of a sprite cell
  79302. * @param scene defines the hosting scene
  79303. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79304. * @param samplingMode defines the smapling mode to use with spritesheet
  79305. * @param fromPacked set to false; do not alter
  79306. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79307. */
  79308. constructor(
  79309. /** defines the manager's name */
  79310. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79311. private _makePacked;
  79312. private _appendSpriteVertex;
  79313. /**
  79314. * Intersects the sprites with a ray
  79315. * @param ray defines the ray to intersect with
  79316. * @param camera defines the current active camera
  79317. * @param predicate defines a predicate used to select candidate sprites
  79318. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79319. * @returns null if no hit or a PickingInfo
  79320. */
  79321. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79322. /**
  79323. * Intersects the sprites with a ray
  79324. * @param ray defines the ray to intersect with
  79325. * @param camera defines the current active camera
  79326. * @param predicate defines a predicate used to select candidate sprites
  79327. * @returns null if no hit or a PickingInfo array
  79328. */
  79329. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79330. /**
  79331. * Render all child sprites
  79332. */
  79333. render(): void;
  79334. /**
  79335. * Release associated resources
  79336. */
  79337. dispose(): void;
  79338. }
  79339. }
  79340. declare module BABYLON {
  79341. /**
  79342. * Class used to represent a sprite
  79343. * @see http://doc.babylonjs.com/babylon101/sprites
  79344. */
  79345. export class Sprite {
  79346. /** defines the name */
  79347. name: string;
  79348. /** Gets or sets the current world position */
  79349. position: Vector3;
  79350. /** Gets or sets the main color */
  79351. color: Color4;
  79352. /** Gets or sets the width */
  79353. width: number;
  79354. /** Gets or sets the height */
  79355. height: number;
  79356. /** Gets or sets rotation angle */
  79357. angle: number;
  79358. /** Gets or sets the cell index in the sprite sheet */
  79359. cellIndex: number;
  79360. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79361. cellRef: string;
  79362. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79363. invertU: number;
  79364. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79365. invertV: number;
  79366. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79367. disposeWhenFinishedAnimating: boolean;
  79368. /** Gets the list of attached animations */
  79369. animations: Animation[];
  79370. /** Gets or sets a boolean indicating if the sprite can be picked */
  79371. isPickable: boolean;
  79372. /**
  79373. * Gets or sets the associated action manager
  79374. */
  79375. actionManager: Nullable<ActionManager>;
  79376. private _animationStarted;
  79377. private _loopAnimation;
  79378. private _fromIndex;
  79379. private _toIndex;
  79380. private _delay;
  79381. private _direction;
  79382. private _manager;
  79383. private _time;
  79384. private _onAnimationEnd;
  79385. /**
  79386. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79387. */
  79388. isVisible: boolean;
  79389. /**
  79390. * Gets or sets the sprite size
  79391. */
  79392. size: number;
  79393. /**
  79394. * Creates a new Sprite
  79395. * @param name defines the name
  79396. * @param manager defines the manager
  79397. */
  79398. constructor(
  79399. /** defines the name */
  79400. name: string, manager: ISpriteManager);
  79401. /**
  79402. * Starts an animation
  79403. * @param from defines the initial key
  79404. * @param to defines the end key
  79405. * @param loop defines if the animation must loop
  79406. * @param delay defines the start delay (in ms)
  79407. * @param onAnimationEnd defines a callback to call when animation ends
  79408. */
  79409. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79410. /** Stops current animation (if any) */
  79411. stopAnimation(): void;
  79412. /** @hidden */
  79413. _animate(deltaTime: number): void;
  79414. /** Release associated resources */
  79415. dispose(): void;
  79416. }
  79417. }
  79418. declare module BABYLON {
  79419. /**
  79420. * Information about the result of picking within a scene
  79421. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  79422. */
  79423. export class PickingInfo {
  79424. /** @hidden */
  79425. _pickingUnavailable: boolean;
  79426. /**
  79427. * If the pick collided with an object
  79428. */
  79429. hit: boolean;
  79430. /**
  79431. * Distance away where the pick collided
  79432. */
  79433. distance: number;
  79434. /**
  79435. * The location of pick collision
  79436. */
  79437. pickedPoint: Nullable<Vector3>;
  79438. /**
  79439. * The mesh corresponding the the pick collision
  79440. */
  79441. pickedMesh: Nullable<AbstractMesh>;
  79442. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  79443. bu: number;
  79444. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  79445. bv: number;
  79446. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  79447. faceId: number;
  79448. /** Id of the the submesh that was picked */
  79449. subMeshId: number;
  79450. /** If a sprite was picked, this will be the sprite the pick collided with */
  79451. pickedSprite: Nullable<Sprite>;
  79452. /**
  79453. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  79454. */
  79455. originMesh: Nullable<AbstractMesh>;
  79456. /**
  79457. * The ray that was used to perform the picking.
  79458. */
  79459. ray: Nullable<Ray>;
  79460. /**
  79461. * Gets the normal correspodning to the face the pick collided with
  79462. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  79463. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  79464. * @returns The normal correspodning to the face the pick collided with
  79465. */
  79466. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  79467. /**
  79468. * Gets the texture coordinates of where the pick occured
  79469. * @returns the vector containing the coordnates of the texture
  79470. */
  79471. getTextureCoordinates(): Nullable<Vector2>;
  79472. }
  79473. }
  79474. declare module BABYLON {
  79475. /**
  79476. * Gather the list of pointer event types as constants.
  79477. */
  79478. export class PointerEventTypes {
  79479. /**
  79480. * 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.
  79481. */
  79482. static readonly POINTERDOWN: number;
  79483. /**
  79484. * The pointerup event is fired when a pointer is no longer active.
  79485. */
  79486. static readonly POINTERUP: number;
  79487. /**
  79488. * The pointermove event is fired when a pointer changes coordinates.
  79489. */
  79490. static readonly POINTERMOVE: number;
  79491. /**
  79492. * The pointerwheel event is fired when a mouse wheel has been rotated.
  79493. */
  79494. static readonly POINTERWHEEL: number;
  79495. /**
  79496. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  79497. */
  79498. static readonly POINTERPICK: number;
  79499. /**
  79500. * The pointertap event is fired when a the object has been touched and released without drag.
  79501. */
  79502. static readonly POINTERTAP: number;
  79503. /**
  79504. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  79505. */
  79506. static readonly POINTERDOUBLETAP: number;
  79507. }
  79508. /**
  79509. * Base class of pointer info types.
  79510. */
  79511. export class PointerInfoBase {
  79512. /**
  79513. * Defines the type of event (PointerEventTypes)
  79514. */
  79515. type: number;
  79516. /**
  79517. * Defines the related dom event
  79518. */
  79519. event: PointerEvent | MouseWheelEvent;
  79520. /**
  79521. * Instantiates the base class of pointers info.
  79522. * @param type Defines the type of event (PointerEventTypes)
  79523. * @param event Defines the related dom event
  79524. */
  79525. constructor(
  79526. /**
  79527. * Defines the type of event (PointerEventTypes)
  79528. */
  79529. type: number,
  79530. /**
  79531. * Defines the related dom event
  79532. */
  79533. event: PointerEvent | MouseWheelEvent);
  79534. }
  79535. /**
  79536. * This class is used to store pointer related info for the onPrePointerObservable event.
  79537. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  79538. */
  79539. export class PointerInfoPre extends PointerInfoBase {
  79540. /**
  79541. * Ray from a pointer if availible (eg. 6dof controller)
  79542. */
  79543. ray: Nullable<Ray>;
  79544. /**
  79545. * Defines the local position of the pointer on the canvas.
  79546. */
  79547. localPosition: Vector2;
  79548. /**
  79549. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  79550. */
  79551. skipOnPointerObservable: boolean;
  79552. /**
  79553. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  79554. * @param type Defines the type of event (PointerEventTypes)
  79555. * @param event Defines the related dom event
  79556. * @param localX Defines the local x coordinates of the pointer when the event occured
  79557. * @param localY Defines the local y coordinates of the pointer when the event occured
  79558. */
  79559. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  79560. }
  79561. /**
  79562. * This type contains all the data related to a pointer event in Babylon.js.
  79563. * 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.
  79564. */
  79565. export class PointerInfo extends PointerInfoBase {
  79566. /**
  79567. * Defines the picking info associated to the info (if any)\
  79568. */
  79569. pickInfo: Nullable<PickingInfo>;
  79570. /**
  79571. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  79572. * @param type Defines the type of event (PointerEventTypes)
  79573. * @param event Defines the related dom event
  79574. * @param pickInfo Defines the picking info associated to the info (if any)\
  79575. */
  79576. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  79577. /**
  79578. * Defines the picking info associated to the info (if any)\
  79579. */
  79580. pickInfo: Nullable<PickingInfo>);
  79581. }
  79582. /**
  79583. * Data relating to a touch event on the screen.
  79584. */
  79585. export interface PointerTouch {
  79586. /**
  79587. * X coordinate of touch.
  79588. */
  79589. x: number;
  79590. /**
  79591. * Y coordinate of touch.
  79592. */
  79593. y: number;
  79594. /**
  79595. * Id of touch. Unique for each finger.
  79596. */
  79597. pointerId: number;
  79598. /**
  79599. * Event type passed from DOM.
  79600. */
  79601. type: any;
  79602. }
  79603. }
  79604. declare module BABYLON {
  79605. /**
  79606. * Manage the mouse inputs to control the movement of a free camera.
  79607. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79608. */
  79609. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  79610. /**
  79611. * Define if touch is enabled in the mouse input
  79612. */
  79613. touchEnabled: boolean;
  79614. /**
  79615. * Defines the camera the input is attached to.
  79616. */
  79617. camera: FreeCamera;
  79618. /**
  79619. * Defines the buttons associated with the input to handle camera move.
  79620. */
  79621. buttons: number[];
  79622. /**
  79623. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  79624. */
  79625. angularSensibility: number;
  79626. private _pointerInput;
  79627. private _onMouseMove;
  79628. private _observer;
  79629. private previousPosition;
  79630. /**
  79631. * Observable for when a pointer move event occurs containing the move offset
  79632. */
  79633. onPointerMovedObservable: Observable<{
  79634. offsetX: number;
  79635. offsetY: number;
  79636. }>;
  79637. /**
  79638. * @hidden
  79639. * If the camera should be rotated automatically based on pointer movement
  79640. */
  79641. _allowCameraRotation: boolean;
  79642. /**
  79643. * Manage the mouse inputs to control the movement of a free camera.
  79644. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79645. * @param touchEnabled Defines if touch is enabled or not
  79646. */
  79647. constructor(
  79648. /**
  79649. * Define if touch is enabled in the mouse input
  79650. */
  79651. touchEnabled?: boolean);
  79652. /**
  79653. * Attach the input controls to a specific dom element to get the input from.
  79654. * @param element Defines the element the controls should be listened from
  79655. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79656. */
  79657. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79658. /**
  79659. * Called on JS contextmenu event.
  79660. * Override this method to provide functionality.
  79661. */
  79662. protected onContextMenu(evt: PointerEvent): void;
  79663. /**
  79664. * Detach the current controls from the specified dom element.
  79665. * @param element Defines the element to stop listening the inputs from
  79666. */
  79667. detachControl(element: Nullable<HTMLElement>): void;
  79668. /**
  79669. * Gets the class name of the current intput.
  79670. * @returns the class name
  79671. */
  79672. getClassName(): string;
  79673. /**
  79674. * Get the friendly name associated with the input class.
  79675. * @returns the input friendly name
  79676. */
  79677. getSimpleName(): string;
  79678. }
  79679. }
  79680. declare module BABYLON {
  79681. /**
  79682. * Manage the touch inputs to control the movement of a free camera.
  79683. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79684. */
  79685. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  79686. /**
  79687. * Defines the camera the input is attached to.
  79688. */
  79689. camera: FreeCamera;
  79690. /**
  79691. * Defines the touch sensibility for rotation.
  79692. * The higher the faster.
  79693. */
  79694. touchAngularSensibility: number;
  79695. /**
  79696. * Defines the touch sensibility for move.
  79697. * The higher the faster.
  79698. */
  79699. touchMoveSensibility: number;
  79700. private _offsetX;
  79701. private _offsetY;
  79702. private _pointerPressed;
  79703. private _pointerInput;
  79704. private _observer;
  79705. private _onLostFocus;
  79706. /**
  79707. * Attach the input controls to a specific dom element to get the input from.
  79708. * @param element Defines the element the controls should be listened from
  79709. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79710. */
  79711. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79712. /**
  79713. * Detach the current controls from the specified dom element.
  79714. * @param element Defines the element to stop listening the inputs from
  79715. */
  79716. detachControl(element: Nullable<HTMLElement>): void;
  79717. /**
  79718. * Update the current camera state depending on the inputs that have been used this frame.
  79719. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79720. */
  79721. checkInputs(): void;
  79722. /**
  79723. * Gets the class name of the current intput.
  79724. * @returns the class name
  79725. */
  79726. getClassName(): string;
  79727. /**
  79728. * Get the friendly name associated with the input class.
  79729. * @returns the input friendly name
  79730. */
  79731. getSimpleName(): string;
  79732. }
  79733. }
  79734. declare module BABYLON {
  79735. /**
  79736. * Default Inputs manager for the FreeCamera.
  79737. * It groups all the default supported inputs for ease of use.
  79738. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79739. */
  79740. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  79741. /**
  79742. * @hidden
  79743. */
  79744. _mouseInput: Nullable<FreeCameraMouseInput>;
  79745. /**
  79746. * Instantiates a new FreeCameraInputsManager.
  79747. * @param camera Defines the camera the inputs belong to
  79748. */
  79749. constructor(camera: FreeCamera);
  79750. /**
  79751. * Add keyboard input support to the input manager.
  79752. * @returns the current input manager
  79753. */
  79754. addKeyboard(): FreeCameraInputsManager;
  79755. /**
  79756. * Add mouse input support to the input manager.
  79757. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  79758. * @returns the current input manager
  79759. */
  79760. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  79761. /**
  79762. * Removes the mouse input support from the manager
  79763. * @returns the current input manager
  79764. */
  79765. removeMouse(): FreeCameraInputsManager;
  79766. /**
  79767. * Add touch input support to the input manager.
  79768. * @returns the current input manager
  79769. */
  79770. addTouch(): FreeCameraInputsManager;
  79771. /**
  79772. * Remove all attached input methods from a camera
  79773. */
  79774. clear(): void;
  79775. }
  79776. }
  79777. declare module BABYLON {
  79778. /**
  79779. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79780. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  79781. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79782. */
  79783. export class FreeCamera extends TargetCamera {
  79784. /**
  79785. * Define the collision ellipsoid of the camera.
  79786. * This is helpful to simulate a camera body like the player body around the camera
  79787. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  79788. */
  79789. ellipsoid: Vector3;
  79790. /**
  79791. * Define an offset for the position of the ellipsoid around the camera.
  79792. * This can be helpful to determine the center of the body near the gravity center of the body
  79793. * instead of its head.
  79794. */
  79795. ellipsoidOffset: Vector3;
  79796. /**
  79797. * Enable or disable collisions of the camera with the rest of the scene objects.
  79798. */
  79799. checkCollisions: boolean;
  79800. /**
  79801. * Enable or disable gravity on the camera.
  79802. */
  79803. applyGravity: boolean;
  79804. /**
  79805. * Define the input manager associated to the camera.
  79806. */
  79807. inputs: FreeCameraInputsManager;
  79808. /**
  79809. * Gets the input sensibility for a mouse input. (default is 2000.0)
  79810. * Higher values reduce sensitivity.
  79811. */
  79812. /**
  79813. * Sets the input sensibility for a mouse input. (default is 2000.0)
  79814. * Higher values reduce sensitivity.
  79815. */
  79816. angularSensibility: number;
  79817. /**
  79818. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  79819. */
  79820. keysUp: number[];
  79821. /**
  79822. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  79823. */
  79824. keysDown: number[];
  79825. /**
  79826. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  79827. */
  79828. keysLeft: number[];
  79829. /**
  79830. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  79831. */
  79832. keysRight: number[];
  79833. /**
  79834. * Event raised when the camera collide with a mesh in the scene.
  79835. */
  79836. onCollide: (collidedMesh: AbstractMesh) => void;
  79837. private _collider;
  79838. private _needMoveForGravity;
  79839. private _oldPosition;
  79840. private _diffPosition;
  79841. private _newPosition;
  79842. /** @hidden */
  79843. _localDirection: Vector3;
  79844. /** @hidden */
  79845. _transformedDirection: Vector3;
  79846. /**
  79847. * Instantiates a Free Camera.
  79848. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79849. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  79850. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79851. * @param name Define the name of the camera in the scene
  79852. * @param position Define the start position of the camera in the scene
  79853. * @param scene Define the scene the camera belongs to
  79854. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  79855. */
  79856. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  79857. /**
  79858. * Attached controls to the current camera.
  79859. * @param element Defines the element the controls should be listened from
  79860. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79861. */
  79862. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79863. /**
  79864. * Detach the current controls from the camera.
  79865. * The camera will stop reacting to inputs.
  79866. * @param element Defines the element to stop listening the inputs from
  79867. */
  79868. detachControl(element: HTMLElement): void;
  79869. private _collisionMask;
  79870. /**
  79871. * Define a collision mask to limit the list of object the camera can collide with
  79872. */
  79873. collisionMask: number;
  79874. /** @hidden */
  79875. _collideWithWorld(displacement: Vector3): void;
  79876. private _onCollisionPositionChange;
  79877. /** @hidden */
  79878. _checkInputs(): void;
  79879. /** @hidden */
  79880. _decideIfNeedsToMove(): boolean;
  79881. /** @hidden */
  79882. _updatePosition(): void;
  79883. /**
  79884. * Destroy the camera and release the current resources hold by it.
  79885. */
  79886. dispose(): void;
  79887. /**
  79888. * Gets the current object class name.
  79889. * @return the class name
  79890. */
  79891. getClassName(): string;
  79892. }
  79893. }
  79894. declare module BABYLON {
  79895. /**
  79896. * Represents a gamepad control stick position
  79897. */
  79898. export class StickValues {
  79899. /**
  79900. * The x component of the control stick
  79901. */
  79902. x: number;
  79903. /**
  79904. * The y component of the control stick
  79905. */
  79906. y: number;
  79907. /**
  79908. * Initializes the gamepad x and y control stick values
  79909. * @param x The x component of the gamepad control stick value
  79910. * @param y The y component of the gamepad control stick value
  79911. */
  79912. constructor(
  79913. /**
  79914. * The x component of the control stick
  79915. */
  79916. x: number,
  79917. /**
  79918. * The y component of the control stick
  79919. */
  79920. y: number);
  79921. }
  79922. /**
  79923. * An interface which manages callbacks for gamepad button changes
  79924. */
  79925. export interface GamepadButtonChanges {
  79926. /**
  79927. * Called when a gamepad has been changed
  79928. */
  79929. changed: boolean;
  79930. /**
  79931. * Called when a gamepad press event has been triggered
  79932. */
  79933. pressChanged: boolean;
  79934. /**
  79935. * Called when a touch event has been triggered
  79936. */
  79937. touchChanged: boolean;
  79938. /**
  79939. * Called when a value has changed
  79940. */
  79941. valueChanged: boolean;
  79942. }
  79943. /**
  79944. * Represents a gamepad
  79945. */
  79946. export class Gamepad {
  79947. /**
  79948. * The id of the gamepad
  79949. */
  79950. id: string;
  79951. /**
  79952. * The index of the gamepad
  79953. */
  79954. index: number;
  79955. /**
  79956. * The browser gamepad
  79957. */
  79958. browserGamepad: any;
  79959. /**
  79960. * Specifies what type of gamepad this represents
  79961. */
  79962. type: number;
  79963. private _leftStick;
  79964. private _rightStick;
  79965. /** @hidden */
  79966. _isConnected: boolean;
  79967. private _leftStickAxisX;
  79968. private _leftStickAxisY;
  79969. private _rightStickAxisX;
  79970. private _rightStickAxisY;
  79971. /**
  79972. * Triggered when the left control stick has been changed
  79973. */
  79974. private _onleftstickchanged;
  79975. /**
  79976. * Triggered when the right control stick has been changed
  79977. */
  79978. private _onrightstickchanged;
  79979. /**
  79980. * Represents a gamepad controller
  79981. */
  79982. static GAMEPAD: number;
  79983. /**
  79984. * Represents a generic controller
  79985. */
  79986. static GENERIC: number;
  79987. /**
  79988. * Represents an XBox controller
  79989. */
  79990. static XBOX: number;
  79991. /**
  79992. * Represents a pose-enabled controller
  79993. */
  79994. static POSE_ENABLED: number;
  79995. /**
  79996. * Represents an Dual Shock controller
  79997. */
  79998. static DUALSHOCK: number;
  79999. /**
  80000. * Specifies whether the left control stick should be Y-inverted
  80001. */
  80002. protected _invertLeftStickY: boolean;
  80003. /**
  80004. * Specifies if the gamepad has been connected
  80005. */
  80006. readonly isConnected: boolean;
  80007. /**
  80008. * Initializes the gamepad
  80009. * @param id The id of the gamepad
  80010. * @param index The index of the gamepad
  80011. * @param browserGamepad The browser gamepad
  80012. * @param leftStickX The x component of the left joystick
  80013. * @param leftStickY The y component of the left joystick
  80014. * @param rightStickX The x component of the right joystick
  80015. * @param rightStickY The y component of the right joystick
  80016. */
  80017. constructor(
  80018. /**
  80019. * The id of the gamepad
  80020. */
  80021. id: string,
  80022. /**
  80023. * The index of the gamepad
  80024. */
  80025. index: number,
  80026. /**
  80027. * The browser gamepad
  80028. */
  80029. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80030. /**
  80031. * Callback triggered when the left joystick has changed
  80032. * @param callback
  80033. */
  80034. onleftstickchanged(callback: (values: StickValues) => void): void;
  80035. /**
  80036. * Callback triggered when the right joystick has changed
  80037. * @param callback
  80038. */
  80039. onrightstickchanged(callback: (values: StickValues) => void): void;
  80040. /**
  80041. * Gets the left joystick
  80042. */
  80043. /**
  80044. * Sets the left joystick values
  80045. */
  80046. leftStick: StickValues;
  80047. /**
  80048. * Gets the right joystick
  80049. */
  80050. /**
  80051. * Sets the right joystick value
  80052. */
  80053. rightStick: StickValues;
  80054. /**
  80055. * Updates the gamepad joystick positions
  80056. */
  80057. update(): void;
  80058. /**
  80059. * Disposes the gamepad
  80060. */
  80061. dispose(): void;
  80062. }
  80063. /**
  80064. * Represents a generic gamepad
  80065. */
  80066. export class GenericPad extends Gamepad {
  80067. private _buttons;
  80068. private _onbuttondown;
  80069. private _onbuttonup;
  80070. /**
  80071. * Observable triggered when a button has been pressed
  80072. */
  80073. onButtonDownObservable: Observable<number>;
  80074. /**
  80075. * Observable triggered when a button has been released
  80076. */
  80077. onButtonUpObservable: Observable<number>;
  80078. /**
  80079. * Callback triggered when a button has been pressed
  80080. * @param callback Called when a button has been pressed
  80081. */
  80082. onbuttondown(callback: (buttonPressed: number) => void): void;
  80083. /**
  80084. * Callback triggered when a button has been released
  80085. * @param callback Called when a button has been released
  80086. */
  80087. onbuttonup(callback: (buttonReleased: number) => void): void;
  80088. /**
  80089. * Initializes the generic gamepad
  80090. * @param id The id of the generic gamepad
  80091. * @param index The index of the generic gamepad
  80092. * @param browserGamepad The browser gamepad
  80093. */
  80094. constructor(id: string, index: number, browserGamepad: any);
  80095. private _setButtonValue;
  80096. /**
  80097. * Updates the generic gamepad
  80098. */
  80099. update(): void;
  80100. /**
  80101. * Disposes the generic gamepad
  80102. */
  80103. dispose(): void;
  80104. }
  80105. }
  80106. declare module BABYLON {
  80107. interface Engine {
  80108. /**
  80109. * Creates a raw texture
  80110. * @param data defines the data to store in the texture
  80111. * @param width defines the width of the texture
  80112. * @param height defines the height of the texture
  80113. * @param format defines the format of the data
  80114. * @param generateMipMaps defines if the engine should generate the mip levels
  80115. * @param invertY defines if data must be stored with Y axis inverted
  80116. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80117. * @param compression defines the compression used (null by default)
  80118. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80119. * @returns the raw texture inside an InternalTexture
  80120. */
  80121. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80122. /**
  80123. * Update a raw texture
  80124. * @param texture defines the texture to update
  80125. * @param data defines the data to store in the texture
  80126. * @param format defines the format of the data
  80127. * @param invertY defines if data must be stored with Y axis inverted
  80128. */
  80129. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80130. /**
  80131. * Update a raw texture
  80132. * @param texture defines the texture to update
  80133. * @param data defines the data to store in the texture
  80134. * @param format defines the format of the data
  80135. * @param invertY defines if data must be stored with Y axis inverted
  80136. * @param compression defines the compression used (null by default)
  80137. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80138. */
  80139. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80140. /**
  80141. * Creates a new raw cube texture
  80142. * @param data defines the array of data to use to create each face
  80143. * @param size defines the size of the textures
  80144. * @param format defines the format of the data
  80145. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80146. * @param generateMipMaps defines if the engine should generate the mip levels
  80147. * @param invertY defines if data must be stored with Y axis inverted
  80148. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80149. * @param compression defines the compression used (null by default)
  80150. * @returns the cube texture as an InternalTexture
  80151. */
  80152. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80153. /**
  80154. * Update a raw cube texture
  80155. * @param texture defines the texture to udpdate
  80156. * @param data defines the data to store
  80157. * @param format defines the data format
  80158. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80159. * @param invertY defines if data must be stored with Y axis inverted
  80160. */
  80161. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80162. /**
  80163. * Update a raw cube texture
  80164. * @param texture defines the texture to udpdate
  80165. * @param data defines the data to store
  80166. * @param format defines the data format
  80167. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80168. * @param invertY defines if data must be stored with Y axis inverted
  80169. * @param compression defines the compression used (null by default)
  80170. */
  80171. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80172. /**
  80173. * Update a raw cube texture
  80174. * @param texture defines the texture to udpdate
  80175. * @param data defines the data to store
  80176. * @param format defines the data format
  80177. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80178. * @param invertY defines if data must be stored with Y axis inverted
  80179. * @param compression defines the compression used (null by default)
  80180. * @param level defines which level of the texture to update
  80181. */
  80182. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80183. /**
  80184. * Creates a new raw cube texture from a specified url
  80185. * @param url defines the url where the data is located
  80186. * @param scene defines the current scene
  80187. * @param size defines the size of the textures
  80188. * @param format defines the format of the data
  80189. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80190. * @param noMipmap defines if the engine should avoid generating the mip levels
  80191. * @param callback defines a callback used to extract texture data from loaded data
  80192. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80193. * @param onLoad defines a callback called when texture is loaded
  80194. * @param onError defines a callback called if there is an error
  80195. * @returns the cube texture as an InternalTexture
  80196. */
  80197. 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;
  80198. /**
  80199. * Creates a new raw cube texture from a specified url
  80200. * @param url defines the url where the data is located
  80201. * @param scene defines the current scene
  80202. * @param size defines the size of the textures
  80203. * @param format defines the format of the data
  80204. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80205. * @param noMipmap defines if the engine should avoid generating the mip levels
  80206. * @param callback defines a callback used to extract texture data from loaded data
  80207. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80208. * @param onLoad defines a callback called when texture is loaded
  80209. * @param onError defines a callback called if there is an error
  80210. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80211. * @param invertY defines if data must be stored with Y axis inverted
  80212. * @returns the cube texture as an InternalTexture
  80213. */
  80214. 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;
  80215. /**
  80216. * Creates a new raw 3D texture
  80217. * @param data defines the data used to create the texture
  80218. * @param width defines the width of the texture
  80219. * @param height defines the height of the texture
  80220. * @param depth defines the depth of the texture
  80221. * @param format defines the format of the texture
  80222. * @param generateMipMaps defines if the engine must generate mip levels
  80223. * @param invertY defines if data must be stored with Y axis inverted
  80224. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80225. * @param compression defines the compressed used (can be null)
  80226. * @param textureType defines the compressed used (can be null)
  80227. * @returns a new raw 3D texture (stored in an InternalTexture)
  80228. */
  80229. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80230. /**
  80231. * Update a raw 3D texture
  80232. * @param texture defines the texture to update
  80233. * @param data defines the data to store
  80234. * @param format defines the data format
  80235. * @param invertY defines if data must be stored with Y axis inverted
  80236. */
  80237. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80238. /**
  80239. * Update a raw 3D texture
  80240. * @param texture defines the texture to update
  80241. * @param data defines the data to store
  80242. * @param format defines the data format
  80243. * @param invertY defines if data must be stored with Y axis inverted
  80244. * @param compression defines the used compression (can be null)
  80245. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80246. */
  80247. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80248. }
  80249. }
  80250. declare module BABYLON {
  80251. /**
  80252. * Raw texture can help creating a texture directly from an array of data.
  80253. * This can be super useful if you either get the data from an uncompressed source or
  80254. * if you wish to create your texture pixel by pixel.
  80255. */
  80256. export class RawTexture extends Texture {
  80257. /**
  80258. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80259. */
  80260. format: number;
  80261. private _engine;
  80262. /**
  80263. * Instantiates a new RawTexture.
  80264. * Raw texture can help creating a texture directly from an array of data.
  80265. * This can be super useful if you either get the data from an uncompressed source or
  80266. * if you wish to create your texture pixel by pixel.
  80267. * @param data define the array of data to use to create the texture
  80268. * @param width define the width of the texture
  80269. * @param height define the height of the texture
  80270. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80271. * @param scene define the scene the texture belongs to
  80272. * @param generateMipMaps define whether mip maps should be generated or not
  80273. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80274. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80275. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80276. */
  80277. constructor(data: ArrayBufferView, width: number, height: number,
  80278. /**
  80279. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80280. */
  80281. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  80282. /**
  80283. * Updates the texture underlying data.
  80284. * @param data Define the new data of the texture
  80285. */
  80286. update(data: ArrayBufferView): void;
  80287. /**
  80288. * Creates a luminance texture from some data.
  80289. * @param data Define the texture data
  80290. * @param width Define the width of the texture
  80291. * @param height Define the height of the texture
  80292. * @param scene Define the scene the texture belongs to
  80293. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80294. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80295. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80296. * @returns the luminance texture
  80297. */
  80298. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80299. /**
  80300. * Creates a luminance alpha texture from some data.
  80301. * @param data Define the texture data
  80302. * @param width Define the width of the texture
  80303. * @param height Define the height of the texture
  80304. * @param scene Define the scene the texture belongs to
  80305. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80306. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80307. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80308. * @returns the luminance alpha texture
  80309. */
  80310. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80311. /**
  80312. * Creates an alpha texture from some data.
  80313. * @param data Define the texture data
  80314. * @param width Define the width of the texture
  80315. * @param height Define the height of the texture
  80316. * @param scene Define the scene the texture belongs to
  80317. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80318. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80319. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80320. * @returns the alpha texture
  80321. */
  80322. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80323. /**
  80324. * Creates a RGB texture from some data.
  80325. * @param data Define the texture data
  80326. * @param width Define the width of the texture
  80327. * @param height Define the height of the texture
  80328. * @param scene Define the scene the texture belongs to
  80329. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80330. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80331. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80332. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80333. * @returns the RGB alpha texture
  80334. */
  80335. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80336. /**
  80337. * Creates a RGBA texture from some data.
  80338. * @param data Define the texture data
  80339. * @param width Define the width of the texture
  80340. * @param height Define the height of the texture
  80341. * @param scene Define the scene the texture belongs to
  80342. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80343. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80344. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80345. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80346. * @returns the RGBA texture
  80347. */
  80348. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80349. /**
  80350. * Creates a R texture from some data.
  80351. * @param data Define the texture data
  80352. * @param width Define the width of the texture
  80353. * @param height Define the height of the texture
  80354. * @param scene Define the scene the texture belongs to
  80355. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80356. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80357. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80358. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80359. * @returns the R texture
  80360. */
  80361. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80362. }
  80363. }
  80364. declare module BABYLON {
  80365. /**
  80366. * Interface for the size containing width and height
  80367. */
  80368. export interface ISize {
  80369. /**
  80370. * Width
  80371. */
  80372. width: number;
  80373. /**
  80374. * Heighht
  80375. */
  80376. height: number;
  80377. }
  80378. /**
  80379. * Size containing widht and height
  80380. */
  80381. export class Size implements ISize {
  80382. /**
  80383. * Width
  80384. */
  80385. width: number;
  80386. /**
  80387. * Height
  80388. */
  80389. height: number;
  80390. /**
  80391. * Creates a Size object from the given width and height (floats).
  80392. * @param width width of the new size
  80393. * @param height height of the new size
  80394. */
  80395. constructor(width: number, height: number);
  80396. /**
  80397. * Returns a string with the Size width and height
  80398. * @returns a string with the Size width and height
  80399. */
  80400. toString(): string;
  80401. /**
  80402. * "Size"
  80403. * @returns the string "Size"
  80404. */
  80405. getClassName(): string;
  80406. /**
  80407. * Returns the Size hash code.
  80408. * @returns a hash code for a unique width and height
  80409. */
  80410. getHashCode(): number;
  80411. /**
  80412. * Updates the current size from the given one.
  80413. * @param src the given size
  80414. */
  80415. copyFrom(src: Size): void;
  80416. /**
  80417. * Updates in place the current Size from the given floats.
  80418. * @param width width of the new size
  80419. * @param height height of the new size
  80420. * @returns the updated Size.
  80421. */
  80422. copyFromFloats(width: number, height: number): Size;
  80423. /**
  80424. * Updates in place the current Size from the given floats.
  80425. * @param width width to set
  80426. * @param height height to set
  80427. * @returns the updated Size.
  80428. */
  80429. set(width: number, height: number): Size;
  80430. /**
  80431. * Multiplies the width and height by numbers
  80432. * @param w factor to multiple the width by
  80433. * @param h factor to multiple the height by
  80434. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  80435. */
  80436. multiplyByFloats(w: number, h: number): Size;
  80437. /**
  80438. * Clones the size
  80439. * @returns a new Size copied from the given one.
  80440. */
  80441. clone(): Size;
  80442. /**
  80443. * True if the current Size and the given one width and height are strictly equal.
  80444. * @param other the other size to compare against
  80445. * @returns True if the current Size and the given one width and height are strictly equal.
  80446. */
  80447. equals(other: Size): boolean;
  80448. /**
  80449. * The surface of the Size : width * height (float).
  80450. */
  80451. readonly surface: number;
  80452. /**
  80453. * Create a new size of zero
  80454. * @returns a new Size set to (0.0, 0.0)
  80455. */
  80456. static Zero(): Size;
  80457. /**
  80458. * Sums the width and height of two sizes
  80459. * @param otherSize size to add to this size
  80460. * @returns a new Size set as the addition result of the current Size and the given one.
  80461. */
  80462. add(otherSize: Size): Size;
  80463. /**
  80464. * Subtracts the width and height of two
  80465. * @param otherSize size to subtract to this size
  80466. * @returns a new Size set as the subtraction result of the given one from the current Size.
  80467. */
  80468. subtract(otherSize: Size): Size;
  80469. /**
  80470. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  80471. * @param start starting size to lerp between
  80472. * @param end end size to lerp between
  80473. * @param amount amount to lerp between the start and end values
  80474. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  80475. */
  80476. static Lerp(start: Size, end: Size, amount: number): Size;
  80477. }
  80478. }
  80479. declare module BABYLON {
  80480. /**
  80481. * Defines a runtime animation
  80482. */
  80483. export class RuntimeAnimation {
  80484. private _events;
  80485. /**
  80486. * The current frame of the runtime animation
  80487. */
  80488. private _currentFrame;
  80489. /**
  80490. * The animation used by the runtime animation
  80491. */
  80492. private _animation;
  80493. /**
  80494. * The target of the runtime animation
  80495. */
  80496. private _target;
  80497. /**
  80498. * The initiating animatable
  80499. */
  80500. private _host;
  80501. /**
  80502. * The original value of the runtime animation
  80503. */
  80504. private _originalValue;
  80505. /**
  80506. * The original blend value of the runtime animation
  80507. */
  80508. private _originalBlendValue;
  80509. /**
  80510. * The offsets cache of the runtime animation
  80511. */
  80512. private _offsetsCache;
  80513. /**
  80514. * The high limits cache of the runtime animation
  80515. */
  80516. private _highLimitsCache;
  80517. /**
  80518. * Specifies if the runtime animation has been stopped
  80519. */
  80520. private _stopped;
  80521. /**
  80522. * The blending factor of the runtime animation
  80523. */
  80524. private _blendingFactor;
  80525. /**
  80526. * The BabylonJS scene
  80527. */
  80528. private _scene;
  80529. /**
  80530. * The current value of the runtime animation
  80531. */
  80532. private _currentValue;
  80533. /** @hidden */
  80534. _animationState: _IAnimationState;
  80535. /**
  80536. * The active target of the runtime animation
  80537. */
  80538. private _activeTargets;
  80539. private _currentActiveTarget;
  80540. private _directTarget;
  80541. /**
  80542. * The target path of the runtime animation
  80543. */
  80544. private _targetPath;
  80545. /**
  80546. * The weight of the runtime animation
  80547. */
  80548. private _weight;
  80549. /**
  80550. * The ratio offset of the runtime animation
  80551. */
  80552. private _ratioOffset;
  80553. /**
  80554. * The previous delay of the runtime animation
  80555. */
  80556. private _previousDelay;
  80557. /**
  80558. * The previous ratio of the runtime animation
  80559. */
  80560. private _previousRatio;
  80561. private _enableBlending;
  80562. private _keys;
  80563. private _minFrame;
  80564. private _maxFrame;
  80565. private _minValue;
  80566. private _maxValue;
  80567. private _targetIsArray;
  80568. /**
  80569. * Gets the current frame of the runtime animation
  80570. */
  80571. readonly currentFrame: number;
  80572. /**
  80573. * Gets the weight of the runtime animation
  80574. */
  80575. readonly weight: number;
  80576. /**
  80577. * Gets the current value of the runtime animation
  80578. */
  80579. readonly currentValue: any;
  80580. /**
  80581. * Gets the target path of the runtime animation
  80582. */
  80583. readonly targetPath: string;
  80584. /**
  80585. * Gets the actual target of the runtime animation
  80586. */
  80587. readonly target: any;
  80588. /** @hidden */
  80589. _onLoop: () => void;
  80590. /**
  80591. * Create a new RuntimeAnimation object
  80592. * @param target defines the target of the animation
  80593. * @param animation defines the source animation object
  80594. * @param scene defines the hosting scene
  80595. * @param host defines the initiating Animatable
  80596. */
  80597. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  80598. private _preparePath;
  80599. /**
  80600. * Gets the animation from the runtime animation
  80601. */
  80602. readonly animation: Animation;
  80603. /**
  80604. * Resets the runtime animation to the beginning
  80605. * @param restoreOriginal defines whether to restore the target property to the original value
  80606. */
  80607. reset(restoreOriginal?: boolean): void;
  80608. /**
  80609. * Specifies if the runtime animation is stopped
  80610. * @returns Boolean specifying if the runtime animation is stopped
  80611. */
  80612. isStopped(): boolean;
  80613. /**
  80614. * Disposes of the runtime animation
  80615. */
  80616. dispose(): void;
  80617. /**
  80618. * Apply the interpolated value to the target
  80619. * @param currentValue defines the value computed by the animation
  80620. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  80621. */
  80622. setValue(currentValue: any, weight: number): void;
  80623. private _getOriginalValues;
  80624. private _setValue;
  80625. /**
  80626. * Gets the loop pmode of the runtime animation
  80627. * @returns Loop Mode
  80628. */
  80629. private _getCorrectLoopMode;
  80630. /**
  80631. * Move the current animation to a given frame
  80632. * @param frame defines the frame to move to
  80633. */
  80634. goToFrame(frame: number): void;
  80635. /**
  80636. * @hidden Internal use only
  80637. */
  80638. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  80639. /**
  80640. * Execute the current animation
  80641. * @param delay defines the delay to add to the current frame
  80642. * @param from defines the lower bound of the animation range
  80643. * @param to defines the upper bound of the animation range
  80644. * @param loop defines if the current animation must loop
  80645. * @param speedRatio defines the current speed ratio
  80646. * @param weight defines the weight of the animation (default is -1 so no weight)
  80647. * @param onLoop optional callback called when animation loops
  80648. * @returns a boolean indicating if the animation is running
  80649. */
  80650. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  80651. }
  80652. }
  80653. declare module BABYLON {
  80654. /**
  80655. * Class used to store an actual running animation
  80656. */
  80657. export class Animatable {
  80658. /** defines the target object */
  80659. target: any;
  80660. /** defines the starting frame number (default is 0) */
  80661. fromFrame: number;
  80662. /** defines the ending frame number (default is 100) */
  80663. toFrame: number;
  80664. /** defines if the animation must loop (default is false) */
  80665. loopAnimation: boolean;
  80666. /** defines a callback to call when animation ends if it is not looping */
  80667. onAnimationEnd?: (() => void) | null | undefined;
  80668. /** defines a callback to call when animation loops */
  80669. onAnimationLoop?: (() => void) | null | undefined;
  80670. private _localDelayOffset;
  80671. private _pausedDelay;
  80672. private _runtimeAnimations;
  80673. private _paused;
  80674. private _scene;
  80675. private _speedRatio;
  80676. private _weight;
  80677. private _syncRoot;
  80678. /**
  80679. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  80680. * This will only apply for non looping animation (default is true)
  80681. */
  80682. disposeOnEnd: boolean;
  80683. /**
  80684. * Gets a boolean indicating if the animation has started
  80685. */
  80686. animationStarted: boolean;
  80687. /**
  80688. * Observer raised when the animation ends
  80689. */
  80690. onAnimationEndObservable: Observable<Animatable>;
  80691. /**
  80692. * Observer raised when the animation loops
  80693. */
  80694. onAnimationLoopObservable: Observable<Animatable>;
  80695. /**
  80696. * Gets the root Animatable used to synchronize and normalize animations
  80697. */
  80698. readonly syncRoot: Nullable<Animatable>;
  80699. /**
  80700. * Gets the current frame of the first RuntimeAnimation
  80701. * Used to synchronize Animatables
  80702. */
  80703. readonly masterFrame: number;
  80704. /**
  80705. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  80706. */
  80707. weight: number;
  80708. /**
  80709. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  80710. */
  80711. speedRatio: number;
  80712. /**
  80713. * Creates a new Animatable
  80714. * @param scene defines the hosting scene
  80715. * @param target defines the target object
  80716. * @param fromFrame defines the starting frame number (default is 0)
  80717. * @param toFrame defines the ending frame number (default is 100)
  80718. * @param loopAnimation defines if the animation must loop (default is false)
  80719. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  80720. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  80721. * @param animations defines a group of animation to add to the new Animatable
  80722. * @param onAnimationLoop defines a callback to call when animation loops
  80723. */
  80724. constructor(scene: Scene,
  80725. /** defines the target object */
  80726. target: any,
  80727. /** defines the starting frame number (default is 0) */
  80728. fromFrame?: number,
  80729. /** defines the ending frame number (default is 100) */
  80730. toFrame?: number,
  80731. /** defines if the animation must loop (default is false) */
  80732. loopAnimation?: boolean, speedRatio?: number,
  80733. /** defines a callback to call when animation ends if it is not looping */
  80734. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  80735. /** defines a callback to call when animation loops */
  80736. onAnimationLoop?: (() => void) | null | undefined);
  80737. /**
  80738. * Synchronize and normalize current Animatable with a source Animatable
  80739. * This is useful when using animation weights and when animations are not of the same length
  80740. * @param root defines the root Animatable to synchronize with
  80741. * @returns the current Animatable
  80742. */
  80743. syncWith(root: Animatable): Animatable;
  80744. /**
  80745. * Gets the list of runtime animations
  80746. * @returns an array of RuntimeAnimation
  80747. */
  80748. getAnimations(): RuntimeAnimation[];
  80749. /**
  80750. * Adds more animations to the current animatable
  80751. * @param target defines the target of the animations
  80752. * @param animations defines the new animations to add
  80753. */
  80754. appendAnimations(target: any, animations: Animation[]): void;
  80755. /**
  80756. * Gets the source animation for a specific property
  80757. * @param property defines the propertyu to look for
  80758. * @returns null or the source animation for the given property
  80759. */
  80760. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  80761. /**
  80762. * Gets the runtime animation for a specific property
  80763. * @param property defines the propertyu to look for
  80764. * @returns null or the runtime animation for the given property
  80765. */
  80766. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  80767. /**
  80768. * Resets the animatable to its original state
  80769. */
  80770. reset(): void;
  80771. /**
  80772. * Allows the animatable to blend with current running animations
  80773. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80774. * @param blendingSpeed defines the blending speed to use
  80775. */
  80776. enableBlending(blendingSpeed: number): void;
  80777. /**
  80778. * Disable animation blending
  80779. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80780. */
  80781. disableBlending(): void;
  80782. /**
  80783. * Jump directly to a given frame
  80784. * @param frame defines the frame to jump to
  80785. */
  80786. goToFrame(frame: number): void;
  80787. /**
  80788. * Pause the animation
  80789. */
  80790. pause(): void;
  80791. /**
  80792. * Restart the animation
  80793. */
  80794. restart(): void;
  80795. private _raiseOnAnimationEnd;
  80796. /**
  80797. * Stop and delete the current animation
  80798. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  80799. * @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)
  80800. */
  80801. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  80802. /**
  80803. * Wait asynchronously for the animation to end
  80804. * @returns a promise which will be fullfilled when the animation ends
  80805. */
  80806. waitAsync(): Promise<Animatable>;
  80807. /** @hidden */
  80808. _animate(delay: number): boolean;
  80809. }
  80810. interface Scene {
  80811. /** @hidden */
  80812. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  80813. /** @hidden */
  80814. _processLateAnimationBindingsForMatrices(holder: {
  80815. totalWeight: number;
  80816. animations: RuntimeAnimation[];
  80817. originalValue: Matrix;
  80818. }): any;
  80819. /** @hidden */
  80820. _processLateAnimationBindingsForQuaternions(holder: {
  80821. totalWeight: number;
  80822. animations: RuntimeAnimation[];
  80823. originalValue: Quaternion;
  80824. }, refQuaternion: Quaternion): Quaternion;
  80825. /** @hidden */
  80826. _processLateAnimationBindings(): void;
  80827. /**
  80828. * Will start the animation sequence of a given target
  80829. * @param target defines the target
  80830. * @param from defines from which frame should animation start
  80831. * @param to defines until which frame should animation run.
  80832. * @param weight defines the weight to apply to the animation (1.0 by default)
  80833. * @param loop defines if the animation loops
  80834. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80835. * @param onAnimationEnd defines the function to be executed when the animation ends
  80836. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80837. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80838. * @param onAnimationLoop defines the callback to call when an animation loops
  80839. * @returns the animatable object created for this animation
  80840. */
  80841. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80842. /**
  80843. * Will start the animation sequence of a given target
  80844. * @param target defines the target
  80845. * @param from defines from which frame should animation start
  80846. * @param to defines until which frame should animation run.
  80847. * @param loop defines if the animation loops
  80848. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80849. * @param onAnimationEnd defines the function to be executed when the animation ends
  80850. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80851. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80852. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  80853. * @param onAnimationLoop defines the callback to call when an animation loops
  80854. * @returns the animatable object created for this animation
  80855. */
  80856. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80857. /**
  80858. * Will start the animation sequence of a given target and its hierarchy
  80859. * @param target defines the target
  80860. * @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.
  80861. * @param from defines from which frame should animation start
  80862. * @param to defines until which frame should animation run.
  80863. * @param loop defines if the animation loops
  80864. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80865. * @param onAnimationEnd defines the function to be executed when the animation ends
  80866. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80867. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80868. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80869. * @param onAnimationLoop defines the callback to call when an animation loops
  80870. * @returns the list of created animatables
  80871. */
  80872. 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[];
  80873. /**
  80874. * Begin a new animation on a given node
  80875. * @param target defines the target where the animation will take place
  80876. * @param animations defines the list of animations to start
  80877. * @param from defines the initial value
  80878. * @param to defines the final value
  80879. * @param loop defines if you want animation to loop (off by default)
  80880. * @param speedRatio defines the speed ratio to apply to all animations
  80881. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80882. * @param onAnimationLoop defines the callback to call when an animation loops
  80883. * @returns the list of created animatables
  80884. */
  80885. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  80886. /**
  80887. * Begin a new animation on a given node and its hierarchy
  80888. * @param target defines the root node where the animation will take place
  80889. * @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.
  80890. * @param animations defines the list of animations to start
  80891. * @param from defines the initial value
  80892. * @param to defines the final value
  80893. * @param loop defines if you want animation to loop (off by default)
  80894. * @param speedRatio defines the speed ratio to apply to all animations
  80895. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80896. * @param onAnimationLoop defines the callback to call when an animation loops
  80897. * @returns the list of animatables created for all nodes
  80898. */
  80899. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  80900. /**
  80901. * Gets the animatable associated with a specific target
  80902. * @param target defines the target of the animatable
  80903. * @returns the required animatable if found
  80904. */
  80905. getAnimatableByTarget(target: any): Nullable<Animatable>;
  80906. /**
  80907. * Gets all animatables associated with a given target
  80908. * @param target defines the target to look animatables for
  80909. * @returns an array of Animatables
  80910. */
  80911. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  80912. /**
  80913. * Stops and removes all animations that have been applied to the scene
  80914. */
  80915. stopAllAnimations(): void;
  80916. /**
  80917. * Gets the current delta time used by animation engine
  80918. */
  80919. deltaTime: number;
  80920. }
  80921. interface Bone {
  80922. /**
  80923. * Copy an animation range from another bone
  80924. * @param source defines the source bone
  80925. * @param rangeName defines the range name to copy
  80926. * @param frameOffset defines the frame offset
  80927. * @param rescaleAsRequired defines if rescaling must be applied if required
  80928. * @param skelDimensionsRatio defines the scaling ratio
  80929. * @returns true if operation was successful
  80930. */
  80931. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  80932. }
  80933. }
  80934. declare module BABYLON {
  80935. /**
  80936. * Class used to override all child animations of a given target
  80937. */
  80938. export class AnimationPropertiesOverride {
  80939. /**
  80940. * Gets or sets a value indicating if animation blending must be used
  80941. */
  80942. enableBlending: boolean;
  80943. /**
  80944. * Gets or sets the blending speed to use when enableBlending is true
  80945. */
  80946. blendingSpeed: number;
  80947. /**
  80948. * Gets or sets the default loop mode to use
  80949. */
  80950. loopMode: number;
  80951. }
  80952. }
  80953. declare module BABYLON {
  80954. /**
  80955. * Class used to handle skinning animations
  80956. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  80957. */
  80958. export class Skeleton implements IAnimatable {
  80959. /** defines the skeleton name */
  80960. name: string;
  80961. /** defines the skeleton Id */
  80962. id: string;
  80963. /**
  80964. * Defines the list of child bones
  80965. */
  80966. bones: Bone[];
  80967. /**
  80968. * Defines an estimate of the dimension of the skeleton at rest
  80969. */
  80970. dimensionsAtRest: Vector3;
  80971. /**
  80972. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  80973. */
  80974. needInitialSkinMatrix: boolean;
  80975. /**
  80976. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  80977. */
  80978. overrideMesh: Nullable<AbstractMesh>;
  80979. /**
  80980. * Gets the list of animations attached to this skeleton
  80981. */
  80982. animations: Array<Animation>;
  80983. private _scene;
  80984. private _isDirty;
  80985. private _transformMatrices;
  80986. private _transformMatrixTexture;
  80987. private _meshesWithPoseMatrix;
  80988. private _animatables;
  80989. private _identity;
  80990. private _synchronizedWithMesh;
  80991. private _ranges;
  80992. private _lastAbsoluteTransformsUpdateId;
  80993. private _canUseTextureForBones;
  80994. private _uniqueId;
  80995. /** @hidden */
  80996. _numBonesWithLinkedTransformNode: number;
  80997. /** @hidden */
  80998. _hasWaitingData: Nullable<boolean>;
  80999. /**
  81000. * Specifies if the skeleton should be serialized
  81001. */
  81002. doNotSerialize: boolean;
  81003. private _useTextureToStoreBoneMatrices;
  81004. /**
  81005. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81006. * Please note that this option is not available if the hardware does not support it
  81007. */
  81008. useTextureToStoreBoneMatrices: boolean;
  81009. private _animationPropertiesOverride;
  81010. /**
  81011. * Gets or sets the animation properties override
  81012. */
  81013. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81014. /**
  81015. * List of inspectable custom properties (used by the Inspector)
  81016. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81017. */
  81018. inspectableCustomProperties: IInspectable[];
  81019. /**
  81020. * An observable triggered before computing the skeleton's matrices
  81021. */
  81022. onBeforeComputeObservable: Observable<Skeleton>;
  81023. /**
  81024. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81025. */
  81026. readonly isUsingTextureForMatrices: boolean;
  81027. /**
  81028. * Gets the unique ID of this skeleton
  81029. */
  81030. readonly uniqueId: number;
  81031. /**
  81032. * Creates a new skeleton
  81033. * @param name defines the skeleton name
  81034. * @param id defines the skeleton Id
  81035. * @param scene defines the hosting scene
  81036. */
  81037. constructor(
  81038. /** defines the skeleton name */
  81039. name: string,
  81040. /** defines the skeleton Id */
  81041. id: string, scene: Scene);
  81042. /**
  81043. * Gets the current object class name.
  81044. * @return the class name
  81045. */
  81046. getClassName(): string;
  81047. /**
  81048. * Returns an array containing the root bones
  81049. * @returns an array containing the root bones
  81050. */
  81051. getChildren(): Array<Bone>;
  81052. /**
  81053. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81054. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81055. * @returns a Float32Array containing matrices data
  81056. */
  81057. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  81058. /**
  81059. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  81060. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81061. * @returns a raw texture containing the data
  81062. */
  81063. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  81064. /**
  81065. * Gets the current hosting scene
  81066. * @returns a scene object
  81067. */
  81068. getScene(): Scene;
  81069. /**
  81070. * Gets a string representing the current skeleton data
  81071. * @param fullDetails defines a boolean indicating if we want a verbose version
  81072. * @returns a string representing the current skeleton data
  81073. */
  81074. toString(fullDetails?: boolean): string;
  81075. /**
  81076. * Get bone's index searching by name
  81077. * @param name defines bone's name to search for
  81078. * @return the indice of the bone. Returns -1 if not found
  81079. */
  81080. getBoneIndexByName(name: string): number;
  81081. /**
  81082. * Creater a new animation range
  81083. * @param name defines the name of the range
  81084. * @param from defines the start key
  81085. * @param to defines the end key
  81086. */
  81087. createAnimationRange(name: string, from: number, to: number): void;
  81088. /**
  81089. * Delete a specific animation range
  81090. * @param name defines the name of the range
  81091. * @param deleteFrames defines if frames must be removed as well
  81092. */
  81093. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81094. /**
  81095. * Gets a specific animation range
  81096. * @param name defines the name of the range to look for
  81097. * @returns the requested animation range or null if not found
  81098. */
  81099. getAnimationRange(name: string): Nullable<AnimationRange>;
  81100. /**
  81101. * Gets the list of all animation ranges defined on this skeleton
  81102. * @returns an array
  81103. */
  81104. getAnimationRanges(): Nullable<AnimationRange>[];
  81105. /**
  81106. * Copy animation range from a source skeleton.
  81107. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81108. * @param source defines the source skeleton
  81109. * @param name defines the name of the range to copy
  81110. * @param rescaleAsRequired defines if rescaling must be applied if required
  81111. * @returns true if operation was successful
  81112. */
  81113. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81114. /**
  81115. * Forces the skeleton to go to rest pose
  81116. */
  81117. returnToRest(): void;
  81118. private _getHighestAnimationFrame;
  81119. /**
  81120. * Begin a specific animation range
  81121. * @param name defines the name of the range to start
  81122. * @param loop defines if looping must be turned on (false by default)
  81123. * @param speedRatio defines the speed ratio to apply (1 by default)
  81124. * @param onAnimationEnd defines a callback which will be called when animation will end
  81125. * @returns a new animatable
  81126. */
  81127. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81128. /** @hidden */
  81129. _markAsDirty(): void;
  81130. /** @hidden */
  81131. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81132. /** @hidden */
  81133. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81134. private _computeTransformMatrices;
  81135. /**
  81136. * Build all resources required to render a skeleton
  81137. */
  81138. prepare(): void;
  81139. /**
  81140. * Gets the list of animatables currently running for this skeleton
  81141. * @returns an array of animatables
  81142. */
  81143. getAnimatables(): IAnimatable[];
  81144. /**
  81145. * Clone the current skeleton
  81146. * @param name defines the name of the new skeleton
  81147. * @param id defines the id of the new skeleton
  81148. * @returns the new skeleton
  81149. */
  81150. clone(name: string, id?: string): Skeleton;
  81151. /**
  81152. * Enable animation blending for this skeleton
  81153. * @param blendingSpeed defines the blending speed to apply
  81154. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81155. */
  81156. enableBlending(blendingSpeed?: number): void;
  81157. /**
  81158. * Releases all resources associated with the current skeleton
  81159. */
  81160. dispose(): void;
  81161. /**
  81162. * Serialize the skeleton in a JSON object
  81163. * @returns a JSON object
  81164. */
  81165. serialize(): any;
  81166. /**
  81167. * Creates a new skeleton from serialized data
  81168. * @param parsedSkeleton defines the serialized data
  81169. * @param scene defines the hosting scene
  81170. * @returns a new skeleton
  81171. */
  81172. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  81173. /**
  81174. * Compute all node absolute transforms
  81175. * @param forceUpdate defines if computation must be done even if cache is up to date
  81176. */
  81177. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  81178. /**
  81179. * Gets the root pose matrix
  81180. * @returns a matrix
  81181. */
  81182. getPoseMatrix(): Nullable<Matrix>;
  81183. /**
  81184. * Sorts bones per internal index
  81185. */
  81186. sortBones(): void;
  81187. private _sortBones;
  81188. }
  81189. }
  81190. declare module BABYLON {
  81191. /**
  81192. * Class used to store bone information
  81193. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81194. */
  81195. export class Bone extends Node {
  81196. /**
  81197. * defines the bone name
  81198. */
  81199. name: string;
  81200. private static _tmpVecs;
  81201. private static _tmpQuat;
  81202. private static _tmpMats;
  81203. /**
  81204. * Gets the list of child bones
  81205. */
  81206. children: Bone[];
  81207. /** Gets the animations associated with this bone */
  81208. animations: Animation[];
  81209. /**
  81210. * Gets or sets bone length
  81211. */
  81212. length: number;
  81213. /**
  81214. * @hidden Internal only
  81215. * Set this value to map this bone to a different index in the transform matrices
  81216. * Set this value to -1 to exclude the bone from the transform matrices
  81217. */
  81218. _index: Nullable<number>;
  81219. private _skeleton;
  81220. private _localMatrix;
  81221. private _restPose;
  81222. private _baseMatrix;
  81223. private _absoluteTransform;
  81224. private _invertedAbsoluteTransform;
  81225. private _parent;
  81226. private _scalingDeterminant;
  81227. private _worldTransform;
  81228. private _localScaling;
  81229. private _localRotation;
  81230. private _localPosition;
  81231. private _needToDecompose;
  81232. private _needToCompose;
  81233. /** @hidden */
  81234. _linkedTransformNode: Nullable<TransformNode>;
  81235. /** @hidden */
  81236. _waitingTransformNodeId: Nullable<string>;
  81237. /** @hidden */
  81238. /** @hidden */
  81239. _matrix: Matrix;
  81240. /**
  81241. * Create a new bone
  81242. * @param name defines the bone name
  81243. * @param skeleton defines the parent skeleton
  81244. * @param parentBone defines the parent (can be null if the bone is the root)
  81245. * @param localMatrix defines the local matrix
  81246. * @param restPose defines the rest pose matrix
  81247. * @param baseMatrix defines the base matrix
  81248. * @param index defines index of the bone in the hiearchy
  81249. */
  81250. constructor(
  81251. /**
  81252. * defines the bone name
  81253. */
  81254. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  81255. /**
  81256. * Gets the current object class name.
  81257. * @return the class name
  81258. */
  81259. getClassName(): string;
  81260. /**
  81261. * Gets the parent skeleton
  81262. * @returns a skeleton
  81263. */
  81264. getSkeleton(): Skeleton;
  81265. /**
  81266. * Gets parent bone
  81267. * @returns a bone or null if the bone is the root of the bone hierarchy
  81268. */
  81269. getParent(): Nullable<Bone>;
  81270. /**
  81271. * Returns an array containing the root bones
  81272. * @returns an array containing the root bones
  81273. */
  81274. getChildren(): Array<Bone>;
  81275. /**
  81276. * Gets the node index in matrix array generated for rendering
  81277. * @returns the node index
  81278. */
  81279. getIndex(): number;
  81280. /**
  81281. * Sets the parent bone
  81282. * @param parent defines the parent (can be null if the bone is the root)
  81283. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81284. */
  81285. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  81286. /**
  81287. * Gets the local matrix
  81288. * @returns a matrix
  81289. */
  81290. getLocalMatrix(): Matrix;
  81291. /**
  81292. * Gets the base matrix (initial matrix which remains unchanged)
  81293. * @returns a matrix
  81294. */
  81295. getBaseMatrix(): Matrix;
  81296. /**
  81297. * Gets the rest pose matrix
  81298. * @returns a matrix
  81299. */
  81300. getRestPose(): Matrix;
  81301. /**
  81302. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  81303. */
  81304. getWorldMatrix(): Matrix;
  81305. /**
  81306. * Sets the local matrix to rest pose matrix
  81307. */
  81308. returnToRest(): void;
  81309. /**
  81310. * Gets the inverse of the absolute transform matrix.
  81311. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  81312. * @returns a matrix
  81313. */
  81314. getInvertedAbsoluteTransform(): Matrix;
  81315. /**
  81316. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  81317. * @returns a matrix
  81318. */
  81319. getAbsoluteTransform(): Matrix;
  81320. /**
  81321. * Links with the given transform node.
  81322. * The local matrix of this bone is copied from the transform node every frame.
  81323. * @param transformNode defines the transform node to link to
  81324. */
  81325. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  81326. /**
  81327. * Gets the node used to drive the bone's transformation
  81328. * @returns a transform node or null
  81329. */
  81330. getTransformNode(): Nullable<TransformNode>;
  81331. /** Gets or sets current position (in local space) */
  81332. position: Vector3;
  81333. /** Gets or sets current rotation (in local space) */
  81334. rotation: Vector3;
  81335. /** Gets or sets current rotation quaternion (in local space) */
  81336. rotationQuaternion: Quaternion;
  81337. /** Gets or sets current scaling (in local space) */
  81338. scaling: Vector3;
  81339. /**
  81340. * Gets the animation properties override
  81341. */
  81342. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81343. private _decompose;
  81344. private _compose;
  81345. /**
  81346. * Update the base and local matrices
  81347. * @param matrix defines the new base or local matrix
  81348. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81349. * @param updateLocalMatrix defines if the local matrix should be updated
  81350. */
  81351. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81352. /** @hidden */
  81353. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81354. /**
  81355. * Flag the bone as dirty (Forcing it to update everything)
  81356. */
  81357. markAsDirty(): void;
  81358. /** @hidden */
  81359. _markAsDirtyAndCompose(): void;
  81360. private _markAsDirtyAndDecompose;
  81361. /**
  81362. * Translate the bone in local or world space
  81363. * @param vec The amount to translate the bone
  81364. * @param space The space that the translation is in
  81365. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81366. */
  81367. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81368. /**
  81369. * Set the postion of the bone in local or world space
  81370. * @param position The position to set the bone
  81371. * @param space The space that the position is in
  81372. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81373. */
  81374. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81375. /**
  81376. * Set the absolute position of the bone (world space)
  81377. * @param position The position to set the bone
  81378. * @param mesh The mesh that this bone is attached to
  81379. */
  81380. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  81381. /**
  81382. * Scale the bone on the x, y and z axes (in local space)
  81383. * @param x The amount to scale the bone on the x axis
  81384. * @param y The amount to scale the bone on the y axis
  81385. * @param z The amount to scale the bone on the z axis
  81386. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  81387. */
  81388. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  81389. /**
  81390. * Set the bone scaling in local space
  81391. * @param scale defines the scaling vector
  81392. */
  81393. setScale(scale: Vector3): void;
  81394. /**
  81395. * Gets the current scaling in local space
  81396. * @returns the current scaling vector
  81397. */
  81398. getScale(): Vector3;
  81399. /**
  81400. * Gets the current scaling in local space and stores it in a target vector
  81401. * @param result defines the target vector
  81402. */
  81403. getScaleToRef(result: Vector3): void;
  81404. /**
  81405. * Set the yaw, pitch, and roll of the bone in local or world space
  81406. * @param yaw The rotation of the bone on the y axis
  81407. * @param pitch The rotation of the bone on the x axis
  81408. * @param roll The rotation of the bone on the z axis
  81409. * @param space The space that the axes of rotation are in
  81410. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81411. */
  81412. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  81413. /**
  81414. * Add a rotation to the bone on an axis in local or world space
  81415. * @param axis The axis to rotate the bone on
  81416. * @param amount The amount to rotate the bone
  81417. * @param space The space that the axis is in
  81418. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81419. */
  81420. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  81421. /**
  81422. * Set the rotation of the bone to a particular axis angle in local or world space
  81423. * @param axis The axis to rotate the bone on
  81424. * @param angle The angle that the bone should be rotated to
  81425. * @param space The space that the axis is in
  81426. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81427. */
  81428. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  81429. /**
  81430. * Set the euler rotation of the bone in local of world space
  81431. * @param rotation The euler rotation that the bone should be set to
  81432. * @param space The space that the rotation is in
  81433. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81434. */
  81435. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81436. /**
  81437. * Set the quaternion rotation of the bone in local of world space
  81438. * @param quat The quaternion rotation that the bone should be set to
  81439. * @param space The space that the rotation is in
  81440. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81441. */
  81442. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  81443. /**
  81444. * Set the rotation matrix of the bone in local of world space
  81445. * @param rotMat The rotation matrix that the bone should be set to
  81446. * @param space The space that the rotation is in
  81447. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81448. */
  81449. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  81450. private _rotateWithMatrix;
  81451. private _getNegativeRotationToRef;
  81452. /**
  81453. * Get the position of the bone in local or world space
  81454. * @param space The space that the returned position is in
  81455. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81456. * @returns The position of the bone
  81457. */
  81458. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81459. /**
  81460. * Copy the position of the bone to a vector3 in local or world space
  81461. * @param space The space that the returned position is in
  81462. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81463. * @param result The vector3 to copy the position to
  81464. */
  81465. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  81466. /**
  81467. * Get the absolute position of the bone (world space)
  81468. * @param mesh The mesh that this bone is attached to
  81469. * @returns The absolute position of the bone
  81470. */
  81471. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  81472. /**
  81473. * Copy the absolute position of the bone (world space) to the result param
  81474. * @param mesh The mesh that this bone is attached to
  81475. * @param result The vector3 to copy the absolute position to
  81476. */
  81477. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  81478. /**
  81479. * Compute the absolute transforms of this bone and its children
  81480. */
  81481. computeAbsoluteTransforms(): void;
  81482. /**
  81483. * Get the world direction from an axis that is in the local space of the bone
  81484. * @param localAxis The local direction that is used to compute the world direction
  81485. * @param mesh The mesh that this bone is attached to
  81486. * @returns The world direction
  81487. */
  81488. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81489. /**
  81490. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  81491. * @param localAxis The local direction that is used to compute the world direction
  81492. * @param mesh The mesh that this bone is attached to
  81493. * @param result The vector3 that the world direction will be copied to
  81494. */
  81495. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81496. /**
  81497. * Get the euler rotation of the bone in local or world space
  81498. * @param space The space that the rotation should be in
  81499. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81500. * @returns The euler rotation
  81501. */
  81502. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81503. /**
  81504. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  81505. * @param space The space that the rotation should be in
  81506. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81507. * @param result The vector3 that the rotation should be copied to
  81508. */
  81509. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81510. /**
  81511. * Get the quaternion rotation of the bone in either local or world space
  81512. * @param space The space that the rotation should be in
  81513. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81514. * @returns The quaternion rotation
  81515. */
  81516. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  81517. /**
  81518. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  81519. * @param space The space that the rotation should be in
  81520. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81521. * @param result The quaternion that the rotation should be copied to
  81522. */
  81523. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  81524. /**
  81525. * Get the rotation matrix of the bone in local or world space
  81526. * @param space The space that the rotation should be in
  81527. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81528. * @returns The rotation matrix
  81529. */
  81530. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  81531. /**
  81532. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  81533. * @param space The space that the rotation should be in
  81534. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81535. * @param result The quaternion that the rotation should be copied to
  81536. */
  81537. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  81538. /**
  81539. * Get the world position of a point that is in the local space of the bone
  81540. * @param position The local position
  81541. * @param mesh The mesh that this bone is attached to
  81542. * @returns The world position
  81543. */
  81544. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81545. /**
  81546. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  81547. * @param position The local position
  81548. * @param mesh The mesh that this bone is attached to
  81549. * @param result The vector3 that the world position should be copied to
  81550. */
  81551. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81552. /**
  81553. * Get the local position of a point that is in world space
  81554. * @param position The world position
  81555. * @param mesh The mesh that this bone is attached to
  81556. * @returns The local position
  81557. */
  81558. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81559. /**
  81560. * Get the local position of a point that is in world space and copy it to the result param
  81561. * @param position The world position
  81562. * @param mesh The mesh that this bone is attached to
  81563. * @param result The vector3 that the local position should be copied to
  81564. */
  81565. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81566. }
  81567. }
  81568. declare module BABYLON {
  81569. /**
  81570. * 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.
  81571. * @see https://doc.babylonjs.com/how_to/transformnode
  81572. */
  81573. export class TransformNode extends Node {
  81574. /**
  81575. * Object will not rotate to face the camera
  81576. */
  81577. static BILLBOARDMODE_NONE: number;
  81578. /**
  81579. * Object will rotate to face the camera but only on the x axis
  81580. */
  81581. static BILLBOARDMODE_X: number;
  81582. /**
  81583. * Object will rotate to face the camera but only on the y axis
  81584. */
  81585. static BILLBOARDMODE_Y: number;
  81586. /**
  81587. * Object will rotate to face the camera but only on the z axis
  81588. */
  81589. static BILLBOARDMODE_Z: number;
  81590. /**
  81591. * Object will rotate to face the camera
  81592. */
  81593. static BILLBOARDMODE_ALL: number;
  81594. /**
  81595. * Object will rotate to face the camera's position instead of orientation
  81596. */
  81597. static BILLBOARDMODE_USE_POSITION: number;
  81598. private _forward;
  81599. private _forwardInverted;
  81600. private _up;
  81601. private _right;
  81602. private _rightInverted;
  81603. private _position;
  81604. private _rotation;
  81605. private _rotationQuaternion;
  81606. protected _scaling: Vector3;
  81607. protected _isDirty: boolean;
  81608. private _transformToBoneReferal;
  81609. private _isAbsoluteSynced;
  81610. private _billboardMode;
  81611. /**
  81612. * Gets or sets the billboard mode. Default is 0.
  81613. *
  81614. * | Value | Type | Description |
  81615. * | --- | --- | --- |
  81616. * | 0 | BILLBOARDMODE_NONE | |
  81617. * | 1 | BILLBOARDMODE_X | |
  81618. * | 2 | BILLBOARDMODE_Y | |
  81619. * | 4 | BILLBOARDMODE_Z | |
  81620. * | 7 | BILLBOARDMODE_ALL | |
  81621. *
  81622. */
  81623. billboardMode: number;
  81624. private _preserveParentRotationForBillboard;
  81625. /**
  81626. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  81627. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  81628. */
  81629. preserveParentRotationForBillboard: boolean;
  81630. /**
  81631. * 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
  81632. */
  81633. scalingDeterminant: number;
  81634. private _infiniteDistance;
  81635. /**
  81636. * Gets or sets the distance of the object to max, often used by skybox
  81637. */
  81638. infiniteDistance: boolean;
  81639. /**
  81640. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  81641. * By default the system will update normals to compensate
  81642. */
  81643. ignoreNonUniformScaling: boolean;
  81644. /**
  81645. * 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
  81646. */
  81647. reIntegrateRotationIntoRotationQuaternion: boolean;
  81648. /** @hidden */
  81649. _poseMatrix: Nullable<Matrix>;
  81650. /** @hidden */
  81651. _localMatrix: Matrix;
  81652. private _usePivotMatrix;
  81653. private _absolutePosition;
  81654. private _absoluteScaling;
  81655. private _absoluteRotationQuaternion;
  81656. private _pivotMatrix;
  81657. private _pivotMatrixInverse;
  81658. protected _postMultiplyPivotMatrix: boolean;
  81659. protected _isWorldMatrixFrozen: boolean;
  81660. /** @hidden */
  81661. _indexInSceneTransformNodesArray: number;
  81662. /**
  81663. * An event triggered after the world matrix is updated
  81664. */
  81665. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  81666. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  81667. /**
  81668. * Gets a string identifying the name of the class
  81669. * @returns "TransformNode" string
  81670. */
  81671. getClassName(): string;
  81672. /**
  81673. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  81674. */
  81675. position: Vector3;
  81676. /**
  81677. * 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)).
  81678. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  81679. */
  81680. rotation: Vector3;
  81681. /**
  81682. * 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)).
  81683. */
  81684. scaling: Vector3;
  81685. /**
  81686. * 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).
  81687. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  81688. */
  81689. rotationQuaternion: Nullable<Quaternion>;
  81690. /**
  81691. * The forward direction of that transform in world space.
  81692. */
  81693. readonly forward: Vector3;
  81694. /**
  81695. * The up direction of that transform in world space.
  81696. */
  81697. readonly up: Vector3;
  81698. /**
  81699. * The right direction of that transform in world space.
  81700. */
  81701. readonly right: Vector3;
  81702. /**
  81703. * Copies the parameter passed Matrix into the mesh Pose matrix.
  81704. * @param matrix the matrix to copy the pose from
  81705. * @returns this TransformNode.
  81706. */
  81707. updatePoseMatrix(matrix: Matrix): TransformNode;
  81708. /**
  81709. * Returns the mesh Pose matrix.
  81710. * @returns the pose matrix
  81711. */
  81712. getPoseMatrix(): Matrix;
  81713. /** @hidden */
  81714. _isSynchronized(): boolean;
  81715. /** @hidden */
  81716. _initCache(): void;
  81717. /**
  81718. * Flag the transform node as dirty (Forcing it to update everything)
  81719. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  81720. * @returns this transform node
  81721. */
  81722. markAsDirty(property: string): TransformNode;
  81723. /**
  81724. * Returns the current mesh absolute position.
  81725. * Returns a Vector3.
  81726. */
  81727. readonly absolutePosition: Vector3;
  81728. /**
  81729. * Returns the current mesh absolute scaling.
  81730. * Returns a Vector3.
  81731. */
  81732. readonly absoluteScaling: Vector3;
  81733. /**
  81734. * Returns the current mesh absolute rotation.
  81735. * Returns a Quaternion.
  81736. */
  81737. readonly absoluteRotationQuaternion: Quaternion;
  81738. /**
  81739. * Sets a new matrix to apply before all other transformation
  81740. * @param matrix defines the transform matrix
  81741. * @returns the current TransformNode
  81742. */
  81743. setPreTransformMatrix(matrix: Matrix): TransformNode;
  81744. /**
  81745. * Sets a new pivot matrix to the current node
  81746. * @param matrix defines the new pivot matrix to use
  81747. * @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
  81748. * @returns the current TransformNode
  81749. */
  81750. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  81751. /**
  81752. * Returns the mesh pivot matrix.
  81753. * Default : Identity.
  81754. * @returns the matrix
  81755. */
  81756. getPivotMatrix(): Matrix;
  81757. /**
  81758. * Instantiate (when possible) or clone that node with its hierarchy
  81759. * @param newParent defines the new parent to use for the instance (or clone)
  81760. * @param options defines options to configure how copy is done
  81761. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  81762. * @returns an instance (or a clone) of the current node with its hiearchy
  81763. */
  81764. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  81765. doNotInstantiate: boolean;
  81766. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  81767. /**
  81768. * Prevents the World matrix to be computed any longer
  81769. * @param newWorldMatrix defines an optional matrix to use as world matrix
  81770. * @returns the TransformNode.
  81771. */
  81772. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  81773. /**
  81774. * Allows back the World matrix computation.
  81775. * @returns the TransformNode.
  81776. */
  81777. unfreezeWorldMatrix(): this;
  81778. /**
  81779. * True if the World matrix has been frozen.
  81780. */
  81781. readonly isWorldMatrixFrozen: boolean;
  81782. /**
  81783. * Retuns the mesh absolute position in the World.
  81784. * @returns a Vector3.
  81785. */
  81786. getAbsolutePosition(): Vector3;
  81787. /**
  81788. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  81789. * @param absolutePosition the absolute position to set
  81790. * @returns the TransformNode.
  81791. */
  81792. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  81793. /**
  81794. * Sets the mesh position in its local space.
  81795. * @param vector3 the position to set in localspace
  81796. * @returns the TransformNode.
  81797. */
  81798. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  81799. /**
  81800. * Returns the mesh position in the local space from the current World matrix values.
  81801. * @returns a new Vector3.
  81802. */
  81803. getPositionExpressedInLocalSpace(): Vector3;
  81804. /**
  81805. * Translates the mesh along the passed Vector3 in its local space.
  81806. * @param vector3 the distance to translate in localspace
  81807. * @returns the TransformNode.
  81808. */
  81809. locallyTranslate(vector3: Vector3): TransformNode;
  81810. private static _lookAtVectorCache;
  81811. /**
  81812. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  81813. * @param targetPoint the position (must be in same space as current mesh) to look at
  81814. * @param yawCor optional yaw (y-axis) correction in radians
  81815. * @param pitchCor optional pitch (x-axis) correction in radians
  81816. * @param rollCor optional roll (z-axis) correction in radians
  81817. * @param space the choosen space of the target
  81818. * @returns the TransformNode.
  81819. */
  81820. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  81821. /**
  81822. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81823. * This Vector3 is expressed in the World space.
  81824. * @param localAxis axis to rotate
  81825. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81826. */
  81827. getDirection(localAxis: Vector3): Vector3;
  81828. /**
  81829. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  81830. * localAxis is expressed in the mesh local space.
  81831. * result is computed in the Wordl space from the mesh World matrix.
  81832. * @param localAxis axis to rotate
  81833. * @param result the resulting transformnode
  81834. * @returns this TransformNode.
  81835. */
  81836. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  81837. /**
  81838. * Sets this transform node rotation to the given local axis.
  81839. * @param localAxis the axis in local space
  81840. * @param yawCor optional yaw (y-axis) correction in radians
  81841. * @param pitchCor optional pitch (x-axis) correction in radians
  81842. * @param rollCor optional roll (z-axis) correction in radians
  81843. * @returns this TransformNode
  81844. */
  81845. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  81846. /**
  81847. * Sets a new pivot point to the current node
  81848. * @param point defines the new pivot point to use
  81849. * @param space defines if the point is in world or local space (local by default)
  81850. * @returns the current TransformNode
  81851. */
  81852. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  81853. /**
  81854. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  81855. * @returns the pivot point
  81856. */
  81857. getPivotPoint(): Vector3;
  81858. /**
  81859. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  81860. * @param result the vector3 to store the result
  81861. * @returns this TransformNode.
  81862. */
  81863. getPivotPointToRef(result: Vector3): TransformNode;
  81864. /**
  81865. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  81866. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  81867. */
  81868. getAbsolutePivotPoint(): Vector3;
  81869. /**
  81870. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  81871. * @param result vector3 to store the result
  81872. * @returns this TransformNode.
  81873. */
  81874. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  81875. /**
  81876. * Defines the passed node as the parent of the current node.
  81877. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  81878. * @see https://doc.babylonjs.com/how_to/parenting
  81879. * @param node the node ot set as the parent
  81880. * @returns this TransformNode.
  81881. */
  81882. setParent(node: Nullable<Node>): TransformNode;
  81883. private _nonUniformScaling;
  81884. /**
  81885. * True if the scaling property of this object is non uniform eg. (1,2,1)
  81886. */
  81887. readonly nonUniformScaling: boolean;
  81888. /** @hidden */
  81889. _updateNonUniformScalingState(value: boolean): boolean;
  81890. /**
  81891. * Attach the current TransformNode to another TransformNode associated with a bone
  81892. * @param bone Bone affecting the TransformNode
  81893. * @param affectedTransformNode TransformNode associated with the bone
  81894. * @returns this object
  81895. */
  81896. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  81897. /**
  81898. * Detach the transform node if its associated with a bone
  81899. * @returns this object
  81900. */
  81901. detachFromBone(): TransformNode;
  81902. private static _rotationAxisCache;
  81903. /**
  81904. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  81905. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81906. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81907. * The passed axis is also normalized.
  81908. * @param axis the axis to rotate around
  81909. * @param amount the amount to rotate in radians
  81910. * @param space Space to rotate in (Default: local)
  81911. * @returns the TransformNode.
  81912. */
  81913. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  81914. /**
  81915. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  81916. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81917. * The passed axis is also normalized. .
  81918. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  81919. * @param point the point to rotate around
  81920. * @param axis the axis to rotate around
  81921. * @param amount the amount to rotate in radians
  81922. * @returns the TransformNode
  81923. */
  81924. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  81925. /**
  81926. * Translates the mesh along the axis vector for the passed distance in the given space.
  81927. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81928. * @param axis the axis to translate in
  81929. * @param distance the distance to translate
  81930. * @param space Space to rotate in (Default: local)
  81931. * @returns the TransformNode.
  81932. */
  81933. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  81934. /**
  81935. * Adds a rotation step to the mesh current rotation.
  81936. * x, y, z are Euler angles expressed in radians.
  81937. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  81938. * This means this rotation is made in the mesh local space only.
  81939. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  81940. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  81941. * ```javascript
  81942. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  81943. * ```
  81944. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  81945. * 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.
  81946. * @param x Rotation to add
  81947. * @param y Rotation to add
  81948. * @param z Rotation to add
  81949. * @returns the TransformNode.
  81950. */
  81951. addRotation(x: number, y: number, z: number): TransformNode;
  81952. /**
  81953. * @hidden
  81954. */
  81955. protected _getEffectiveParent(): Nullable<Node>;
  81956. /**
  81957. * Computes the world matrix of the node
  81958. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  81959. * @returns the world matrix
  81960. */
  81961. computeWorldMatrix(force?: boolean): Matrix;
  81962. protected _afterComputeWorldMatrix(): void;
  81963. /**
  81964. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  81965. * @param func callback function to add
  81966. *
  81967. * @returns the TransformNode.
  81968. */
  81969. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81970. /**
  81971. * Removes a registered callback function.
  81972. * @param func callback function to remove
  81973. * @returns the TransformNode.
  81974. */
  81975. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81976. /**
  81977. * Gets the position of the current mesh in camera space
  81978. * @param camera defines the camera to use
  81979. * @returns a position
  81980. */
  81981. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  81982. /**
  81983. * Returns the distance from the mesh to the active camera
  81984. * @param camera defines the camera to use
  81985. * @returns the distance
  81986. */
  81987. getDistanceToCamera(camera?: Nullable<Camera>): number;
  81988. /**
  81989. * Clone the current transform node
  81990. * @param name Name of the new clone
  81991. * @param newParent New parent for the clone
  81992. * @param doNotCloneChildren Do not clone children hierarchy
  81993. * @returns the new transform node
  81994. */
  81995. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  81996. /**
  81997. * Serializes the objects information.
  81998. * @param currentSerializationObject defines the object to serialize in
  81999. * @returns the serialized object
  82000. */
  82001. serialize(currentSerializationObject?: any): any;
  82002. /**
  82003. * Returns a new TransformNode object parsed from the source provided.
  82004. * @param parsedTransformNode is the source.
  82005. * @param scene the scne the object belongs to
  82006. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82007. * @returns a new TransformNode object parsed from the source provided.
  82008. */
  82009. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82010. /**
  82011. * Get all child-transformNodes of this node
  82012. * @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
  82013. * @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
  82014. * @returns an array of TransformNode
  82015. */
  82016. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82017. /**
  82018. * Releases resources associated with this transform node.
  82019. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82020. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82021. */
  82022. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82023. /**
  82024. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82025. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82026. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82027. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82028. * @returns the current mesh
  82029. */
  82030. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82031. private _syncAbsoluteScalingAndRotation;
  82032. }
  82033. }
  82034. declare module BABYLON {
  82035. /**
  82036. * Defines the types of pose enabled controllers that are supported
  82037. */
  82038. export enum PoseEnabledControllerType {
  82039. /**
  82040. * HTC Vive
  82041. */
  82042. VIVE = 0,
  82043. /**
  82044. * Oculus Rift
  82045. */
  82046. OCULUS = 1,
  82047. /**
  82048. * Windows mixed reality
  82049. */
  82050. WINDOWS = 2,
  82051. /**
  82052. * Samsung gear VR
  82053. */
  82054. GEAR_VR = 3,
  82055. /**
  82056. * Google Daydream
  82057. */
  82058. DAYDREAM = 4,
  82059. /**
  82060. * Generic
  82061. */
  82062. GENERIC = 5
  82063. }
  82064. /**
  82065. * Defines the MutableGamepadButton interface for the state of a gamepad button
  82066. */
  82067. export interface MutableGamepadButton {
  82068. /**
  82069. * Value of the button/trigger
  82070. */
  82071. value: number;
  82072. /**
  82073. * If the button/trigger is currently touched
  82074. */
  82075. touched: boolean;
  82076. /**
  82077. * If the button/trigger is currently pressed
  82078. */
  82079. pressed: boolean;
  82080. }
  82081. /**
  82082. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82083. * @hidden
  82084. */
  82085. export interface ExtendedGamepadButton extends GamepadButton {
  82086. /**
  82087. * If the button/trigger is currently pressed
  82088. */
  82089. readonly pressed: boolean;
  82090. /**
  82091. * If the button/trigger is currently touched
  82092. */
  82093. readonly touched: boolean;
  82094. /**
  82095. * Value of the button/trigger
  82096. */
  82097. readonly value: number;
  82098. }
  82099. /** @hidden */
  82100. export interface _GamePadFactory {
  82101. /**
  82102. * Returns wether or not the current gamepad can be created for this type of controller.
  82103. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82104. * @returns true if it can be created, otherwise false
  82105. */
  82106. canCreate(gamepadInfo: any): boolean;
  82107. /**
  82108. * Creates a new instance of the Gamepad.
  82109. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82110. * @returns the new gamepad instance
  82111. */
  82112. create(gamepadInfo: any): Gamepad;
  82113. }
  82114. /**
  82115. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82116. */
  82117. export class PoseEnabledControllerHelper {
  82118. /** @hidden */
  82119. static _ControllerFactories: _GamePadFactory[];
  82120. /** @hidden */
  82121. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82122. /**
  82123. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82124. * @param vrGamepad the gamepad to initialized
  82125. * @returns a vr controller of the type the gamepad identified as
  82126. */
  82127. static InitiateController(vrGamepad: any): Gamepad;
  82128. }
  82129. /**
  82130. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82131. */
  82132. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82133. /**
  82134. * If the controller is used in a webXR session
  82135. */
  82136. isXR: boolean;
  82137. private _deviceRoomPosition;
  82138. private _deviceRoomRotationQuaternion;
  82139. /**
  82140. * The device position in babylon space
  82141. */
  82142. devicePosition: Vector3;
  82143. /**
  82144. * The device rotation in babylon space
  82145. */
  82146. deviceRotationQuaternion: Quaternion;
  82147. /**
  82148. * The scale factor of the device in babylon space
  82149. */
  82150. deviceScaleFactor: number;
  82151. /**
  82152. * (Likely devicePosition should be used instead) The device position in its room space
  82153. */
  82154. position: Vector3;
  82155. /**
  82156. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82157. */
  82158. rotationQuaternion: Quaternion;
  82159. /**
  82160. * The type of controller (Eg. Windows mixed reality)
  82161. */
  82162. controllerType: PoseEnabledControllerType;
  82163. protected _calculatedPosition: Vector3;
  82164. private _calculatedRotation;
  82165. /**
  82166. * The raw pose from the device
  82167. */
  82168. rawPose: DevicePose;
  82169. private _trackPosition;
  82170. private _maxRotationDistFromHeadset;
  82171. private _draggedRoomRotation;
  82172. /**
  82173. * @hidden
  82174. */
  82175. _disableTrackPosition(fixedPosition: Vector3): void;
  82176. /**
  82177. * Internal, the mesh attached to the controller
  82178. * @hidden
  82179. */
  82180. _mesh: Nullable<AbstractMesh>;
  82181. private _poseControlledCamera;
  82182. private _leftHandSystemQuaternion;
  82183. /**
  82184. * Internal, matrix used to convert room space to babylon space
  82185. * @hidden
  82186. */
  82187. _deviceToWorld: Matrix;
  82188. /**
  82189. * Node to be used when casting a ray from the controller
  82190. * @hidden
  82191. */
  82192. _pointingPoseNode: Nullable<TransformNode>;
  82193. /**
  82194. * Name of the child mesh that can be used to cast a ray from the controller
  82195. */
  82196. static readonly POINTING_POSE: string;
  82197. /**
  82198. * Creates a new PoseEnabledController from a gamepad
  82199. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82200. */
  82201. constructor(browserGamepad: any);
  82202. private _workingMatrix;
  82203. /**
  82204. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82205. */
  82206. update(): void;
  82207. /**
  82208. * Updates only the pose device and mesh without doing any button event checking
  82209. */
  82210. protected _updatePoseAndMesh(): void;
  82211. /**
  82212. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82213. * @param poseData raw pose fromthe device
  82214. */
  82215. updateFromDevice(poseData: DevicePose): void;
  82216. /**
  82217. * @hidden
  82218. */
  82219. _meshAttachedObservable: Observable<AbstractMesh>;
  82220. /**
  82221. * Attaches a mesh to the controller
  82222. * @param mesh the mesh to be attached
  82223. */
  82224. attachToMesh(mesh: AbstractMesh): void;
  82225. /**
  82226. * Attaches the controllers mesh to a camera
  82227. * @param camera the camera the mesh should be attached to
  82228. */
  82229. attachToPoseControlledCamera(camera: TargetCamera): void;
  82230. /**
  82231. * Disposes of the controller
  82232. */
  82233. dispose(): void;
  82234. /**
  82235. * The mesh that is attached to the controller
  82236. */
  82237. readonly mesh: Nullable<AbstractMesh>;
  82238. /**
  82239. * Gets the ray of the controller in the direction the controller is pointing
  82240. * @param length the length the resulting ray should be
  82241. * @returns a ray in the direction the controller is pointing
  82242. */
  82243. getForwardRay(length?: number): Ray;
  82244. }
  82245. }
  82246. declare module BABYLON {
  82247. /**
  82248. * Defines the WebVRController object that represents controllers tracked in 3D space
  82249. */
  82250. export abstract class WebVRController extends PoseEnabledController {
  82251. /**
  82252. * Internal, the default controller model for the controller
  82253. */
  82254. protected _defaultModel: Nullable<AbstractMesh>;
  82255. /**
  82256. * Fired when the trigger state has changed
  82257. */
  82258. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  82259. /**
  82260. * Fired when the main button state has changed
  82261. */
  82262. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82263. /**
  82264. * Fired when the secondary button state has changed
  82265. */
  82266. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82267. /**
  82268. * Fired when the pad state has changed
  82269. */
  82270. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  82271. /**
  82272. * Fired when controllers stick values have changed
  82273. */
  82274. onPadValuesChangedObservable: Observable<StickValues>;
  82275. /**
  82276. * Array of button availible on the controller
  82277. */
  82278. protected _buttons: Array<MutableGamepadButton>;
  82279. private _onButtonStateChange;
  82280. /**
  82281. * Fired when a controller button's state has changed
  82282. * @param callback the callback containing the button that was modified
  82283. */
  82284. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  82285. /**
  82286. * X and Y axis corresponding to the controllers joystick
  82287. */
  82288. pad: StickValues;
  82289. /**
  82290. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  82291. */
  82292. hand: string;
  82293. /**
  82294. * The default controller model for the controller
  82295. */
  82296. readonly defaultModel: Nullable<AbstractMesh>;
  82297. /**
  82298. * Creates a new WebVRController from a gamepad
  82299. * @param vrGamepad the gamepad that the WebVRController should be created from
  82300. */
  82301. constructor(vrGamepad: any);
  82302. /**
  82303. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82304. */
  82305. update(): void;
  82306. /**
  82307. * Function to be called when a button is modified
  82308. */
  82309. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  82310. /**
  82311. * Loads a mesh and attaches it to the controller
  82312. * @param scene the scene the mesh should be added to
  82313. * @param meshLoaded callback for when the mesh has been loaded
  82314. */
  82315. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  82316. private _setButtonValue;
  82317. private _changes;
  82318. private _checkChanges;
  82319. /**
  82320. * Disposes of th webVRCOntroller
  82321. */
  82322. dispose(): void;
  82323. }
  82324. }
  82325. declare module BABYLON {
  82326. /**
  82327. * The HemisphericLight simulates the ambient environment light,
  82328. * so the passed direction is the light reflection direction, not the incoming direction.
  82329. */
  82330. export class HemisphericLight extends Light {
  82331. /**
  82332. * The groundColor is the light in the opposite direction to the one specified during creation.
  82333. * 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.
  82334. */
  82335. groundColor: Color3;
  82336. /**
  82337. * The light reflection direction, not the incoming direction.
  82338. */
  82339. direction: Vector3;
  82340. /**
  82341. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  82342. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  82343. * The HemisphericLight can't cast shadows.
  82344. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82345. * @param name The friendly name of the light
  82346. * @param direction The direction of the light reflection
  82347. * @param scene The scene the light belongs to
  82348. */
  82349. constructor(name: string, direction: Vector3, scene: Scene);
  82350. protected _buildUniformLayout(): void;
  82351. /**
  82352. * Returns the string "HemisphericLight".
  82353. * @return The class name
  82354. */
  82355. getClassName(): string;
  82356. /**
  82357. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82358. * Returns the updated direction.
  82359. * @param target The target the direction should point to
  82360. * @return The computed direction
  82361. */
  82362. setDirectionToTarget(target: Vector3): Vector3;
  82363. /**
  82364. * Returns the shadow generator associated to the light.
  82365. * @returns Always null for hemispheric lights because it does not support shadows.
  82366. */
  82367. getShadowGenerator(): Nullable<IShadowGenerator>;
  82368. /**
  82369. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82370. * @param effect The effect to update
  82371. * @param lightIndex The index of the light in the effect to update
  82372. * @returns The hemispheric light
  82373. */
  82374. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82375. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82376. /**
  82377. * Computes the world matrix of the node
  82378. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82379. * @param useWasUpdatedFlag defines a reserved property
  82380. * @returns the world matrix
  82381. */
  82382. computeWorldMatrix(): Matrix;
  82383. /**
  82384. * Returns the integer 3.
  82385. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82386. */
  82387. getTypeID(): number;
  82388. /**
  82389. * Prepares the list of defines specific to the light type.
  82390. * @param defines the list of defines
  82391. * @param lightIndex defines the index of the light for the effect
  82392. */
  82393. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82394. }
  82395. }
  82396. declare module BABYLON {
  82397. /** @hidden */
  82398. export var vrMultiviewToSingleviewPixelShader: {
  82399. name: string;
  82400. shader: string;
  82401. };
  82402. }
  82403. declare module BABYLON {
  82404. /**
  82405. * Renders to multiple views with a single draw call
  82406. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  82407. */
  82408. export class MultiviewRenderTarget extends RenderTargetTexture {
  82409. /**
  82410. * Creates a multiview render target
  82411. * @param scene scene used with the render target
  82412. * @param size the size of the render target (used for each view)
  82413. */
  82414. constructor(scene: Scene, size?: number | {
  82415. width: number;
  82416. height: number;
  82417. } | {
  82418. ratio: number;
  82419. });
  82420. /**
  82421. * @hidden
  82422. * @param faceIndex the face index, if its a cube texture
  82423. */
  82424. _bindFrameBuffer(faceIndex?: number): void;
  82425. /**
  82426. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  82427. * @returns the view count
  82428. */
  82429. getViewCount(): number;
  82430. }
  82431. }
  82432. declare module BABYLON {
  82433. /**
  82434. * Represents a camera frustum
  82435. */
  82436. export class Frustum {
  82437. /**
  82438. * Gets the planes representing the frustum
  82439. * @param transform matrix to be applied to the returned planes
  82440. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  82441. */
  82442. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  82443. /**
  82444. * Gets the near frustum plane transformed by the transform matrix
  82445. * @param transform transformation matrix to be applied to the resulting frustum plane
  82446. * @param frustumPlane the resuling frustum plane
  82447. */
  82448. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82449. /**
  82450. * Gets the far frustum plane transformed by the transform matrix
  82451. * @param transform transformation matrix to be applied to the resulting frustum plane
  82452. * @param frustumPlane the resuling frustum plane
  82453. */
  82454. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82455. /**
  82456. * Gets the left frustum plane transformed by the transform matrix
  82457. * @param transform transformation matrix to be applied to the resulting frustum plane
  82458. * @param frustumPlane the resuling frustum plane
  82459. */
  82460. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82461. /**
  82462. * Gets the right frustum plane transformed by the transform matrix
  82463. * @param transform transformation matrix to be applied to the resulting frustum plane
  82464. * @param frustumPlane the resuling frustum plane
  82465. */
  82466. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82467. /**
  82468. * Gets the top frustum plane transformed by the transform matrix
  82469. * @param transform transformation matrix to be applied to the resulting frustum plane
  82470. * @param frustumPlane the resuling frustum plane
  82471. */
  82472. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82473. /**
  82474. * Gets the bottom frustum plane transformed by the transform matrix
  82475. * @param transform transformation matrix to be applied to the resulting frustum plane
  82476. * @param frustumPlane the resuling frustum plane
  82477. */
  82478. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82479. /**
  82480. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  82481. * @param transform transformation matrix to be applied to the resulting frustum planes
  82482. * @param frustumPlanes the resuling frustum planes
  82483. */
  82484. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  82485. }
  82486. }
  82487. declare module BABYLON {
  82488. interface Engine {
  82489. /**
  82490. * Creates a new multiview render target
  82491. * @param width defines the width of the texture
  82492. * @param height defines the height of the texture
  82493. * @returns the created multiview texture
  82494. */
  82495. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  82496. /**
  82497. * Binds a multiview framebuffer to be drawn to
  82498. * @param multiviewTexture texture to bind
  82499. */
  82500. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  82501. }
  82502. interface Camera {
  82503. /**
  82504. * @hidden
  82505. * 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)
  82506. */
  82507. _useMultiviewToSingleView: boolean;
  82508. /**
  82509. * @hidden
  82510. * 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)
  82511. */
  82512. _multiviewTexture: Nullable<RenderTargetTexture>;
  82513. /**
  82514. * @hidden
  82515. * ensures the multiview texture of the camera exists and has the specified width/height
  82516. * @param width height to set on the multiview texture
  82517. * @param height width to set on the multiview texture
  82518. */
  82519. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  82520. }
  82521. interface Scene {
  82522. /** @hidden */
  82523. _transformMatrixR: Matrix;
  82524. /** @hidden */
  82525. _multiviewSceneUbo: Nullable<UniformBuffer>;
  82526. /** @hidden */
  82527. _createMultiviewUbo(): void;
  82528. /** @hidden */
  82529. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  82530. /** @hidden */
  82531. _renderMultiviewToSingleView(camera: Camera): void;
  82532. }
  82533. }
  82534. declare module BABYLON {
  82535. /**
  82536. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  82537. * This will not be used for webXR as it supports displaying texture arrays directly
  82538. */
  82539. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  82540. /**
  82541. * Initializes a VRMultiviewToSingleview
  82542. * @param name name of the post process
  82543. * @param camera camera to be applied to
  82544. * @param scaleFactor scaling factor to the size of the output texture
  82545. */
  82546. constructor(name: string, camera: Camera, scaleFactor: number);
  82547. }
  82548. }
  82549. declare module BABYLON {
  82550. /**
  82551. * Interface used to define additional presentation attributes
  82552. */
  82553. export interface IVRPresentationAttributes {
  82554. /**
  82555. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  82556. */
  82557. highRefreshRate: boolean;
  82558. /**
  82559. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  82560. */
  82561. foveationLevel: number;
  82562. }
  82563. interface Engine {
  82564. /** @hidden */
  82565. _vrDisplay: any;
  82566. /** @hidden */
  82567. _vrSupported: boolean;
  82568. /** @hidden */
  82569. _oldSize: Size;
  82570. /** @hidden */
  82571. _oldHardwareScaleFactor: number;
  82572. /** @hidden */
  82573. _vrExclusivePointerMode: boolean;
  82574. /** @hidden */
  82575. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  82576. /** @hidden */
  82577. _onVRDisplayPointerRestricted: () => void;
  82578. /** @hidden */
  82579. _onVRDisplayPointerUnrestricted: () => void;
  82580. /** @hidden */
  82581. _onVrDisplayConnect: Nullable<(display: any) => void>;
  82582. /** @hidden */
  82583. _onVrDisplayDisconnect: Nullable<() => void>;
  82584. /** @hidden */
  82585. _onVrDisplayPresentChange: Nullable<() => void>;
  82586. /**
  82587. * Observable signaled when VR display mode changes
  82588. */
  82589. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  82590. /**
  82591. * Observable signaled when VR request present is complete
  82592. */
  82593. onVRRequestPresentComplete: Observable<boolean>;
  82594. /**
  82595. * Observable signaled when VR request present starts
  82596. */
  82597. onVRRequestPresentStart: Observable<Engine>;
  82598. /**
  82599. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  82600. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  82601. */
  82602. isInVRExclusivePointerMode: boolean;
  82603. /**
  82604. * Gets a boolean indicating if a webVR device was detected
  82605. * @returns true if a webVR device was detected
  82606. */
  82607. isVRDevicePresent(): boolean;
  82608. /**
  82609. * Gets the current webVR device
  82610. * @returns the current webVR device (or null)
  82611. */
  82612. getVRDevice(): any;
  82613. /**
  82614. * Initializes a webVR display and starts listening to display change events
  82615. * The onVRDisplayChangedObservable will be notified upon these changes
  82616. * @returns A promise containing a VRDisplay and if vr is supported
  82617. */
  82618. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  82619. /** @hidden */
  82620. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  82621. /**
  82622. * Gets or sets the presentation attributes used to configure VR rendering
  82623. */
  82624. vrPresentationAttributes?: IVRPresentationAttributes;
  82625. /**
  82626. * Call this function to switch to webVR mode
  82627. * Will do nothing if webVR is not supported or if there is no webVR device
  82628. * @see http://doc.babylonjs.com/how_to/webvr_camera
  82629. */
  82630. enableVR(): void;
  82631. /** @hidden */
  82632. _onVRFullScreenTriggered(): void;
  82633. }
  82634. }
  82635. declare module BABYLON {
  82636. /**
  82637. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  82638. * IMPORTANT!! The data is right-hand data.
  82639. * @export
  82640. * @interface DevicePose
  82641. */
  82642. export interface DevicePose {
  82643. /**
  82644. * The position of the device, values in array are [x,y,z].
  82645. */
  82646. readonly position: Nullable<Float32Array>;
  82647. /**
  82648. * The linearVelocity of the device, values in array are [x,y,z].
  82649. */
  82650. readonly linearVelocity: Nullable<Float32Array>;
  82651. /**
  82652. * The linearAcceleration of the device, values in array are [x,y,z].
  82653. */
  82654. readonly linearAcceleration: Nullable<Float32Array>;
  82655. /**
  82656. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  82657. */
  82658. readonly orientation: Nullable<Float32Array>;
  82659. /**
  82660. * The angularVelocity of the device, values in array are [x,y,z].
  82661. */
  82662. readonly angularVelocity: Nullable<Float32Array>;
  82663. /**
  82664. * The angularAcceleration of the device, values in array are [x,y,z].
  82665. */
  82666. readonly angularAcceleration: Nullable<Float32Array>;
  82667. }
  82668. /**
  82669. * Interface representing a pose controlled object in Babylon.
  82670. * A pose controlled object has both regular pose values as well as pose values
  82671. * from an external device such as a VR head mounted display
  82672. */
  82673. export interface PoseControlled {
  82674. /**
  82675. * The position of the object in babylon space.
  82676. */
  82677. position: Vector3;
  82678. /**
  82679. * The rotation quaternion of the object in babylon space.
  82680. */
  82681. rotationQuaternion: Quaternion;
  82682. /**
  82683. * The position of the device in babylon space.
  82684. */
  82685. devicePosition?: Vector3;
  82686. /**
  82687. * The rotation quaternion of the device in babylon space.
  82688. */
  82689. deviceRotationQuaternion: Quaternion;
  82690. /**
  82691. * The raw pose coming from the device.
  82692. */
  82693. rawPose: Nullable<DevicePose>;
  82694. /**
  82695. * The scale of the device to be used when translating from device space to babylon space.
  82696. */
  82697. deviceScaleFactor: number;
  82698. /**
  82699. * Updates the poseControlled values based on the input device pose.
  82700. * @param poseData the pose data to update the object with
  82701. */
  82702. updateFromDevice(poseData: DevicePose): void;
  82703. }
  82704. /**
  82705. * Set of options to customize the webVRCamera
  82706. */
  82707. export interface WebVROptions {
  82708. /**
  82709. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  82710. */
  82711. trackPosition?: boolean;
  82712. /**
  82713. * Sets the scale of the vrDevice in babylon space. (default: 1)
  82714. */
  82715. positionScale?: number;
  82716. /**
  82717. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  82718. */
  82719. displayName?: string;
  82720. /**
  82721. * Should the native controller meshes be initialized. (default: true)
  82722. */
  82723. controllerMeshes?: boolean;
  82724. /**
  82725. * Creating a default HemiLight only on controllers. (default: true)
  82726. */
  82727. defaultLightingOnControllers?: boolean;
  82728. /**
  82729. * If you don't want to use the default VR button of the helper. (default: false)
  82730. */
  82731. useCustomVRButton?: boolean;
  82732. /**
  82733. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  82734. */
  82735. customVRButton?: HTMLButtonElement;
  82736. /**
  82737. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  82738. */
  82739. rayLength?: number;
  82740. /**
  82741. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  82742. */
  82743. defaultHeight?: number;
  82744. /**
  82745. * If multiview should be used if availible (default: false)
  82746. */
  82747. useMultiview?: boolean;
  82748. }
  82749. /**
  82750. * This represents a WebVR camera.
  82751. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  82752. * @example http://doc.babylonjs.com/how_to/webvr_camera
  82753. */
  82754. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  82755. private webVROptions;
  82756. /**
  82757. * @hidden
  82758. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  82759. */
  82760. _vrDevice: any;
  82761. /**
  82762. * The rawPose of the vrDevice.
  82763. */
  82764. rawPose: Nullable<DevicePose>;
  82765. private _onVREnabled;
  82766. private _specsVersion;
  82767. private _attached;
  82768. private _frameData;
  82769. protected _descendants: Array<Node>;
  82770. private _deviceRoomPosition;
  82771. /** @hidden */
  82772. _deviceRoomRotationQuaternion: Quaternion;
  82773. private _standingMatrix;
  82774. /**
  82775. * Represents device position in babylon space.
  82776. */
  82777. devicePosition: Vector3;
  82778. /**
  82779. * Represents device rotation in babylon space.
  82780. */
  82781. deviceRotationQuaternion: Quaternion;
  82782. /**
  82783. * The scale of the device to be used when translating from device space to babylon space.
  82784. */
  82785. deviceScaleFactor: number;
  82786. private _deviceToWorld;
  82787. private _worldToDevice;
  82788. /**
  82789. * References to the webVR controllers for the vrDevice.
  82790. */
  82791. controllers: Array<WebVRController>;
  82792. /**
  82793. * Emits an event when a controller is attached.
  82794. */
  82795. onControllersAttachedObservable: Observable<WebVRController[]>;
  82796. /**
  82797. * Emits an event when a controller's mesh has been loaded;
  82798. */
  82799. onControllerMeshLoadedObservable: Observable<WebVRController>;
  82800. /**
  82801. * Emits an event when the HMD's pose has been updated.
  82802. */
  82803. onPoseUpdatedFromDeviceObservable: Observable<any>;
  82804. private _poseSet;
  82805. /**
  82806. * If the rig cameras be used as parent instead of this camera.
  82807. */
  82808. rigParenting: boolean;
  82809. private _lightOnControllers;
  82810. private _defaultHeight?;
  82811. /**
  82812. * Instantiates a WebVRFreeCamera.
  82813. * @param name The name of the WebVRFreeCamera
  82814. * @param position The starting anchor position for the camera
  82815. * @param scene The scene the camera belongs to
  82816. * @param webVROptions a set of customizable options for the webVRCamera
  82817. */
  82818. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  82819. /**
  82820. * Gets the device distance from the ground in meters.
  82821. * @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.
  82822. */
  82823. deviceDistanceToRoomGround(): number;
  82824. /**
  82825. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82826. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  82827. */
  82828. useStandingMatrix(callback?: (bool: boolean) => void): void;
  82829. /**
  82830. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82831. * @returns A promise with a boolean set to if the standing matrix is supported.
  82832. */
  82833. useStandingMatrixAsync(): Promise<boolean>;
  82834. /**
  82835. * Disposes the camera
  82836. */
  82837. dispose(): void;
  82838. /**
  82839. * Gets a vrController by name.
  82840. * @param name The name of the controller to retreive
  82841. * @returns the controller matching the name specified or null if not found
  82842. */
  82843. getControllerByName(name: string): Nullable<WebVRController>;
  82844. private _leftController;
  82845. /**
  82846. * The controller corresponding to the users left hand.
  82847. */
  82848. readonly leftController: Nullable<WebVRController>;
  82849. private _rightController;
  82850. /**
  82851. * The controller corresponding to the users right hand.
  82852. */
  82853. readonly rightController: Nullable<WebVRController>;
  82854. /**
  82855. * Casts a ray forward from the vrCamera's gaze.
  82856. * @param length Length of the ray (default: 100)
  82857. * @returns the ray corresponding to the gaze
  82858. */
  82859. getForwardRay(length?: number): Ray;
  82860. /**
  82861. * @hidden
  82862. * Updates the camera based on device's frame data
  82863. */
  82864. _checkInputs(): void;
  82865. /**
  82866. * Updates the poseControlled values based on the input device pose.
  82867. * @param poseData Pose coming from the device
  82868. */
  82869. updateFromDevice(poseData: DevicePose): void;
  82870. private _htmlElementAttached;
  82871. private _detachIfAttached;
  82872. /**
  82873. * WebVR's attach control will start broadcasting frames to the device.
  82874. * Note that in certain browsers (chrome for example) this function must be called
  82875. * within a user-interaction callback. Example:
  82876. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  82877. *
  82878. * @param element html element to attach the vrDevice to
  82879. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  82880. */
  82881. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  82882. /**
  82883. * Detaches the camera from the html element and disables VR
  82884. *
  82885. * @param element html element to detach from
  82886. */
  82887. detachControl(element: HTMLElement): void;
  82888. /**
  82889. * @returns the name of this class
  82890. */
  82891. getClassName(): string;
  82892. /**
  82893. * Calls resetPose on the vrDisplay
  82894. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  82895. */
  82896. resetToCurrentRotation(): void;
  82897. /**
  82898. * @hidden
  82899. * Updates the rig cameras (left and right eye)
  82900. */
  82901. _updateRigCameras(): void;
  82902. private _workingVector;
  82903. private _oneVector;
  82904. private _workingMatrix;
  82905. private updateCacheCalled;
  82906. private _correctPositionIfNotTrackPosition;
  82907. /**
  82908. * @hidden
  82909. * Updates the cached values of the camera
  82910. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  82911. */
  82912. _updateCache(ignoreParentClass?: boolean): void;
  82913. /**
  82914. * @hidden
  82915. * Get current device position in babylon world
  82916. */
  82917. _computeDevicePosition(): void;
  82918. /**
  82919. * Updates the current device position and rotation in the babylon world
  82920. */
  82921. update(): void;
  82922. /**
  82923. * @hidden
  82924. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  82925. * @returns an identity matrix
  82926. */
  82927. _getViewMatrix(): Matrix;
  82928. private _tmpMatrix;
  82929. /**
  82930. * This function is called by the two RIG cameras.
  82931. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  82932. * @hidden
  82933. */
  82934. _getWebVRViewMatrix(): Matrix;
  82935. /** @hidden */
  82936. _getWebVRProjectionMatrix(): Matrix;
  82937. private _onGamepadConnectedObserver;
  82938. private _onGamepadDisconnectedObserver;
  82939. private _updateCacheWhenTrackingDisabledObserver;
  82940. /**
  82941. * Initializes the controllers and their meshes
  82942. */
  82943. initControllers(): void;
  82944. }
  82945. }
  82946. declare module BABYLON {
  82947. /**
  82948. * Size options for a post process
  82949. */
  82950. export type PostProcessOptions = {
  82951. width: number;
  82952. height: number;
  82953. };
  82954. /**
  82955. * PostProcess can be used to apply a shader to a texture after it has been rendered
  82956. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  82957. */
  82958. export class PostProcess {
  82959. /** Name of the PostProcess. */
  82960. name: string;
  82961. /**
  82962. * Gets or sets the unique id of the post process
  82963. */
  82964. uniqueId: number;
  82965. /**
  82966. * Width of the texture to apply the post process on
  82967. */
  82968. width: number;
  82969. /**
  82970. * Height of the texture to apply the post process on
  82971. */
  82972. height: number;
  82973. /**
  82974. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  82975. * @hidden
  82976. */
  82977. _outputTexture: Nullable<InternalTexture>;
  82978. /**
  82979. * Sampling mode used by the shader
  82980. * See https://doc.babylonjs.com/classes/3.1/texture
  82981. */
  82982. renderTargetSamplingMode: number;
  82983. /**
  82984. * Clear color to use when screen clearing
  82985. */
  82986. clearColor: Color4;
  82987. /**
  82988. * If the buffer needs to be cleared before applying the post process. (default: true)
  82989. * Should be set to false if shader will overwrite all previous pixels.
  82990. */
  82991. autoClear: boolean;
  82992. /**
  82993. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  82994. */
  82995. alphaMode: number;
  82996. /**
  82997. * Sets the setAlphaBlendConstants of the babylon engine
  82998. */
  82999. alphaConstants: Color4;
  83000. /**
  83001. * Animations to be used for the post processing
  83002. */
  83003. animations: Animation[];
  83004. /**
  83005. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83006. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83007. */
  83008. enablePixelPerfectMode: boolean;
  83009. /**
  83010. * Force the postprocess to be applied without taking in account viewport
  83011. */
  83012. forceFullscreenViewport: boolean;
  83013. /**
  83014. * List of inspectable custom properties (used by the Inspector)
  83015. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83016. */
  83017. inspectableCustomProperties: IInspectable[];
  83018. /**
  83019. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83020. *
  83021. * | Value | Type | Description |
  83022. * | ----- | ----------------------------------- | ----------- |
  83023. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83024. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83025. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83026. *
  83027. */
  83028. scaleMode: number;
  83029. /**
  83030. * Force textures to be a power of two (default: false)
  83031. */
  83032. alwaysForcePOT: boolean;
  83033. private _samples;
  83034. /**
  83035. * Number of sample textures (default: 1)
  83036. */
  83037. samples: number;
  83038. /**
  83039. * Modify the scale of the post process to be the same as the viewport (default: false)
  83040. */
  83041. adaptScaleToCurrentViewport: boolean;
  83042. private _camera;
  83043. private _scene;
  83044. private _engine;
  83045. private _options;
  83046. private _reusable;
  83047. private _textureType;
  83048. /**
  83049. * Smart array of input and output textures for the post process.
  83050. * @hidden
  83051. */
  83052. _textures: SmartArray<InternalTexture>;
  83053. /**
  83054. * The index in _textures that corresponds to the output texture.
  83055. * @hidden
  83056. */
  83057. _currentRenderTextureInd: number;
  83058. private _effect;
  83059. private _samplers;
  83060. private _fragmentUrl;
  83061. private _vertexUrl;
  83062. private _parameters;
  83063. private _scaleRatio;
  83064. protected _indexParameters: any;
  83065. private _shareOutputWithPostProcess;
  83066. private _texelSize;
  83067. private _forcedOutputTexture;
  83068. /**
  83069. * Returns the fragment url or shader name used in the post process.
  83070. * @returns the fragment url or name in the shader store.
  83071. */
  83072. getEffectName(): string;
  83073. /**
  83074. * An event triggered when the postprocess is activated.
  83075. */
  83076. onActivateObservable: Observable<Camera>;
  83077. private _onActivateObserver;
  83078. /**
  83079. * A function that is added to the onActivateObservable
  83080. */
  83081. onActivate: Nullable<(camera: Camera) => void>;
  83082. /**
  83083. * An event triggered when the postprocess changes its size.
  83084. */
  83085. onSizeChangedObservable: Observable<PostProcess>;
  83086. private _onSizeChangedObserver;
  83087. /**
  83088. * A function that is added to the onSizeChangedObservable
  83089. */
  83090. onSizeChanged: (postProcess: PostProcess) => void;
  83091. /**
  83092. * An event triggered when the postprocess applies its effect.
  83093. */
  83094. onApplyObservable: Observable<Effect>;
  83095. private _onApplyObserver;
  83096. /**
  83097. * A function that is added to the onApplyObservable
  83098. */
  83099. onApply: (effect: Effect) => void;
  83100. /**
  83101. * An event triggered before rendering the postprocess
  83102. */
  83103. onBeforeRenderObservable: Observable<Effect>;
  83104. private _onBeforeRenderObserver;
  83105. /**
  83106. * A function that is added to the onBeforeRenderObservable
  83107. */
  83108. onBeforeRender: (effect: Effect) => void;
  83109. /**
  83110. * An event triggered after rendering the postprocess
  83111. */
  83112. onAfterRenderObservable: Observable<Effect>;
  83113. private _onAfterRenderObserver;
  83114. /**
  83115. * A function that is added to the onAfterRenderObservable
  83116. */
  83117. onAfterRender: (efect: Effect) => void;
  83118. /**
  83119. * 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
  83120. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83121. */
  83122. inputTexture: InternalTexture;
  83123. /**
  83124. * Gets the camera which post process is applied to.
  83125. * @returns The camera the post process is applied to.
  83126. */
  83127. getCamera(): Camera;
  83128. /**
  83129. * Gets the texel size of the postprocess.
  83130. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83131. */
  83132. readonly texelSize: Vector2;
  83133. /**
  83134. * Creates a new instance PostProcess
  83135. * @param name The name of the PostProcess.
  83136. * @param fragmentUrl The url of the fragment shader to be used.
  83137. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83138. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83139. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83140. * @param camera The camera to apply the render pass to.
  83141. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83142. * @param engine The engine which the post process will be applied. (default: current engine)
  83143. * @param reusable If the post process can be reused on the same frame. (default: false)
  83144. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83145. * @param textureType Type of textures used when performing the post process. (default: 0)
  83146. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83147. * @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
  83148. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83149. */
  83150. constructor(
  83151. /** Name of the PostProcess. */
  83152. 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);
  83153. /**
  83154. * Gets a string idenfifying the name of the class
  83155. * @returns "PostProcess" string
  83156. */
  83157. getClassName(): string;
  83158. /**
  83159. * Gets the engine which this post process belongs to.
  83160. * @returns The engine the post process was enabled with.
  83161. */
  83162. getEngine(): Engine;
  83163. /**
  83164. * The effect that is created when initializing the post process.
  83165. * @returns The created effect corresponding the the postprocess.
  83166. */
  83167. getEffect(): Effect;
  83168. /**
  83169. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  83170. * @param postProcess The post process to share the output with.
  83171. * @returns This post process.
  83172. */
  83173. shareOutputWith(postProcess: PostProcess): PostProcess;
  83174. /**
  83175. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  83176. * This should be called if the post process that shares output with this post process is disabled/disposed.
  83177. */
  83178. useOwnOutput(): void;
  83179. /**
  83180. * Updates the effect with the current post process compile time values and recompiles the shader.
  83181. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83182. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83183. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83184. * @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
  83185. * @param onCompiled Called when the shader has been compiled.
  83186. * @param onError Called if there is an error when compiling a shader.
  83187. */
  83188. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83189. /**
  83190. * The post process is reusable if it can be used multiple times within one frame.
  83191. * @returns If the post process is reusable
  83192. */
  83193. isReusable(): boolean;
  83194. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  83195. markTextureDirty(): void;
  83196. /**
  83197. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  83198. * 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.
  83199. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  83200. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  83201. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  83202. * @returns The target texture that was bound to be written to.
  83203. */
  83204. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  83205. /**
  83206. * If the post process is supported.
  83207. */
  83208. readonly isSupported: boolean;
  83209. /**
  83210. * The aspect ratio of the output texture.
  83211. */
  83212. readonly aspectRatio: number;
  83213. /**
  83214. * Get a value indicating if the post-process is ready to be used
  83215. * @returns true if the post-process is ready (shader is compiled)
  83216. */
  83217. isReady(): boolean;
  83218. /**
  83219. * Binds all textures and uniforms to the shader, this will be run on every pass.
  83220. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  83221. */
  83222. apply(): Nullable<Effect>;
  83223. private _disposeTextures;
  83224. /**
  83225. * Disposes the post process.
  83226. * @param camera The camera to dispose the post process on.
  83227. */
  83228. dispose(camera?: Camera): void;
  83229. }
  83230. }
  83231. declare module BABYLON {
  83232. /** @hidden */
  83233. export var kernelBlurVaryingDeclaration: {
  83234. name: string;
  83235. shader: string;
  83236. };
  83237. }
  83238. declare module BABYLON {
  83239. /** @hidden */
  83240. export var kernelBlurFragment: {
  83241. name: string;
  83242. shader: string;
  83243. };
  83244. }
  83245. declare module BABYLON {
  83246. /** @hidden */
  83247. export var kernelBlurFragment2: {
  83248. name: string;
  83249. shader: string;
  83250. };
  83251. }
  83252. declare module BABYLON {
  83253. /** @hidden */
  83254. export var kernelBlurPixelShader: {
  83255. name: string;
  83256. shader: string;
  83257. };
  83258. }
  83259. declare module BABYLON {
  83260. /** @hidden */
  83261. export var kernelBlurVertex: {
  83262. name: string;
  83263. shader: string;
  83264. };
  83265. }
  83266. declare module BABYLON {
  83267. /** @hidden */
  83268. export var kernelBlurVertexShader: {
  83269. name: string;
  83270. shader: string;
  83271. };
  83272. }
  83273. declare module BABYLON {
  83274. /**
  83275. * The Blur Post Process which blurs an image based on a kernel and direction.
  83276. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  83277. */
  83278. export class BlurPostProcess extends PostProcess {
  83279. /** The direction in which to blur the image. */
  83280. direction: Vector2;
  83281. private blockCompilation;
  83282. protected _kernel: number;
  83283. protected _idealKernel: number;
  83284. protected _packedFloat: boolean;
  83285. private _staticDefines;
  83286. /**
  83287. * Sets the length in pixels of the blur sample region
  83288. */
  83289. /**
  83290. * Gets the length in pixels of the blur sample region
  83291. */
  83292. kernel: number;
  83293. /**
  83294. * Sets wether or not the blur needs to unpack/repack floats
  83295. */
  83296. /**
  83297. * Gets wether or not the blur is unpacking/repacking floats
  83298. */
  83299. packedFloat: boolean;
  83300. /**
  83301. * Creates a new instance BlurPostProcess
  83302. * @param name The name of the effect.
  83303. * @param direction The direction in which to blur the image.
  83304. * @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.
  83305. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83306. * @param camera The camera to apply the render pass to.
  83307. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83308. * @param engine The engine which the post process will be applied. (default: current engine)
  83309. * @param reusable If the post process can be reused on the same frame. (default: false)
  83310. * @param textureType Type of textures used when performing the post process. (default: 0)
  83311. * @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)
  83312. */
  83313. constructor(name: string,
  83314. /** The direction in which to blur the image. */
  83315. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  83316. /**
  83317. * Updates the effect with the current post process compile time values and recompiles the shader.
  83318. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83319. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83320. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83321. * @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
  83322. * @param onCompiled Called when the shader has been compiled.
  83323. * @param onError Called if there is an error when compiling a shader.
  83324. */
  83325. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83326. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83327. /**
  83328. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  83329. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83330. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83331. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83332. * The gaps between physical kernels are compensated for in the weighting of the samples
  83333. * @param idealKernel Ideal blur kernel.
  83334. * @return Nearest best kernel.
  83335. */
  83336. protected _nearestBestKernel(idealKernel: number): number;
  83337. /**
  83338. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83339. * @param x The point on the Gaussian distribution to sample.
  83340. * @return the value of the Gaussian function at x.
  83341. */
  83342. protected _gaussianWeight(x: number): number;
  83343. /**
  83344. * Generates a string that can be used as a floating point number in GLSL.
  83345. * @param x Value to print.
  83346. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83347. * @return GLSL float string.
  83348. */
  83349. protected _glslFloat(x: number, decimalFigures?: number): string;
  83350. }
  83351. }
  83352. declare module BABYLON {
  83353. /**
  83354. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83355. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83356. * You can then easily use it as a reflectionTexture on a flat surface.
  83357. * In case the surface is not a plane, please consider relying on reflection probes.
  83358. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83359. */
  83360. export class MirrorTexture extends RenderTargetTexture {
  83361. private scene;
  83362. /**
  83363. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83364. * 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.
  83365. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83366. */
  83367. mirrorPlane: Plane;
  83368. /**
  83369. * Define the blur ratio used to blur the reflection if needed.
  83370. */
  83371. blurRatio: number;
  83372. /**
  83373. * Define the adaptive blur kernel used to blur the reflection if needed.
  83374. * This will autocompute the closest best match for the `blurKernel`
  83375. */
  83376. adaptiveBlurKernel: number;
  83377. /**
  83378. * Define the blur kernel used to blur the reflection if needed.
  83379. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83380. */
  83381. blurKernel: number;
  83382. /**
  83383. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  83384. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83385. */
  83386. blurKernelX: number;
  83387. /**
  83388. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  83389. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83390. */
  83391. blurKernelY: number;
  83392. private _autoComputeBlurKernel;
  83393. protected _onRatioRescale(): void;
  83394. private _updateGammaSpace;
  83395. private _imageProcessingConfigChangeObserver;
  83396. private _transformMatrix;
  83397. private _mirrorMatrix;
  83398. private _savedViewMatrix;
  83399. private _blurX;
  83400. private _blurY;
  83401. private _adaptiveBlurKernel;
  83402. private _blurKernelX;
  83403. private _blurKernelY;
  83404. private _blurRatio;
  83405. /**
  83406. * Instantiates a Mirror Texture.
  83407. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83408. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83409. * You can then easily use it as a reflectionTexture on a flat surface.
  83410. * In case the surface is not a plane, please consider relying on reflection probes.
  83411. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83412. * @param name
  83413. * @param size
  83414. * @param scene
  83415. * @param generateMipMaps
  83416. * @param type
  83417. * @param samplingMode
  83418. * @param generateDepthBuffer
  83419. */
  83420. constructor(name: string, size: number | {
  83421. width: number;
  83422. height: number;
  83423. } | {
  83424. ratio: number;
  83425. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  83426. private _preparePostProcesses;
  83427. /**
  83428. * Clone the mirror texture.
  83429. * @returns the cloned texture
  83430. */
  83431. clone(): MirrorTexture;
  83432. /**
  83433. * Serialize the texture to a JSON representation you could use in Parse later on
  83434. * @returns the serialized JSON representation
  83435. */
  83436. serialize(): any;
  83437. /**
  83438. * Dispose the texture and release its associated resources.
  83439. */
  83440. dispose(): void;
  83441. }
  83442. }
  83443. declare module BABYLON {
  83444. /**
  83445. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83446. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83447. */
  83448. export class Texture extends BaseTexture {
  83449. /**
  83450. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  83451. */
  83452. static SerializeBuffers: boolean;
  83453. /** @hidden */
  83454. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  83455. /** @hidden */
  83456. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  83457. /** @hidden */
  83458. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  83459. /** nearest is mag = nearest and min = nearest and mip = linear */
  83460. static readonly NEAREST_SAMPLINGMODE: number;
  83461. /** nearest is mag = nearest and min = nearest and mip = linear */
  83462. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  83463. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83464. static readonly BILINEAR_SAMPLINGMODE: number;
  83465. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83466. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  83467. /** Trilinear is mag = linear and min = linear and mip = linear */
  83468. static readonly TRILINEAR_SAMPLINGMODE: number;
  83469. /** Trilinear is mag = linear and min = linear and mip = linear */
  83470. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  83471. /** mag = nearest and min = nearest and mip = nearest */
  83472. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  83473. /** mag = nearest and min = linear and mip = nearest */
  83474. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  83475. /** mag = nearest and min = linear and mip = linear */
  83476. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  83477. /** mag = nearest and min = linear and mip = none */
  83478. static readonly NEAREST_LINEAR: number;
  83479. /** mag = nearest and min = nearest and mip = none */
  83480. static readonly NEAREST_NEAREST: number;
  83481. /** mag = linear and min = nearest and mip = nearest */
  83482. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  83483. /** mag = linear and min = nearest and mip = linear */
  83484. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  83485. /** mag = linear and min = linear and mip = none */
  83486. static readonly LINEAR_LINEAR: number;
  83487. /** mag = linear and min = nearest and mip = none */
  83488. static readonly LINEAR_NEAREST: number;
  83489. /** Explicit coordinates mode */
  83490. static readonly EXPLICIT_MODE: number;
  83491. /** Spherical coordinates mode */
  83492. static readonly SPHERICAL_MODE: number;
  83493. /** Planar coordinates mode */
  83494. static readonly PLANAR_MODE: number;
  83495. /** Cubic coordinates mode */
  83496. static readonly CUBIC_MODE: number;
  83497. /** Projection coordinates mode */
  83498. static readonly PROJECTION_MODE: number;
  83499. /** Inverse Cubic coordinates mode */
  83500. static readonly SKYBOX_MODE: number;
  83501. /** Inverse Cubic coordinates mode */
  83502. static readonly INVCUBIC_MODE: number;
  83503. /** Equirectangular coordinates mode */
  83504. static readonly EQUIRECTANGULAR_MODE: number;
  83505. /** Equirectangular Fixed coordinates mode */
  83506. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  83507. /** Equirectangular Fixed Mirrored coordinates mode */
  83508. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  83509. /** Texture is not repeating outside of 0..1 UVs */
  83510. static readonly CLAMP_ADDRESSMODE: number;
  83511. /** Texture is repeating outside of 0..1 UVs */
  83512. static readonly WRAP_ADDRESSMODE: number;
  83513. /** Texture is repeating and mirrored */
  83514. static readonly MIRROR_ADDRESSMODE: number;
  83515. /**
  83516. * 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
  83517. */
  83518. static UseSerializedUrlIfAny: boolean;
  83519. /**
  83520. * Define the url of the texture.
  83521. */
  83522. url: Nullable<string>;
  83523. /**
  83524. * Define an offset on the texture to offset the u coordinates of the UVs
  83525. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83526. */
  83527. uOffset: number;
  83528. /**
  83529. * Define an offset on the texture to offset the v coordinates of the UVs
  83530. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83531. */
  83532. vOffset: number;
  83533. /**
  83534. * Define an offset on the texture to scale the u coordinates of the UVs
  83535. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83536. */
  83537. uScale: number;
  83538. /**
  83539. * Define an offset on the texture to scale the v coordinates of the UVs
  83540. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83541. */
  83542. vScale: number;
  83543. /**
  83544. * Define an offset on the texture to rotate around the u coordinates of the UVs
  83545. * @see http://doc.babylonjs.com/how_to/more_materials
  83546. */
  83547. uAng: number;
  83548. /**
  83549. * Define an offset on the texture to rotate around the v coordinates of the UVs
  83550. * @see http://doc.babylonjs.com/how_to/more_materials
  83551. */
  83552. vAng: number;
  83553. /**
  83554. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  83555. * @see http://doc.babylonjs.com/how_to/more_materials
  83556. */
  83557. wAng: number;
  83558. /**
  83559. * Defines the center of rotation (U)
  83560. */
  83561. uRotationCenter: number;
  83562. /**
  83563. * Defines the center of rotation (V)
  83564. */
  83565. vRotationCenter: number;
  83566. /**
  83567. * Defines the center of rotation (W)
  83568. */
  83569. wRotationCenter: number;
  83570. /**
  83571. * Are mip maps generated for this texture or not.
  83572. */
  83573. readonly noMipmap: boolean;
  83574. /**
  83575. * List of inspectable custom properties (used by the Inspector)
  83576. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83577. */
  83578. inspectableCustomProperties: Nullable<IInspectable[]>;
  83579. private _noMipmap;
  83580. /** @hidden */
  83581. _invertY: boolean;
  83582. private _rowGenerationMatrix;
  83583. private _cachedTextureMatrix;
  83584. private _projectionModeMatrix;
  83585. private _t0;
  83586. private _t1;
  83587. private _t2;
  83588. private _cachedUOffset;
  83589. private _cachedVOffset;
  83590. private _cachedUScale;
  83591. private _cachedVScale;
  83592. private _cachedUAng;
  83593. private _cachedVAng;
  83594. private _cachedWAng;
  83595. private _cachedProjectionMatrixId;
  83596. private _cachedCoordinatesMode;
  83597. /** @hidden */
  83598. protected _initialSamplingMode: number;
  83599. /** @hidden */
  83600. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  83601. private _deleteBuffer;
  83602. protected _format: Nullable<number>;
  83603. private _delayedOnLoad;
  83604. private _delayedOnError;
  83605. private _mimeType?;
  83606. /**
  83607. * Observable triggered once the texture has been loaded.
  83608. */
  83609. onLoadObservable: Observable<Texture>;
  83610. protected _isBlocking: boolean;
  83611. /**
  83612. * Is the texture preventing material to render while loading.
  83613. * If false, a default texture will be used instead of the loading one during the preparation step.
  83614. */
  83615. isBlocking: boolean;
  83616. /**
  83617. * Get the current sampling mode associated with the texture.
  83618. */
  83619. readonly samplingMode: number;
  83620. /**
  83621. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  83622. */
  83623. readonly invertY: boolean;
  83624. /**
  83625. * Instantiates a new texture.
  83626. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83627. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83628. * @param url defines the url of the picture to load as a texture
  83629. * @param scene defines the scene or engine the texture will belong to
  83630. * @param noMipmap defines if the texture will require mip maps or not
  83631. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  83632. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83633. * @param onLoad defines a callback triggered when the texture has been loaded
  83634. * @param onError defines a callback triggered when an error occurred during the loading session
  83635. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  83636. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  83637. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83638. * @param mimeType defines an optional mime type information
  83639. */
  83640. 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);
  83641. /**
  83642. * Update the url (and optional buffer) of this texture if url was null during construction.
  83643. * @param url the url of the texture
  83644. * @param buffer the buffer of the texture (defaults to null)
  83645. * @param onLoad callback called when the texture is loaded (defaults to null)
  83646. */
  83647. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  83648. /**
  83649. * Finish the loading sequence of a texture flagged as delayed load.
  83650. * @hidden
  83651. */
  83652. delayLoad(): void;
  83653. private _prepareRowForTextureGeneration;
  83654. /**
  83655. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  83656. * @returns the transform matrix of the texture.
  83657. */
  83658. getTextureMatrix(): Matrix;
  83659. /**
  83660. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  83661. * @returns The reflection texture transform
  83662. */
  83663. getReflectionTextureMatrix(): Matrix;
  83664. /**
  83665. * Clones the texture.
  83666. * @returns the cloned texture
  83667. */
  83668. clone(): Texture;
  83669. /**
  83670. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83671. * @returns The JSON representation of the texture
  83672. */
  83673. serialize(): any;
  83674. /**
  83675. * Get the current class name of the texture useful for serialization or dynamic coding.
  83676. * @returns "Texture"
  83677. */
  83678. getClassName(): string;
  83679. /**
  83680. * Dispose the texture and release its associated resources.
  83681. */
  83682. dispose(): void;
  83683. /**
  83684. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  83685. * @param parsedTexture Define the JSON representation of the texture
  83686. * @param scene Define the scene the parsed texture should be instantiated in
  83687. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  83688. * @returns The parsed texture if successful
  83689. */
  83690. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  83691. /**
  83692. * Creates a texture from its base 64 representation.
  83693. * @param data Define the base64 payload without the data: prefix
  83694. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83695. * @param scene Define the scene the texture should belong to
  83696. * @param noMipmap Forces the texture to not create mip map information if true
  83697. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83698. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83699. * @param onLoad define a callback triggered when the texture has been loaded
  83700. * @param onError define a callback triggered when an error occurred during the loading session
  83701. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83702. * @returns the created texture
  83703. */
  83704. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  83705. /**
  83706. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  83707. * @param data Define the base64 payload without the data: prefix
  83708. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83709. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  83710. * @param scene Define the scene the texture should belong to
  83711. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  83712. * @param noMipmap Forces the texture to not create mip map information if true
  83713. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83714. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83715. * @param onLoad define a callback triggered when the texture has been loaded
  83716. * @param onError define a callback triggered when an error occurred during the loading session
  83717. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83718. * @returns the created texture
  83719. */
  83720. 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;
  83721. }
  83722. }
  83723. declare module BABYLON {
  83724. /**
  83725. * PostProcessManager is used to manage one or more post processes or post process pipelines
  83726. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83727. */
  83728. export class PostProcessManager {
  83729. private _scene;
  83730. private _indexBuffer;
  83731. private _vertexBuffers;
  83732. /**
  83733. * Creates a new instance PostProcess
  83734. * @param scene The scene that the post process is associated with.
  83735. */
  83736. constructor(scene: Scene);
  83737. private _prepareBuffers;
  83738. private _buildIndexBuffer;
  83739. /**
  83740. * Rebuilds the vertex buffers of the manager.
  83741. * @hidden
  83742. */
  83743. _rebuild(): void;
  83744. /**
  83745. * Prepares a frame to be run through a post process.
  83746. * @param sourceTexture The input texture to the post procesess. (default: null)
  83747. * @param postProcesses An array of post processes to be run. (default: null)
  83748. * @returns True if the post processes were able to be run.
  83749. * @hidden
  83750. */
  83751. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  83752. /**
  83753. * Manually render a set of post processes to a texture.
  83754. * @param postProcesses An array of post processes to be run.
  83755. * @param targetTexture The target texture to render to.
  83756. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  83757. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  83758. * @param lodLevel defines which lod of the texture to render to
  83759. */
  83760. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  83761. /**
  83762. * Finalize the result of the output of the postprocesses.
  83763. * @param doNotPresent If true the result will not be displayed to the screen.
  83764. * @param targetTexture The target texture to render to.
  83765. * @param faceIndex The index of the face to bind the target texture to.
  83766. * @param postProcesses The array of post processes to render.
  83767. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  83768. * @hidden
  83769. */
  83770. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  83771. /**
  83772. * Disposes of the post process manager.
  83773. */
  83774. dispose(): void;
  83775. }
  83776. }
  83777. declare module BABYLON {
  83778. /** Interface used by value gradients (color, factor, ...) */
  83779. export interface IValueGradient {
  83780. /**
  83781. * Gets or sets the gradient value (between 0 and 1)
  83782. */
  83783. gradient: number;
  83784. }
  83785. /** Class used to store color4 gradient */
  83786. export class ColorGradient implements IValueGradient {
  83787. /**
  83788. * Gets or sets the gradient value (between 0 and 1)
  83789. */
  83790. gradient: number;
  83791. /**
  83792. * Gets or sets first associated color
  83793. */
  83794. color1: Color4;
  83795. /**
  83796. * Gets or sets second associated color
  83797. */
  83798. color2?: Color4;
  83799. /**
  83800. * Will get a color picked randomly between color1 and color2.
  83801. * If color2 is undefined then color1 will be used
  83802. * @param result defines the target Color4 to store the result in
  83803. */
  83804. getColorToRef(result: Color4): void;
  83805. }
  83806. /** Class used to store color 3 gradient */
  83807. export class Color3Gradient implements IValueGradient {
  83808. /**
  83809. * Gets or sets the gradient value (between 0 and 1)
  83810. */
  83811. gradient: number;
  83812. /**
  83813. * Gets or sets the associated color
  83814. */
  83815. color: Color3;
  83816. }
  83817. /** Class used to store factor gradient */
  83818. export class FactorGradient implements IValueGradient {
  83819. /**
  83820. * Gets or sets the gradient value (between 0 and 1)
  83821. */
  83822. gradient: number;
  83823. /**
  83824. * Gets or sets first associated factor
  83825. */
  83826. factor1: number;
  83827. /**
  83828. * Gets or sets second associated factor
  83829. */
  83830. factor2?: number;
  83831. /**
  83832. * Will get a number picked randomly between factor1 and factor2.
  83833. * If factor2 is undefined then factor1 will be used
  83834. * @returns the picked number
  83835. */
  83836. getFactor(): number;
  83837. }
  83838. /**
  83839. * Helper used to simplify some generic gradient tasks
  83840. */
  83841. export class GradientHelper {
  83842. /**
  83843. * Gets the current gradient from an array of IValueGradient
  83844. * @param ratio defines the current ratio to get
  83845. * @param gradients defines the array of IValueGradient
  83846. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  83847. */
  83848. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  83849. }
  83850. }
  83851. declare module BABYLON {
  83852. interface ThinEngine {
  83853. /**
  83854. * Creates a dynamic texture
  83855. * @param width defines the width of the texture
  83856. * @param height defines the height of the texture
  83857. * @param generateMipMaps defines if the engine should generate the mip levels
  83858. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  83859. * @returns the dynamic texture inside an InternalTexture
  83860. */
  83861. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  83862. /**
  83863. * Update the content of a dynamic texture
  83864. * @param texture defines the texture to update
  83865. * @param canvas defines the canvas containing the source
  83866. * @param invertY defines if data must be stored with Y axis inverted
  83867. * @param premulAlpha defines if alpha is stored as premultiplied
  83868. * @param format defines the format of the data
  83869. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  83870. */
  83871. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  83872. }
  83873. }
  83874. declare module BABYLON {
  83875. /**
  83876. * Helper class used to generate a canvas to manipulate images
  83877. */
  83878. export class CanvasGenerator {
  83879. /**
  83880. * Create a new canvas (or offscreen canvas depending on the context)
  83881. * @param width defines the expected width
  83882. * @param height defines the expected height
  83883. * @return a new canvas or offscreen canvas
  83884. */
  83885. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  83886. }
  83887. }
  83888. declare module BABYLON {
  83889. /**
  83890. * A class extending Texture allowing drawing on a texture
  83891. * @see http://doc.babylonjs.com/how_to/dynamictexture
  83892. */
  83893. export class DynamicTexture extends Texture {
  83894. private _generateMipMaps;
  83895. private _canvas;
  83896. private _context;
  83897. private _engine;
  83898. /**
  83899. * Creates a DynamicTexture
  83900. * @param name defines the name of the texture
  83901. * @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
  83902. * @param scene defines the scene where you want the texture
  83903. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  83904. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  83905. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  83906. */
  83907. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  83908. /**
  83909. * Get the current class name of the texture useful for serialization or dynamic coding.
  83910. * @returns "DynamicTexture"
  83911. */
  83912. getClassName(): string;
  83913. /**
  83914. * Gets the current state of canRescale
  83915. */
  83916. readonly canRescale: boolean;
  83917. private _recreate;
  83918. /**
  83919. * Scales the texture
  83920. * @param ratio the scale factor to apply to both width and height
  83921. */
  83922. scale(ratio: number): void;
  83923. /**
  83924. * Resizes the texture
  83925. * @param width the new width
  83926. * @param height the new height
  83927. */
  83928. scaleTo(width: number, height: number): void;
  83929. /**
  83930. * Gets the context of the canvas used by the texture
  83931. * @returns the canvas context of the dynamic texture
  83932. */
  83933. getContext(): CanvasRenderingContext2D;
  83934. /**
  83935. * Clears the texture
  83936. */
  83937. clear(): void;
  83938. /**
  83939. * Updates the texture
  83940. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83941. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  83942. */
  83943. update(invertY?: boolean, premulAlpha?: boolean): void;
  83944. /**
  83945. * Draws text onto the texture
  83946. * @param text defines the text to be drawn
  83947. * @param x defines the placement of the text from the left
  83948. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  83949. * @param font defines the font to be used with font-style, font-size, font-name
  83950. * @param color defines the color used for the text
  83951. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  83952. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83953. * @param update defines whether texture is immediately update (default is true)
  83954. */
  83955. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  83956. /**
  83957. * Clones the texture
  83958. * @returns the clone of the texture.
  83959. */
  83960. clone(): DynamicTexture;
  83961. /**
  83962. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  83963. * @returns a serialized dynamic texture object
  83964. */
  83965. serialize(): any;
  83966. /** @hidden */
  83967. _rebuild(): void;
  83968. }
  83969. }
  83970. declare module BABYLON {
  83971. interface AbstractScene {
  83972. /**
  83973. * The list of procedural textures added to the scene
  83974. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83975. */
  83976. proceduralTextures: Array<ProceduralTexture>;
  83977. }
  83978. /**
  83979. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  83980. * in a given scene.
  83981. */
  83982. export class ProceduralTextureSceneComponent implements ISceneComponent {
  83983. /**
  83984. * The component name helpfull to identify the component in the list of scene components.
  83985. */
  83986. readonly name: string;
  83987. /**
  83988. * The scene the component belongs to.
  83989. */
  83990. scene: Scene;
  83991. /**
  83992. * Creates a new instance of the component for the given scene
  83993. * @param scene Defines the scene to register the component in
  83994. */
  83995. constructor(scene: Scene);
  83996. /**
  83997. * Registers the component in a given scene
  83998. */
  83999. register(): void;
  84000. /**
  84001. * Rebuilds the elements related to this component in case of
  84002. * context lost for instance.
  84003. */
  84004. rebuild(): void;
  84005. /**
  84006. * Disposes the component and the associated ressources.
  84007. */
  84008. dispose(): void;
  84009. private _beforeClear;
  84010. }
  84011. }
  84012. declare module BABYLON {
  84013. interface ThinEngine {
  84014. /**
  84015. * Creates a new render target cube texture
  84016. * @param size defines the size of the texture
  84017. * @param options defines the options used to create the texture
  84018. * @returns a new render target cube texture stored in an InternalTexture
  84019. */
  84020. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84021. }
  84022. }
  84023. declare module BABYLON {
  84024. /** @hidden */
  84025. export var proceduralVertexShader: {
  84026. name: string;
  84027. shader: string;
  84028. };
  84029. }
  84030. declare module BABYLON {
  84031. /**
  84032. * 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.
  84033. * This is the base class of any Procedural texture and contains most of the shareable code.
  84034. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84035. */
  84036. export class ProceduralTexture extends Texture {
  84037. isCube: boolean;
  84038. /**
  84039. * Define if the texture is enabled or not (disabled texture will not render)
  84040. */
  84041. isEnabled: boolean;
  84042. /**
  84043. * Define if the texture must be cleared before rendering (default is true)
  84044. */
  84045. autoClear: boolean;
  84046. /**
  84047. * Callback called when the texture is generated
  84048. */
  84049. onGenerated: () => void;
  84050. /**
  84051. * Event raised when the texture is generated
  84052. */
  84053. onGeneratedObservable: Observable<ProceduralTexture>;
  84054. /** @hidden */
  84055. _generateMipMaps: boolean;
  84056. /** @hidden **/
  84057. _effect: Effect;
  84058. /** @hidden */
  84059. _textures: {
  84060. [key: string]: Texture;
  84061. };
  84062. private _size;
  84063. private _currentRefreshId;
  84064. private _refreshRate;
  84065. private _vertexBuffers;
  84066. private _indexBuffer;
  84067. private _uniforms;
  84068. private _samplers;
  84069. private _fragment;
  84070. private _floats;
  84071. private _ints;
  84072. private _floatsArrays;
  84073. private _colors3;
  84074. private _colors4;
  84075. private _vectors2;
  84076. private _vectors3;
  84077. private _matrices;
  84078. private _fallbackTexture;
  84079. private _fallbackTextureUsed;
  84080. private _engine;
  84081. private _cachedDefines;
  84082. private _contentUpdateId;
  84083. private _contentData;
  84084. /**
  84085. * Instantiates a new procedural texture.
  84086. * 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.
  84087. * This is the base class of any Procedural texture and contains most of the shareable code.
  84088. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84089. * @param name Define the name of the texture
  84090. * @param size Define the size of the texture to create
  84091. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84092. * @param scene Define the scene the texture belongs to
  84093. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84094. * @param generateMipMaps Define if the texture should creates mip maps or not
  84095. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84096. */
  84097. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84098. /**
  84099. * The effect that is created when initializing the post process.
  84100. * @returns The created effect corresponding the the postprocess.
  84101. */
  84102. getEffect(): Effect;
  84103. /**
  84104. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84105. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84106. */
  84107. getContent(): Nullable<ArrayBufferView>;
  84108. private _createIndexBuffer;
  84109. /** @hidden */
  84110. _rebuild(): void;
  84111. /**
  84112. * Resets the texture in order to recreate its associated resources.
  84113. * This can be called in case of context loss
  84114. */
  84115. reset(): void;
  84116. protected _getDefines(): string;
  84117. /**
  84118. * Is the texture ready to be used ? (rendered at least once)
  84119. * @returns true if ready, otherwise, false.
  84120. */
  84121. isReady(): boolean;
  84122. /**
  84123. * Resets the refresh counter of the texture and start bak from scratch.
  84124. * Could be useful to regenerate the texture if it is setup to render only once.
  84125. */
  84126. resetRefreshCounter(): void;
  84127. /**
  84128. * Set the fragment shader to use in order to render the texture.
  84129. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84130. */
  84131. setFragment(fragment: any): void;
  84132. /**
  84133. * Define the refresh rate of the texture or the rendering frequency.
  84134. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84135. */
  84136. refreshRate: number;
  84137. /** @hidden */
  84138. _shouldRender(): boolean;
  84139. /**
  84140. * Get the size the texture is rendering at.
  84141. * @returns the size (texture is always squared)
  84142. */
  84143. getRenderSize(): number;
  84144. /**
  84145. * Resize the texture to new value.
  84146. * @param size Define the new size the texture should have
  84147. * @param generateMipMaps Define whether the new texture should create mip maps
  84148. */
  84149. resize(size: number, generateMipMaps: boolean): void;
  84150. private _checkUniform;
  84151. /**
  84152. * Set a texture in the shader program used to render.
  84153. * @param name Define the name of the uniform samplers as defined in the shader
  84154. * @param texture Define the texture to bind to this sampler
  84155. * @return the texture itself allowing "fluent" like uniform updates
  84156. */
  84157. setTexture(name: string, texture: Texture): ProceduralTexture;
  84158. /**
  84159. * Set a float in the shader.
  84160. * @param name Define the name of the uniform as defined in the shader
  84161. * @param value Define the value to give to the uniform
  84162. * @return the texture itself allowing "fluent" like uniform updates
  84163. */
  84164. setFloat(name: string, value: number): ProceduralTexture;
  84165. /**
  84166. * Set a int in the shader.
  84167. * @param name Define the name of the uniform as defined in the shader
  84168. * @param value Define the value to give to the uniform
  84169. * @return the texture itself allowing "fluent" like uniform updates
  84170. */
  84171. setInt(name: string, value: number): ProceduralTexture;
  84172. /**
  84173. * Set an array of floats in the shader.
  84174. * @param name Define the name of the uniform as defined in the shader
  84175. * @param value Define the value to give to the uniform
  84176. * @return the texture itself allowing "fluent" like uniform updates
  84177. */
  84178. setFloats(name: string, value: number[]): ProceduralTexture;
  84179. /**
  84180. * Set a vec3 in the shader from a Color3.
  84181. * @param name Define the name of the uniform as defined in the shader
  84182. * @param value Define the value to give to the uniform
  84183. * @return the texture itself allowing "fluent" like uniform updates
  84184. */
  84185. setColor3(name: string, value: Color3): ProceduralTexture;
  84186. /**
  84187. * Set a vec4 in the shader from a Color4.
  84188. * @param name Define the name of the uniform as defined in the shader
  84189. * @param value Define the value to give to the uniform
  84190. * @return the texture itself allowing "fluent" like uniform updates
  84191. */
  84192. setColor4(name: string, value: Color4): ProceduralTexture;
  84193. /**
  84194. * Set a vec2 in the shader from a Vector2.
  84195. * @param name Define the name of the uniform as defined in the shader
  84196. * @param value Define the value to give to the uniform
  84197. * @return the texture itself allowing "fluent" like uniform updates
  84198. */
  84199. setVector2(name: string, value: Vector2): ProceduralTexture;
  84200. /**
  84201. * Set a vec3 in the shader from a Vector3.
  84202. * @param name Define the name of the uniform as defined in the shader
  84203. * @param value Define the value to give to the uniform
  84204. * @return the texture itself allowing "fluent" like uniform updates
  84205. */
  84206. setVector3(name: string, value: Vector3): ProceduralTexture;
  84207. /**
  84208. * Set a mat4 in the shader from a MAtrix.
  84209. * @param name Define the name of the uniform as defined in the shader
  84210. * @param value Define the value to give to the uniform
  84211. * @return the texture itself allowing "fluent" like uniform updates
  84212. */
  84213. setMatrix(name: string, value: Matrix): ProceduralTexture;
  84214. /**
  84215. * Render the texture to its associated render target.
  84216. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  84217. */
  84218. render(useCameraPostProcess?: boolean): void;
  84219. /**
  84220. * Clone the texture.
  84221. * @returns the cloned texture
  84222. */
  84223. clone(): ProceduralTexture;
  84224. /**
  84225. * Dispose the texture and release its asoociated resources.
  84226. */
  84227. dispose(): void;
  84228. }
  84229. }
  84230. declare module BABYLON {
  84231. /**
  84232. * This represents the base class for particle system in Babylon.
  84233. * 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.
  84234. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84235. * @example https://doc.babylonjs.com/babylon101/particles
  84236. */
  84237. export class BaseParticleSystem {
  84238. /**
  84239. * Source color is added to the destination color without alpha affecting the result
  84240. */
  84241. static BLENDMODE_ONEONE: number;
  84242. /**
  84243. * Blend current color and particle color using particle’s alpha
  84244. */
  84245. static BLENDMODE_STANDARD: number;
  84246. /**
  84247. * Add current color and particle color multiplied by particle’s alpha
  84248. */
  84249. static BLENDMODE_ADD: number;
  84250. /**
  84251. * Multiply current color with particle color
  84252. */
  84253. static BLENDMODE_MULTIPLY: number;
  84254. /**
  84255. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  84256. */
  84257. static BLENDMODE_MULTIPLYADD: number;
  84258. /**
  84259. * List of animations used by the particle system.
  84260. */
  84261. animations: Animation[];
  84262. /**
  84263. * The id of the Particle system.
  84264. */
  84265. id: string;
  84266. /**
  84267. * The friendly name of the Particle system.
  84268. */
  84269. name: string;
  84270. /**
  84271. * The rendering group used by the Particle system to chose when to render.
  84272. */
  84273. renderingGroupId: number;
  84274. /**
  84275. * The emitter represents the Mesh or position we are attaching the particle system to.
  84276. */
  84277. emitter: Nullable<AbstractMesh | Vector3>;
  84278. /**
  84279. * The maximum number of particles to emit per frame
  84280. */
  84281. emitRate: number;
  84282. /**
  84283. * If you want to launch only a few particles at once, that can be done, as well.
  84284. */
  84285. manualEmitCount: number;
  84286. /**
  84287. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  84288. */
  84289. updateSpeed: number;
  84290. /**
  84291. * The amount of time the particle system is running (depends of the overall update speed).
  84292. */
  84293. targetStopDuration: number;
  84294. /**
  84295. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  84296. */
  84297. disposeOnStop: boolean;
  84298. /**
  84299. * Minimum power of emitting particles.
  84300. */
  84301. minEmitPower: number;
  84302. /**
  84303. * Maximum power of emitting particles.
  84304. */
  84305. maxEmitPower: number;
  84306. /**
  84307. * Minimum life time of emitting particles.
  84308. */
  84309. minLifeTime: number;
  84310. /**
  84311. * Maximum life time of emitting particles.
  84312. */
  84313. maxLifeTime: number;
  84314. /**
  84315. * Minimum Size of emitting particles.
  84316. */
  84317. minSize: number;
  84318. /**
  84319. * Maximum Size of emitting particles.
  84320. */
  84321. maxSize: number;
  84322. /**
  84323. * Minimum scale of emitting particles on X axis.
  84324. */
  84325. minScaleX: number;
  84326. /**
  84327. * Maximum scale of emitting particles on X axis.
  84328. */
  84329. maxScaleX: number;
  84330. /**
  84331. * Minimum scale of emitting particles on Y axis.
  84332. */
  84333. minScaleY: number;
  84334. /**
  84335. * Maximum scale of emitting particles on Y axis.
  84336. */
  84337. maxScaleY: number;
  84338. /**
  84339. * Gets or sets the minimal initial rotation in radians.
  84340. */
  84341. minInitialRotation: number;
  84342. /**
  84343. * Gets or sets the maximal initial rotation in radians.
  84344. */
  84345. maxInitialRotation: number;
  84346. /**
  84347. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  84348. */
  84349. minAngularSpeed: number;
  84350. /**
  84351. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  84352. */
  84353. maxAngularSpeed: number;
  84354. /**
  84355. * The texture used to render each particle. (this can be a spritesheet)
  84356. */
  84357. particleTexture: Nullable<Texture>;
  84358. /**
  84359. * The layer mask we are rendering the particles through.
  84360. */
  84361. layerMask: number;
  84362. /**
  84363. * This can help using your own shader to render the particle system.
  84364. * The according effect will be created
  84365. */
  84366. customShader: any;
  84367. /**
  84368. * By default particle system starts as soon as they are created. This prevents the
  84369. * automatic start to happen and let you decide when to start emitting particles.
  84370. */
  84371. preventAutoStart: boolean;
  84372. private _noiseTexture;
  84373. /**
  84374. * Gets or sets a texture used to add random noise to particle positions
  84375. */
  84376. noiseTexture: Nullable<ProceduralTexture>;
  84377. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  84378. noiseStrength: Vector3;
  84379. /**
  84380. * Callback triggered when the particle animation is ending.
  84381. */
  84382. onAnimationEnd: Nullable<() => void>;
  84383. /**
  84384. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  84385. */
  84386. blendMode: number;
  84387. /**
  84388. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  84389. * to override the particles.
  84390. */
  84391. forceDepthWrite: boolean;
  84392. /** 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 */
  84393. preWarmCycles: number;
  84394. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  84395. preWarmStepOffset: number;
  84396. /**
  84397. * 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)
  84398. */
  84399. spriteCellChangeSpeed: number;
  84400. /**
  84401. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  84402. */
  84403. startSpriteCellID: number;
  84404. /**
  84405. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  84406. */
  84407. endSpriteCellID: number;
  84408. /**
  84409. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  84410. */
  84411. spriteCellWidth: number;
  84412. /**
  84413. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  84414. */
  84415. spriteCellHeight: number;
  84416. /**
  84417. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  84418. */
  84419. spriteRandomStartCell: boolean;
  84420. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  84421. translationPivot: Vector2;
  84422. /** @hidden */
  84423. protected _isAnimationSheetEnabled: boolean;
  84424. /**
  84425. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  84426. */
  84427. beginAnimationOnStart: boolean;
  84428. /**
  84429. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  84430. */
  84431. beginAnimationFrom: number;
  84432. /**
  84433. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  84434. */
  84435. beginAnimationTo: number;
  84436. /**
  84437. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  84438. */
  84439. beginAnimationLoop: boolean;
  84440. /**
  84441. * Gets or sets a world offset applied to all particles
  84442. */
  84443. worldOffset: Vector3;
  84444. /**
  84445. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  84446. */
  84447. isAnimationSheetEnabled: boolean;
  84448. /**
  84449. * Get hosting scene
  84450. * @returns the scene
  84451. */
  84452. getScene(): Scene;
  84453. /**
  84454. * You can use gravity if you want to give an orientation to your particles.
  84455. */
  84456. gravity: Vector3;
  84457. protected _colorGradients: Nullable<Array<ColorGradient>>;
  84458. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  84459. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  84460. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  84461. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  84462. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  84463. protected _dragGradients: Nullable<Array<FactorGradient>>;
  84464. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  84465. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  84466. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  84467. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  84468. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  84469. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  84470. /**
  84471. * Defines the delay in milliseconds before starting the system (0 by default)
  84472. */
  84473. startDelay: number;
  84474. /**
  84475. * Gets the current list of drag gradients.
  84476. * You must use addDragGradient and removeDragGradient to udpate this list
  84477. * @returns the list of drag gradients
  84478. */
  84479. getDragGradients(): Nullable<Array<FactorGradient>>;
  84480. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  84481. limitVelocityDamping: number;
  84482. /**
  84483. * Gets the current list of limit velocity gradients.
  84484. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84485. * @returns the list of limit velocity gradients
  84486. */
  84487. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84488. /**
  84489. * Gets the current list of color gradients.
  84490. * You must use addColorGradient and removeColorGradient to udpate this list
  84491. * @returns the list of color gradients
  84492. */
  84493. getColorGradients(): Nullable<Array<ColorGradient>>;
  84494. /**
  84495. * Gets the current list of size gradients.
  84496. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84497. * @returns the list of size gradients
  84498. */
  84499. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84500. /**
  84501. * Gets the current list of color remap gradients.
  84502. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84503. * @returns the list of color remap gradients
  84504. */
  84505. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84506. /**
  84507. * Gets the current list of alpha remap gradients.
  84508. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84509. * @returns the list of alpha remap gradients
  84510. */
  84511. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84512. /**
  84513. * Gets the current list of life time gradients.
  84514. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84515. * @returns the list of life time gradients
  84516. */
  84517. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84518. /**
  84519. * Gets the current list of angular speed gradients.
  84520. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84521. * @returns the list of angular speed gradients
  84522. */
  84523. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84524. /**
  84525. * Gets the current list of velocity gradients.
  84526. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84527. * @returns the list of velocity gradients
  84528. */
  84529. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84530. /**
  84531. * Gets the current list of start size gradients.
  84532. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84533. * @returns the list of start size gradients
  84534. */
  84535. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84536. /**
  84537. * Gets the current list of emit rate gradients.
  84538. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84539. * @returns the list of emit rate gradients
  84540. */
  84541. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84542. /**
  84543. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84544. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84545. */
  84546. direction1: Vector3;
  84547. /**
  84548. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84549. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84550. */
  84551. direction2: Vector3;
  84552. /**
  84553. * 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.
  84554. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84555. */
  84556. minEmitBox: Vector3;
  84557. /**
  84558. * 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.
  84559. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84560. */
  84561. maxEmitBox: Vector3;
  84562. /**
  84563. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84564. */
  84565. color1: Color4;
  84566. /**
  84567. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84568. */
  84569. color2: Color4;
  84570. /**
  84571. * Color the particle will have at the end of its lifetime
  84572. */
  84573. colorDead: Color4;
  84574. /**
  84575. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  84576. */
  84577. textureMask: Color4;
  84578. /**
  84579. * The particle emitter type defines the emitter used by the particle system.
  84580. * It can be for example box, sphere, or cone...
  84581. */
  84582. particleEmitterType: IParticleEmitterType;
  84583. /** @hidden */
  84584. _isSubEmitter: boolean;
  84585. /**
  84586. * Gets or sets the billboard mode to use when isBillboardBased = true.
  84587. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  84588. */
  84589. billboardMode: number;
  84590. protected _isBillboardBased: boolean;
  84591. /**
  84592. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  84593. */
  84594. isBillboardBased: boolean;
  84595. /**
  84596. * The scene the particle system belongs to.
  84597. */
  84598. protected _scene: Scene;
  84599. /**
  84600. * Local cache of defines for image processing.
  84601. */
  84602. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  84603. /**
  84604. * Default configuration related to image processing available in the standard Material.
  84605. */
  84606. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  84607. /**
  84608. * Gets the image processing configuration used either in this material.
  84609. */
  84610. /**
  84611. * Sets the Default image processing configuration used either in the this material.
  84612. *
  84613. * If sets to null, the scene one is in use.
  84614. */
  84615. imageProcessingConfiguration: ImageProcessingConfiguration;
  84616. /**
  84617. * Attaches a new image processing configuration to the Standard Material.
  84618. * @param configuration
  84619. */
  84620. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  84621. /** @hidden */
  84622. protected _reset(): void;
  84623. /** @hidden */
  84624. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  84625. /**
  84626. * Instantiates a particle system.
  84627. * 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.
  84628. * @param name The name of the particle system
  84629. */
  84630. constructor(name: string);
  84631. /**
  84632. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84633. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84634. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84635. * @returns the emitter
  84636. */
  84637. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84638. /**
  84639. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84640. * @param radius The radius of the hemisphere to emit from
  84641. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84642. * @returns the emitter
  84643. */
  84644. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  84645. /**
  84646. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84647. * @param radius The radius of the sphere to emit from
  84648. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84649. * @returns the emitter
  84650. */
  84651. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  84652. /**
  84653. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84654. * @param radius The radius of the sphere to emit from
  84655. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84656. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84657. * @returns the emitter
  84658. */
  84659. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  84660. /**
  84661. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84662. * @param radius The radius of the emission cylinder
  84663. * @param height The height of the emission cylinder
  84664. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84665. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84666. * @returns the emitter
  84667. */
  84668. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  84669. /**
  84670. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84671. * @param radius The radius of the cylinder to emit from
  84672. * @param height The height of the emission cylinder
  84673. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84674. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84675. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84676. * @returns the emitter
  84677. */
  84678. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  84679. /**
  84680. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84681. * @param radius The radius of the cone to emit from
  84682. * @param angle The base angle of the cone
  84683. * @returns the emitter
  84684. */
  84685. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  84686. /**
  84687. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84688. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84689. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84690. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84691. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84692. * @returns the emitter
  84693. */
  84694. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84695. }
  84696. }
  84697. declare module BABYLON {
  84698. /**
  84699. * Type of sub emitter
  84700. */
  84701. export enum SubEmitterType {
  84702. /**
  84703. * Attached to the particle over it's lifetime
  84704. */
  84705. ATTACHED = 0,
  84706. /**
  84707. * Created when the particle dies
  84708. */
  84709. END = 1
  84710. }
  84711. /**
  84712. * Sub emitter class used to emit particles from an existing particle
  84713. */
  84714. export class SubEmitter {
  84715. /**
  84716. * the particle system to be used by the sub emitter
  84717. */
  84718. particleSystem: ParticleSystem;
  84719. /**
  84720. * Type of the submitter (Default: END)
  84721. */
  84722. type: SubEmitterType;
  84723. /**
  84724. * 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)
  84725. * Note: This only is supported when using an emitter of type Mesh
  84726. */
  84727. inheritDirection: boolean;
  84728. /**
  84729. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  84730. */
  84731. inheritedVelocityAmount: number;
  84732. /**
  84733. * Creates a sub emitter
  84734. * @param particleSystem the particle system to be used by the sub emitter
  84735. */
  84736. constructor(
  84737. /**
  84738. * the particle system to be used by the sub emitter
  84739. */
  84740. particleSystem: ParticleSystem);
  84741. /**
  84742. * Clones the sub emitter
  84743. * @returns the cloned sub emitter
  84744. */
  84745. clone(): SubEmitter;
  84746. /**
  84747. * Serialize current object to a JSON object
  84748. * @returns the serialized object
  84749. */
  84750. serialize(): any;
  84751. /** @hidden */
  84752. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  84753. /**
  84754. * Creates a new SubEmitter from a serialized JSON version
  84755. * @param serializationObject defines the JSON object to read from
  84756. * @param scene defines the hosting scene
  84757. * @param rootUrl defines the rootUrl for data loading
  84758. * @returns a new SubEmitter
  84759. */
  84760. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  84761. /** Release associated resources */
  84762. dispose(): void;
  84763. }
  84764. }
  84765. declare module BABYLON {
  84766. /** @hidden */
  84767. export var clipPlaneFragmentDeclaration: {
  84768. name: string;
  84769. shader: string;
  84770. };
  84771. }
  84772. declare module BABYLON {
  84773. /** @hidden */
  84774. export var imageProcessingDeclaration: {
  84775. name: string;
  84776. shader: string;
  84777. };
  84778. }
  84779. declare module BABYLON {
  84780. /** @hidden */
  84781. export var imageProcessingFunctions: {
  84782. name: string;
  84783. shader: string;
  84784. };
  84785. }
  84786. declare module BABYLON {
  84787. /** @hidden */
  84788. export var clipPlaneFragment: {
  84789. name: string;
  84790. shader: string;
  84791. };
  84792. }
  84793. declare module BABYLON {
  84794. /** @hidden */
  84795. export var particlesPixelShader: {
  84796. name: string;
  84797. shader: string;
  84798. };
  84799. }
  84800. declare module BABYLON {
  84801. /** @hidden */
  84802. export var clipPlaneVertexDeclaration: {
  84803. name: string;
  84804. shader: string;
  84805. };
  84806. }
  84807. declare module BABYLON {
  84808. /** @hidden */
  84809. export var clipPlaneVertex: {
  84810. name: string;
  84811. shader: string;
  84812. };
  84813. }
  84814. declare module BABYLON {
  84815. /** @hidden */
  84816. export var particlesVertexShader: {
  84817. name: string;
  84818. shader: string;
  84819. };
  84820. }
  84821. declare module BABYLON {
  84822. /**
  84823. * This represents a particle system in Babylon.
  84824. * 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.
  84825. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84826. * @example https://doc.babylonjs.com/babylon101/particles
  84827. */
  84828. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  84829. /**
  84830. * Billboard mode will only apply to Y axis
  84831. */
  84832. static readonly BILLBOARDMODE_Y: number;
  84833. /**
  84834. * Billboard mode will apply to all axes
  84835. */
  84836. static readonly BILLBOARDMODE_ALL: number;
  84837. /**
  84838. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  84839. */
  84840. static readonly BILLBOARDMODE_STRETCHED: number;
  84841. /**
  84842. * This function can be defined to provide custom update for active particles.
  84843. * This function will be called instead of regular update (age, position, color, etc.).
  84844. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  84845. */
  84846. updateFunction: (particles: Particle[]) => void;
  84847. private _emitterWorldMatrix;
  84848. /**
  84849. * This function can be defined to specify initial direction for every new particle.
  84850. * It by default use the emitterType defined function
  84851. */
  84852. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  84853. /**
  84854. * This function can be defined to specify initial position for every new particle.
  84855. * It by default use the emitterType defined function
  84856. */
  84857. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  84858. /**
  84859. * @hidden
  84860. */
  84861. _inheritedVelocityOffset: Vector3;
  84862. /**
  84863. * An event triggered when the system is disposed
  84864. */
  84865. onDisposeObservable: Observable<ParticleSystem>;
  84866. private _onDisposeObserver;
  84867. /**
  84868. * Sets a callback that will be triggered when the system is disposed
  84869. */
  84870. onDispose: () => void;
  84871. private _particles;
  84872. private _epsilon;
  84873. private _capacity;
  84874. private _stockParticles;
  84875. private _newPartsExcess;
  84876. private _vertexData;
  84877. private _vertexBuffer;
  84878. private _vertexBuffers;
  84879. private _spriteBuffer;
  84880. private _indexBuffer;
  84881. private _effect;
  84882. private _customEffect;
  84883. private _cachedDefines;
  84884. private _scaledColorStep;
  84885. private _colorDiff;
  84886. private _scaledDirection;
  84887. private _scaledGravity;
  84888. private _currentRenderId;
  84889. private _alive;
  84890. private _useInstancing;
  84891. private _started;
  84892. private _stopped;
  84893. private _actualFrame;
  84894. private _scaledUpdateSpeed;
  84895. private _vertexBufferSize;
  84896. /** @hidden */
  84897. _currentEmitRateGradient: Nullable<FactorGradient>;
  84898. /** @hidden */
  84899. _currentEmitRate1: number;
  84900. /** @hidden */
  84901. _currentEmitRate2: number;
  84902. /** @hidden */
  84903. _currentStartSizeGradient: Nullable<FactorGradient>;
  84904. /** @hidden */
  84905. _currentStartSize1: number;
  84906. /** @hidden */
  84907. _currentStartSize2: number;
  84908. private readonly _rawTextureWidth;
  84909. private _rampGradientsTexture;
  84910. private _useRampGradients;
  84911. /** Gets or sets a boolean indicating that ramp gradients must be used
  84912. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84913. */
  84914. useRampGradients: boolean;
  84915. /**
  84916. * 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.
  84917. * 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: [])
  84918. */
  84919. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  84920. private _subEmitters;
  84921. /**
  84922. * @hidden
  84923. * If the particle systems emitter should be disposed when the particle system is disposed
  84924. */
  84925. _disposeEmitterOnDispose: boolean;
  84926. /**
  84927. * The current active Sub-systems, this property is used by the root particle system only.
  84928. */
  84929. activeSubSystems: Array<ParticleSystem>;
  84930. private _rootParticleSystem;
  84931. /**
  84932. * Gets the current list of active particles
  84933. */
  84934. readonly particles: Particle[];
  84935. /**
  84936. * Returns the string "ParticleSystem"
  84937. * @returns a string containing the class name
  84938. */
  84939. getClassName(): string;
  84940. /**
  84941. * Instantiates a particle system.
  84942. * 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.
  84943. * @param name The name of the particle system
  84944. * @param capacity The max number of particles alive at the same time
  84945. * @param scene The scene the particle system belongs to
  84946. * @param customEffect a custom effect used to change the way particles are rendered by default
  84947. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  84948. * @param epsilon Offset used to render the particles
  84949. */
  84950. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  84951. private _addFactorGradient;
  84952. private _removeFactorGradient;
  84953. /**
  84954. * Adds a new life time gradient
  84955. * @param gradient defines the gradient to use (between 0 and 1)
  84956. * @param factor defines the life time factor to affect to the specified gradient
  84957. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84958. * @returns the current particle system
  84959. */
  84960. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84961. /**
  84962. * Remove a specific life time gradient
  84963. * @param gradient defines the gradient to remove
  84964. * @returns the current particle system
  84965. */
  84966. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84967. /**
  84968. * Adds a new size gradient
  84969. * @param gradient defines the gradient to use (between 0 and 1)
  84970. * @param factor defines the size factor to affect to the specified gradient
  84971. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84972. * @returns the current particle system
  84973. */
  84974. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84975. /**
  84976. * Remove a specific size gradient
  84977. * @param gradient defines the gradient to remove
  84978. * @returns the current particle system
  84979. */
  84980. removeSizeGradient(gradient: number): IParticleSystem;
  84981. /**
  84982. * Adds a new color remap gradient
  84983. * @param gradient defines the gradient to use (between 0 and 1)
  84984. * @param min defines the color remap minimal range
  84985. * @param max defines the color remap maximal range
  84986. * @returns the current particle system
  84987. */
  84988. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84989. /**
  84990. * Remove a specific color remap gradient
  84991. * @param gradient defines the gradient to remove
  84992. * @returns the current particle system
  84993. */
  84994. removeColorRemapGradient(gradient: number): IParticleSystem;
  84995. /**
  84996. * Adds a new alpha remap gradient
  84997. * @param gradient defines the gradient to use (between 0 and 1)
  84998. * @param min defines the alpha remap minimal range
  84999. * @param max defines the alpha remap maximal range
  85000. * @returns the current particle system
  85001. */
  85002. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85003. /**
  85004. * Remove a specific alpha remap gradient
  85005. * @param gradient defines the gradient to remove
  85006. * @returns the current particle system
  85007. */
  85008. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85009. /**
  85010. * Adds a new angular speed gradient
  85011. * @param gradient defines the gradient to use (between 0 and 1)
  85012. * @param factor defines the angular speed to affect to the specified gradient
  85013. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85014. * @returns the current particle system
  85015. */
  85016. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85017. /**
  85018. * Remove a specific angular speed gradient
  85019. * @param gradient defines the gradient to remove
  85020. * @returns the current particle system
  85021. */
  85022. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85023. /**
  85024. * Adds a new velocity gradient
  85025. * @param gradient defines the gradient to use (between 0 and 1)
  85026. * @param factor defines the velocity to affect to the specified gradient
  85027. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85028. * @returns the current particle system
  85029. */
  85030. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85031. /**
  85032. * Remove a specific velocity gradient
  85033. * @param gradient defines the gradient to remove
  85034. * @returns the current particle system
  85035. */
  85036. removeVelocityGradient(gradient: number): IParticleSystem;
  85037. /**
  85038. * Adds a new limit velocity gradient
  85039. * @param gradient defines the gradient to use (between 0 and 1)
  85040. * @param factor defines the limit velocity value to affect to the specified gradient
  85041. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85042. * @returns the current particle system
  85043. */
  85044. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85045. /**
  85046. * Remove a specific limit velocity gradient
  85047. * @param gradient defines the gradient to remove
  85048. * @returns the current particle system
  85049. */
  85050. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85051. /**
  85052. * Adds a new drag gradient
  85053. * @param gradient defines the gradient to use (between 0 and 1)
  85054. * @param factor defines the drag value to affect to the specified gradient
  85055. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85056. * @returns the current particle system
  85057. */
  85058. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85059. /**
  85060. * Remove a specific drag gradient
  85061. * @param gradient defines the gradient to remove
  85062. * @returns the current particle system
  85063. */
  85064. removeDragGradient(gradient: number): IParticleSystem;
  85065. /**
  85066. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  85067. * @param gradient defines the gradient to use (between 0 and 1)
  85068. * @param factor defines the emit rate value to affect to the specified gradient
  85069. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85070. * @returns the current particle system
  85071. */
  85072. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85073. /**
  85074. * Remove a specific emit rate gradient
  85075. * @param gradient defines the gradient to remove
  85076. * @returns the current particle system
  85077. */
  85078. removeEmitRateGradient(gradient: number): IParticleSystem;
  85079. /**
  85080. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85081. * @param gradient defines the gradient to use (between 0 and 1)
  85082. * @param factor defines the start size value to affect to the specified gradient
  85083. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85084. * @returns the current particle system
  85085. */
  85086. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85087. /**
  85088. * Remove a specific start size gradient
  85089. * @param gradient defines the gradient to remove
  85090. * @returns the current particle system
  85091. */
  85092. removeStartSizeGradient(gradient: number): IParticleSystem;
  85093. private _createRampGradientTexture;
  85094. /**
  85095. * Gets the current list of ramp gradients.
  85096. * You must use addRampGradient and removeRampGradient to udpate this list
  85097. * @returns the list of ramp gradients
  85098. */
  85099. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85100. /**
  85101. * Adds a new ramp gradient used to remap particle colors
  85102. * @param gradient defines the gradient to use (between 0 and 1)
  85103. * @param color defines the color to affect to the specified gradient
  85104. * @returns the current particle system
  85105. */
  85106. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85107. /**
  85108. * Remove a specific ramp gradient
  85109. * @param gradient defines the gradient to remove
  85110. * @returns the current particle system
  85111. */
  85112. removeRampGradient(gradient: number): ParticleSystem;
  85113. /**
  85114. * Adds a new color gradient
  85115. * @param gradient defines the gradient to use (between 0 and 1)
  85116. * @param color1 defines the color to affect to the specified gradient
  85117. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85118. * @returns this particle system
  85119. */
  85120. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85121. /**
  85122. * Remove a specific color gradient
  85123. * @param gradient defines the gradient to remove
  85124. * @returns this particle system
  85125. */
  85126. removeColorGradient(gradient: number): IParticleSystem;
  85127. private _fetchR;
  85128. protected _reset(): void;
  85129. private _resetEffect;
  85130. private _createVertexBuffers;
  85131. private _createIndexBuffer;
  85132. /**
  85133. * Gets the maximum number of particles active at the same time.
  85134. * @returns The max number of active particles.
  85135. */
  85136. getCapacity(): number;
  85137. /**
  85138. * Gets whether there are still active particles in the system.
  85139. * @returns True if it is alive, otherwise false.
  85140. */
  85141. isAlive(): boolean;
  85142. /**
  85143. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85144. * @returns True if it has been started, otherwise false.
  85145. */
  85146. isStarted(): boolean;
  85147. private _prepareSubEmitterInternalArray;
  85148. /**
  85149. * Starts the particle system and begins to emit
  85150. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85151. */
  85152. start(delay?: number): void;
  85153. /**
  85154. * Stops the particle system.
  85155. * @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.
  85156. */
  85157. stop(stopSubEmitters?: boolean): void;
  85158. /**
  85159. * Remove all active particles
  85160. */
  85161. reset(): void;
  85162. /**
  85163. * @hidden (for internal use only)
  85164. */
  85165. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85166. /**
  85167. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85168. * Its lifetime will start back at 0.
  85169. */
  85170. recycleParticle: (particle: Particle) => void;
  85171. private _stopSubEmitters;
  85172. private _createParticle;
  85173. private _removeFromRoot;
  85174. private _emitFromParticle;
  85175. private _update;
  85176. /** @hidden */
  85177. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  85178. /** @hidden */
  85179. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  85180. /** @hidden */
  85181. private _getEffect;
  85182. /**
  85183. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  85184. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  85185. */
  85186. animate(preWarmOnly?: boolean): void;
  85187. private _appendParticleVertices;
  85188. /**
  85189. * Rebuilds the particle system.
  85190. */
  85191. rebuild(): void;
  85192. /**
  85193. * Is this system ready to be used/rendered
  85194. * @return true if the system is ready
  85195. */
  85196. isReady(): boolean;
  85197. private _render;
  85198. /**
  85199. * Renders the particle system in its current state.
  85200. * @returns the current number of particles
  85201. */
  85202. render(): number;
  85203. /**
  85204. * Disposes the particle system and free the associated resources
  85205. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85206. */
  85207. dispose(disposeTexture?: boolean): void;
  85208. /**
  85209. * Clones the particle system.
  85210. * @param name The name of the cloned object
  85211. * @param newEmitter The new emitter to use
  85212. * @returns the cloned particle system
  85213. */
  85214. clone(name: string, newEmitter: any): ParticleSystem;
  85215. /**
  85216. * Serializes the particle system to a JSON object.
  85217. * @returns the JSON object
  85218. */
  85219. serialize(): any;
  85220. /** @hidden */
  85221. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  85222. /** @hidden */
  85223. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  85224. /**
  85225. * Parses a JSON object to create a particle system.
  85226. * @param parsedParticleSystem The JSON object to parse
  85227. * @param scene The scene to create the particle system in
  85228. * @param rootUrl The root url to use to load external dependencies like texture
  85229. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  85230. * @returns the Parsed particle system
  85231. */
  85232. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  85233. }
  85234. }
  85235. declare module BABYLON {
  85236. /**
  85237. * A particle represents one of the element emitted by a particle system.
  85238. * This is mainly define by its coordinates, direction, velocity and age.
  85239. */
  85240. export class Particle {
  85241. /**
  85242. * The particle system the particle belongs to.
  85243. */
  85244. particleSystem: ParticleSystem;
  85245. private static _Count;
  85246. /**
  85247. * Unique ID of the particle
  85248. */
  85249. id: number;
  85250. /**
  85251. * The world position of the particle in the scene.
  85252. */
  85253. position: Vector3;
  85254. /**
  85255. * The world direction of the particle in the scene.
  85256. */
  85257. direction: Vector3;
  85258. /**
  85259. * The color of the particle.
  85260. */
  85261. color: Color4;
  85262. /**
  85263. * The color change of the particle per step.
  85264. */
  85265. colorStep: Color4;
  85266. /**
  85267. * Defines how long will the life of the particle be.
  85268. */
  85269. lifeTime: number;
  85270. /**
  85271. * The current age of the particle.
  85272. */
  85273. age: number;
  85274. /**
  85275. * The current size of the particle.
  85276. */
  85277. size: number;
  85278. /**
  85279. * The current scale of the particle.
  85280. */
  85281. scale: Vector2;
  85282. /**
  85283. * The current angle of the particle.
  85284. */
  85285. angle: number;
  85286. /**
  85287. * Defines how fast is the angle changing.
  85288. */
  85289. angularSpeed: number;
  85290. /**
  85291. * Defines the cell index used by the particle to be rendered from a sprite.
  85292. */
  85293. cellIndex: number;
  85294. /**
  85295. * The information required to support color remapping
  85296. */
  85297. remapData: Vector4;
  85298. /** @hidden */
  85299. _randomCellOffset?: number;
  85300. /** @hidden */
  85301. _initialDirection: Nullable<Vector3>;
  85302. /** @hidden */
  85303. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  85304. /** @hidden */
  85305. _initialStartSpriteCellID: number;
  85306. /** @hidden */
  85307. _initialEndSpriteCellID: number;
  85308. /** @hidden */
  85309. _currentColorGradient: Nullable<ColorGradient>;
  85310. /** @hidden */
  85311. _currentColor1: Color4;
  85312. /** @hidden */
  85313. _currentColor2: Color4;
  85314. /** @hidden */
  85315. _currentSizeGradient: Nullable<FactorGradient>;
  85316. /** @hidden */
  85317. _currentSize1: number;
  85318. /** @hidden */
  85319. _currentSize2: number;
  85320. /** @hidden */
  85321. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  85322. /** @hidden */
  85323. _currentAngularSpeed1: number;
  85324. /** @hidden */
  85325. _currentAngularSpeed2: number;
  85326. /** @hidden */
  85327. _currentVelocityGradient: Nullable<FactorGradient>;
  85328. /** @hidden */
  85329. _currentVelocity1: number;
  85330. /** @hidden */
  85331. _currentVelocity2: number;
  85332. /** @hidden */
  85333. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  85334. /** @hidden */
  85335. _currentLimitVelocity1: number;
  85336. /** @hidden */
  85337. _currentLimitVelocity2: number;
  85338. /** @hidden */
  85339. _currentDragGradient: Nullable<FactorGradient>;
  85340. /** @hidden */
  85341. _currentDrag1: number;
  85342. /** @hidden */
  85343. _currentDrag2: number;
  85344. /** @hidden */
  85345. _randomNoiseCoordinates1: Vector3;
  85346. /** @hidden */
  85347. _randomNoiseCoordinates2: Vector3;
  85348. /**
  85349. * Creates a new instance Particle
  85350. * @param particleSystem the particle system the particle belongs to
  85351. */
  85352. constructor(
  85353. /**
  85354. * The particle system the particle belongs to.
  85355. */
  85356. particleSystem: ParticleSystem);
  85357. private updateCellInfoFromSystem;
  85358. /**
  85359. * Defines how the sprite cell index is updated for the particle
  85360. */
  85361. updateCellIndex(): void;
  85362. /** @hidden */
  85363. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85364. /** @hidden */
  85365. _inheritParticleInfoToSubEmitters(): void;
  85366. /** @hidden */
  85367. _reset(): void;
  85368. /**
  85369. * Copy the properties of particle to another one.
  85370. * @param other the particle to copy the information to.
  85371. */
  85372. copyTo(other: Particle): void;
  85373. }
  85374. }
  85375. declare module BABYLON {
  85376. /**
  85377. * Particle emitter represents a volume emitting particles.
  85378. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  85379. */
  85380. export interface IParticleEmitterType {
  85381. /**
  85382. * Called by the particle System when the direction is computed for the created particle.
  85383. * @param worldMatrix is the world matrix of the particle system
  85384. * @param directionToUpdate is the direction vector to update with the result
  85385. * @param particle is the particle we are computed the direction for
  85386. */
  85387. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85388. /**
  85389. * Called by the particle System when the position is computed for the created particle.
  85390. * @param worldMatrix is the world matrix of the particle system
  85391. * @param positionToUpdate is the position vector to update with the result
  85392. * @param particle is the particle we are computed the position for
  85393. */
  85394. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85395. /**
  85396. * Clones the current emitter and returns a copy of it
  85397. * @returns the new emitter
  85398. */
  85399. clone(): IParticleEmitterType;
  85400. /**
  85401. * Called by the GPUParticleSystem to setup the update shader
  85402. * @param effect defines the update shader
  85403. */
  85404. applyToShader(effect: Effect): void;
  85405. /**
  85406. * Returns a string to use to update the GPU particles update shader
  85407. * @returns the effect defines string
  85408. */
  85409. getEffectDefines(): string;
  85410. /**
  85411. * Returns a string representing the class name
  85412. * @returns a string containing the class name
  85413. */
  85414. getClassName(): string;
  85415. /**
  85416. * Serializes the particle system to a JSON object.
  85417. * @returns the JSON object
  85418. */
  85419. serialize(): any;
  85420. /**
  85421. * Parse properties from a JSON object
  85422. * @param serializationObject defines the JSON object
  85423. */
  85424. parse(serializationObject: any): void;
  85425. }
  85426. }
  85427. declare module BABYLON {
  85428. /**
  85429. * Particle emitter emitting particles from the inside of a box.
  85430. * It emits the particles randomly between 2 given directions.
  85431. */
  85432. export class BoxParticleEmitter implements IParticleEmitterType {
  85433. /**
  85434. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85435. */
  85436. direction1: Vector3;
  85437. /**
  85438. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85439. */
  85440. direction2: Vector3;
  85441. /**
  85442. * 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.
  85443. */
  85444. minEmitBox: Vector3;
  85445. /**
  85446. * 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.
  85447. */
  85448. maxEmitBox: Vector3;
  85449. /**
  85450. * Creates a new instance BoxParticleEmitter
  85451. */
  85452. constructor();
  85453. /**
  85454. * Called by the particle System when the direction is computed for the created particle.
  85455. * @param worldMatrix is the world matrix of the particle system
  85456. * @param directionToUpdate is the direction vector to update with the result
  85457. * @param particle is the particle we are computed the direction for
  85458. */
  85459. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85460. /**
  85461. * Called by the particle System when the position is computed for the created particle.
  85462. * @param worldMatrix is the world matrix of the particle system
  85463. * @param positionToUpdate is the position vector to update with the result
  85464. * @param particle is the particle we are computed the position for
  85465. */
  85466. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85467. /**
  85468. * Clones the current emitter and returns a copy of it
  85469. * @returns the new emitter
  85470. */
  85471. clone(): BoxParticleEmitter;
  85472. /**
  85473. * Called by the GPUParticleSystem to setup the update shader
  85474. * @param effect defines the update shader
  85475. */
  85476. applyToShader(effect: Effect): void;
  85477. /**
  85478. * Returns a string to use to update the GPU particles update shader
  85479. * @returns a string containng the defines string
  85480. */
  85481. getEffectDefines(): string;
  85482. /**
  85483. * Returns the string "BoxParticleEmitter"
  85484. * @returns a string containing the class name
  85485. */
  85486. getClassName(): string;
  85487. /**
  85488. * Serializes the particle system to a JSON object.
  85489. * @returns the JSON object
  85490. */
  85491. serialize(): any;
  85492. /**
  85493. * Parse properties from a JSON object
  85494. * @param serializationObject defines the JSON object
  85495. */
  85496. parse(serializationObject: any): void;
  85497. }
  85498. }
  85499. declare module BABYLON {
  85500. /**
  85501. * Particle emitter emitting particles from the inside of a cone.
  85502. * It emits the particles alongside the cone volume from the base to the particle.
  85503. * The emission direction might be randomized.
  85504. */
  85505. export class ConeParticleEmitter implements IParticleEmitterType {
  85506. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85507. directionRandomizer: number;
  85508. private _radius;
  85509. private _angle;
  85510. private _height;
  85511. /**
  85512. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  85513. */
  85514. radiusRange: number;
  85515. /**
  85516. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  85517. */
  85518. heightRange: number;
  85519. /**
  85520. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  85521. */
  85522. emitFromSpawnPointOnly: boolean;
  85523. /**
  85524. * Gets or sets the radius of the emission cone
  85525. */
  85526. radius: number;
  85527. /**
  85528. * Gets or sets the angle of the emission cone
  85529. */
  85530. angle: number;
  85531. private _buildHeight;
  85532. /**
  85533. * Creates a new instance ConeParticleEmitter
  85534. * @param radius the radius of the emission cone (1 by default)
  85535. * @param angle the cone base angle (PI by default)
  85536. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  85537. */
  85538. constructor(radius?: number, angle?: number,
  85539. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85540. directionRandomizer?: number);
  85541. /**
  85542. * Called by the particle System when the direction is computed for the created particle.
  85543. * @param worldMatrix is the world matrix of the particle system
  85544. * @param directionToUpdate is the direction vector to update with the result
  85545. * @param particle is the particle we are computed the direction for
  85546. */
  85547. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85548. /**
  85549. * Called by the particle System when the position is computed for the created particle.
  85550. * @param worldMatrix is the world matrix of the particle system
  85551. * @param positionToUpdate is the position vector to update with the result
  85552. * @param particle is the particle we are computed the position for
  85553. */
  85554. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85555. /**
  85556. * Clones the current emitter and returns a copy of it
  85557. * @returns the new emitter
  85558. */
  85559. clone(): ConeParticleEmitter;
  85560. /**
  85561. * Called by the GPUParticleSystem to setup the update shader
  85562. * @param effect defines the update shader
  85563. */
  85564. applyToShader(effect: Effect): void;
  85565. /**
  85566. * Returns a string to use to update the GPU particles update shader
  85567. * @returns a string containng the defines string
  85568. */
  85569. getEffectDefines(): string;
  85570. /**
  85571. * Returns the string "ConeParticleEmitter"
  85572. * @returns a string containing the class name
  85573. */
  85574. getClassName(): string;
  85575. /**
  85576. * Serializes the particle system to a JSON object.
  85577. * @returns the JSON object
  85578. */
  85579. serialize(): any;
  85580. /**
  85581. * Parse properties from a JSON object
  85582. * @param serializationObject defines the JSON object
  85583. */
  85584. parse(serializationObject: any): void;
  85585. }
  85586. }
  85587. declare module BABYLON {
  85588. /**
  85589. * Particle emitter emitting particles from the inside of a cylinder.
  85590. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  85591. */
  85592. export class CylinderParticleEmitter implements IParticleEmitterType {
  85593. /**
  85594. * The radius of the emission cylinder.
  85595. */
  85596. radius: number;
  85597. /**
  85598. * The height of the emission cylinder.
  85599. */
  85600. height: number;
  85601. /**
  85602. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85603. */
  85604. radiusRange: number;
  85605. /**
  85606. * How much to randomize the particle direction [0-1].
  85607. */
  85608. directionRandomizer: number;
  85609. /**
  85610. * Creates a new instance CylinderParticleEmitter
  85611. * @param radius the radius of the emission cylinder (1 by default)
  85612. * @param height the height of the emission cylinder (1 by default)
  85613. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85614. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85615. */
  85616. constructor(
  85617. /**
  85618. * The radius of the emission cylinder.
  85619. */
  85620. radius?: number,
  85621. /**
  85622. * The height of the emission cylinder.
  85623. */
  85624. height?: number,
  85625. /**
  85626. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85627. */
  85628. radiusRange?: number,
  85629. /**
  85630. * How much to randomize the particle direction [0-1].
  85631. */
  85632. directionRandomizer?: number);
  85633. /**
  85634. * Called by the particle System when the direction is computed for the created particle.
  85635. * @param worldMatrix is the world matrix of the particle system
  85636. * @param directionToUpdate is the direction vector to update with the result
  85637. * @param particle is the particle we are computed the direction for
  85638. */
  85639. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85640. /**
  85641. * Called by the particle System when the position is computed for the created particle.
  85642. * @param worldMatrix is the world matrix of the particle system
  85643. * @param positionToUpdate is the position vector to update with the result
  85644. * @param particle is the particle we are computed the position for
  85645. */
  85646. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85647. /**
  85648. * Clones the current emitter and returns a copy of it
  85649. * @returns the new emitter
  85650. */
  85651. clone(): CylinderParticleEmitter;
  85652. /**
  85653. * Called by the GPUParticleSystem to setup the update shader
  85654. * @param effect defines the update shader
  85655. */
  85656. applyToShader(effect: Effect): void;
  85657. /**
  85658. * Returns a string to use to update the GPU particles update shader
  85659. * @returns a string containng the defines string
  85660. */
  85661. getEffectDefines(): string;
  85662. /**
  85663. * Returns the string "CylinderParticleEmitter"
  85664. * @returns a string containing the class name
  85665. */
  85666. getClassName(): string;
  85667. /**
  85668. * Serializes the particle system to a JSON object.
  85669. * @returns the JSON object
  85670. */
  85671. serialize(): any;
  85672. /**
  85673. * Parse properties from a JSON object
  85674. * @param serializationObject defines the JSON object
  85675. */
  85676. parse(serializationObject: any): void;
  85677. }
  85678. /**
  85679. * Particle emitter emitting particles from the inside of a cylinder.
  85680. * It emits the particles randomly between two vectors.
  85681. */
  85682. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  85683. /**
  85684. * The min limit of the emission direction.
  85685. */
  85686. direction1: Vector3;
  85687. /**
  85688. * The max limit of the emission direction.
  85689. */
  85690. direction2: Vector3;
  85691. /**
  85692. * Creates a new instance CylinderDirectedParticleEmitter
  85693. * @param radius the radius of the emission cylinder (1 by default)
  85694. * @param height the height of the emission cylinder (1 by default)
  85695. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85696. * @param direction1 the min limit of the emission direction (up vector by default)
  85697. * @param direction2 the max limit of the emission direction (up vector by default)
  85698. */
  85699. constructor(radius?: number, height?: number, radiusRange?: number,
  85700. /**
  85701. * The min limit of the emission direction.
  85702. */
  85703. direction1?: Vector3,
  85704. /**
  85705. * The max limit of the emission direction.
  85706. */
  85707. direction2?: Vector3);
  85708. /**
  85709. * Called by the particle System when the direction is computed for the created particle.
  85710. * @param worldMatrix is the world matrix of the particle system
  85711. * @param directionToUpdate is the direction vector to update with the result
  85712. * @param particle is the particle we are computed the direction for
  85713. */
  85714. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85715. /**
  85716. * Clones the current emitter and returns a copy of it
  85717. * @returns the new emitter
  85718. */
  85719. clone(): CylinderDirectedParticleEmitter;
  85720. /**
  85721. * Called by the GPUParticleSystem to setup the update shader
  85722. * @param effect defines the update shader
  85723. */
  85724. applyToShader(effect: Effect): void;
  85725. /**
  85726. * Returns a string to use to update the GPU particles update shader
  85727. * @returns a string containng the defines string
  85728. */
  85729. getEffectDefines(): string;
  85730. /**
  85731. * Returns the string "CylinderDirectedParticleEmitter"
  85732. * @returns a string containing the class name
  85733. */
  85734. getClassName(): string;
  85735. /**
  85736. * Serializes the particle system to a JSON object.
  85737. * @returns the JSON object
  85738. */
  85739. serialize(): any;
  85740. /**
  85741. * Parse properties from a JSON object
  85742. * @param serializationObject defines the JSON object
  85743. */
  85744. parse(serializationObject: any): void;
  85745. }
  85746. }
  85747. declare module BABYLON {
  85748. /**
  85749. * Particle emitter emitting particles from the inside of a hemisphere.
  85750. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  85751. */
  85752. export class HemisphericParticleEmitter implements IParticleEmitterType {
  85753. /**
  85754. * The radius of the emission hemisphere.
  85755. */
  85756. radius: number;
  85757. /**
  85758. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85759. */
  85760. radiusRange: number;
  85761. /**
  85762. * How much to randomize the particle direction [0-1].
  85763. */
  85764. directionRandomizer: number;
  85765. /**
  85766. * Creates a new instance HemisphericParticleEmitter
  85767. * @param radius the radius of the emission hemisphere (1 by default)
  85768. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85769. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85770. */
  85771. constructor(
  85772. /**
  85773. * The radius of the emission hemisphere.
  85774. */
  85775. radius?: number,
  85776. /**
  85777. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85778. */
  85779. radiusRange?: number,
  85780. /**
  85781. * How much to randomize the particle direction [0-1].
  85782. */
  85783. directionRandomizer?: number);
  85784. /**
  85785. * Called by the particle System when the direction is computed for the created particle.
  85786. * @param worldMatrix is the world matrix of the particle system
  85787. * @param directionToUpdate is the direction vector to update with the result
  85788. * @param particle is the particle we are computed the direction for
  85789. */
  85790. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85791. /**
  85792. * Called by the particle System when the position is computed for the created particle.
  85793. * @param worldMatrix is the world matrix of the particle system
  85794. * @param positionToUpdate is the position vector to update with the result
  85795. * @param particle is the particle we are computed the position for
  85796. */
  85797. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85798. /**
  85799. * Clones the current emitter and returns a copy of it
  85800. * @returns the new emitter
  85801. */
  85802. clone(): HemisphericParticleEmitter;
  85803. /**
  85804. * Called by the GPUParticleSystem to setup the update shader
  85805. * @param effect defines the update shader
  85806. */
  85807. applyToShader(effect: Effect): void;
  85808. /**
  85809. * Returns a string to use to update the GPU particles update shader
  85810. * @returns a string containng the defines string
  85811. */
  85812. getEffectDefines(): string;
  85813. /**
  85814. * Returns the string "HemisphericParticleEmitter"
  85815. * @returns a string containing the class name
  85816. */
  85817. getClassName(): string;
  85818. /**
  85819. * Serializes the particle system to a JSON object.
  85820. * @returns the JSON object
  85821. */
  85822. serialize(): any;
  85823. /**
  85824. * Parse properties from a JSON object
  85825. * @param serializationObject defines the JSON object
  85826. */
  85827. parse(serializationObject: any): void;
  85828. }
  85829. }
  85830. declare module BABYLON {
  85831. /**
  85832. * Particle emitter emitting particles from a point.
  85833. * It emits the particles randomly between 2 given directions.
  85834. */
  85835. export class PointParticleEmitter implements IParticleEmitterType {
  85836. /**
  85837. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85838. */
  85839. direction1: Vector3;
  85840. /**
  85841. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85842. */
  85843. direction2: Vector3;
  85844. /**
  85845. * Creates a new instance PointParticleEmitter
  85846. */
  85847. constructor();
  85848. /**
  85849. * Called by the particle System when the direction is computed for the created particle.
  85850. * @param worldMatrix is the world matrix of the particle system
  85851. * @param directionToUpdate is the direction vector to update with the result
  85852. * @param particle is the particle we are computed the direction for
  85853. */
  85854. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85855. /**
  85856. * Called by the particle System when the position is computed for the created particle.
  85857. * @param worldMatrix is the world matrix of the particle system
  85858. * @param positionToUpdate is the position vector to update with the result
  85859. * @param particle is the particle we are computed the position for
  85860. */
  85861. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85862. /**
  85863. * Clones the current emitter and returns a copy of it
  85864. * @returns the new emitter
  85865. */
  85866. clone(): PointParticleEmitter;
  85867. /**
  85868. * Called by the GPUParticleSystem to setup the update shader
  85869. * @param effect defines the update shader
  85870. */
  85871. applyToShader(effect: Effect): void;
  85872. /**
  85873. * Returns a string to use to update the GPU particles update shader
  85874. * @returns a string containng the defines string
  85875. */
  85876. getEffectDefines(): string;
  85877. /**
  85878. * Returns the string "PointParticleEmitter"
  85879. * @returns a string containing the class name
  85880. */
  85881. getClassName(): string;
  85882. /**
  85883. * Serializes the particle system to a JSON object.
  85884. * @returns the JSON object
  85885. */
  85886. serialize(): any;
  85887. /**
  85888. * Parse properties from a JSON object
  85889. * @param serializationObject defines the JSON object
  85890. */
  85891. parse(serializationObject: any): void;
  85892. }
  85893. }
  85894. declare module BABYLON {
  85895. /**
  85896. * Particle emitter emitting particles from the inside of a sphere.
  85897. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  85898. */
  85899. export class SphereParticleEmitter implements IParticleEmitterType {
  85900. /**
  85901. * The radius of the emission sphere.
  85902. */
  85903. radius: number;
  85904. /**
  85905. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85906. */
  85907. radiusRange: number;
  85908. /**
  85909. * How much to randomize the particle direction [0-1].
  85910. */
  85911. directionRandomizer: number;
  85912. /**
  85913. * Creates a new instance SphereParticleEmitter
  85914. * @param radius the radius of the emission sphere (1 by default)
  85915. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85916. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85917. */
  85918. constructor(
  85919. /**
  85920. * The radius of the emission sphere.
  85921. */
  85922. radius?: number,
  85923. /**
  85924. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85925. */
  85926. radiusRange?: number,
  85927. /**
  85928. * How much to randomize the particle direction [0-1].
  85929. */
  85930. directionRandomizer?: number);
  85931. /**
  85932. * Called by the particle System when the direction is computed for the created particle.
  85933. * @param worldMatrix is the world matrix of the particle system
  85934. * @param directionToUpdate is the direction vector to update with the result
  85935. * @param particle is the particle we are computed the direction for
  85936. */
  85937. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85938. /**
  85939. * Called by the particle System when the position is computed for the created particle.
  85940. * @param worldMatrix is the world matrix of the particle system
  85941. * @param positionToUpdate is the position vector to update with the result
  85942. * @param particle is the particle we are computed the position for
  85943. */
  85944. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85945. /**
  85946. * Clones the current emitter and returns a copy of it
  85947. * @returns the new emitter
  85948. */
  85949. clone(): SphereParticleEmitter;
  85950. /**
  85951. * Called by the GPUParticleSystem to setup the update shader
  85952. * @param effect defines the update shader
  85953. */
  85954. applyToShader(effect: Effect): void;
  85955. /**
  85956. * Returns a string to use to update the GPU particles update shader
  85957. * @returns a string containng the defines string
  85958. */
  85959. getEffectDefines(): string;
  85960. /**
  85961. * Returns the string "SphereParticleEmitter"
  85962. * @returns a string containing the class name
  85963. */
  85964. getClassName(): string;
  85965. /**
  85966. * Serializes the particle system to a JSON object.
  85967. * @returns the JSON object
  85968. */
  85969. serialize(): any;
  85970. /**
  85971. * Parse properties from a JSON object
  85972. * @param serializationObject defines the JSON object
  85973. */
  85974. parse(serializationObject: any): void;
  85975. }
  85976. /**
  85977. * Particle emitter emitting particles from the inside of a sphere.
  85978. * It emits the particles randomly between two vectors.
  85979. */
  85980. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  85981. /**
  85982. * The min limit of the emission direction.
  85983. */
  85984. direction1: Vector3;
  85985. /**
  85986. * The max limit of the emission direction.
  85987. */
  85988. direction2: Vector3;
  85989. /**
  85990. * Creates a new instance SphereDirectedParticleEmitter
  85991. * @param radius the radius of the emission sphere (1 by default)
  85992. * @param direction1 the min limit of the emission direction (up vector by default)
  85993. * @param direction2 the max limit of the emission direction (up vector by default)
  85994. */
  85995. constructor(radius?: number,
  85996. /**
  85997. * The min limit of the emission direction.
  85998. */
  85999. direction1?: Vector3,
  86000. /**
  86001. * The max limit of the emission direction.
  86002. */
  86003. direction2?: Vector3);
  86004. /**
  86005. * Called by the particle System when the direction is computed for the created particle.
  86006. * @param worldMatrix is the world matrix of the particle system
  86007. * @param directionToUpdate is the direction vector to update with the result
  86008. * @param particle is the particle we are computed the direction for
  86009. */
  86010. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86011. /**
  86012. * Clones the current emitter and returns a copy of it
  86013. * @returns the new emitter
  86014. */
  86015. clone(): SphereDirectedParticleEmitter;
  86016. /**
  86017. * Called by the GPUParticleSystem to setup the update shader
  86018. * @param effect defines the update shader
  86019. */
  86020. applyToShader(effect: Effect): void;
  86021. /**
  86022. * Returns a string to use to update the GPU particles update shader
  86023. * @returns a string containng the defines string
  86024. */
  86025. getEffectDefines(): string;
  86026. /**
  86027. * Returns the string "SphereDirectedParticleEmitter"
  86028. * @returns a string containing the class name
  86029. */
  86030. getClassName(): string;
  86031. /**
  86032. * Serializes the particle system to a JSON object.
  86033. * @returns the JSON object
  86034. */
  86035. serialize(): any;
  86036. /**
  86037. * Parse properties from a JSON object
  86038. * @param serializationObject defines the JSON object
  86039. */
  86040. parse(serializationObject: any): void;
  86041. }
  86042. }
  86043. declare module BABYLON {
  86044. /**
  86045. * Interface representing a particle system in Babylon.js.
  86046. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86047. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86048. */
  86049. export interface IParticleSystem {
  86050. /**
  86051. * List of animations used by the particle system.
  86052. */
  86053. animations: Animation[];
  86054. /**
  86055. * The id of the Particle system.
  86056. */
  86057. id: string;
  86058. /**
  86059. * The name of the Particle system.
  86060. */
  86061. name: string;
  86062. /**
  86063. * The emitter represents the Mesh or position we are attaching the particle system to.
  86064. */
  86065. emitter: Nullable<AbstractMesh | Vector3>;
  86066. /**
  86067. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86068. */
  86069. isBillboardBased: boolean;
  86070. /**
  86071. * The rendering group used by the Particle system to chose when to render.
  86072. */
  86073. renderingGroupId: number;
  86074. /**
  86075. * The layer mask we are rendering the particles through.
  86076. */
  86077. layerMask: number;
  86078. /**
  86079. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86080. */
  86081. updateSpeed: number;
  86082. /**
  86083. * The amount of time the particle system is running (depends of the overall update speed).
  86084. */
  86085. targetStopDuration: number;
  86086. /**
  86087. * The texture used to render each particle. (this can be a spritesheet)
  86088. */
  86089. particleTexture: Nullable<Texture>;
  86090. /**
  86091. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86092. */
  86093. blendMode: number;
  86094. /**
  86095. * Minimum life time of emitting particles.
  86096. */
  86097. minLifeTime: number;
  86098. /**
  86099. * Maximum life time of emitting particles.
  86100. */
  86101. maxLifeTime: number;
  86102. /**
  86103. * Minimum Size of emitting particles.
  86104. */
  86105. minSize: number;
  86106. /**
  86107. * Maximum Size of emitting particles.
  86108. */
  86109. maxSize: number;
  86110. /**
  86111. * Minimum scale of emitting particles on X axis.
  86112. */
  86113. minScaleX: number;
  86114. /**
  86115. * Maximum scale of emitting particles on X axis.
  86116. */
  86117. maxScaleX: number;
  86118. /**
  86119. * Minimum scale of emitting particles on Y axis.
  86120. */
  86121. minScaleY: number;
  86122. /**
  86123. * Maximum scale of emitting particles on Y axis.
  86124. */
  86125. maxScaleY: number;
  86126. /**
  86127. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86128. */
  86129. color1: Color4;
  86130. /**
  86131. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86132. */
  86133. color2: Color4;
  86134. /**
  86135. * Color the particle will have at the end of its lifetime.
  86136. */
  86137. colorDead: Color4;
  86138. /**
  86139. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86140. */
  86141. emitRate: number;
  86142. /**
  86143. * You can use gravity if you want to give an orientation to your particles.
  86144. */
  86145. gravity: Vector3;
  86146. /**
  86147. * Minimum power of emitting particles.
  86148. */
  86149. minEmitPower: number;
  86150. /**
  86151. * Maximum power of emitting particles.
  86152. */
  86153. maxEmitPower: number;
  86154. /**
  86155. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86156. */
  86157. minAngularSpeed: number;
  86158. /**
  86159. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86160. */
  86161. maxAngularSpeed: number;
  86162. /**
  86163. * Gets or sets the minimal initial rotation in radians.
  86164. */
  86165. minInitialRotation: number;
  86166. /**
  86167. * Gets or sets the maximal initial rotation in radians.
  86168. */
  86169. maxInitialRotation: number;
  86170. /**
  86171. * The particle emitter type defines the emitter used by the particle system.
  86172. * It can be for example box, sphere, or cone...
  86173. */
  86174. particleEmitterType: Nullable<IParticleEmitterType>;
  86175. /**
  86176. * Defines the delay in milliseconds before starting the system (0 by default)
  86177. */
  86178. startDelay: number;
  86179. /**
  86180. * 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
  86181. */
  86182. preWarmCycles: number;
  86183. /**
  86184. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  86185. */
  86186. preWarmStepOffset: number;
  86187. /**
  86188. * 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)
  86189. */
  86190. spriteCellChangeSpeed: number;
  86191. /**
  86192. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  86193. */
  86194. startSpriteCellID: number;
  86195. /**
  86196. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  86197. */
  86198. endSpriteCellID: number;
  86199. /**
  86200. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  86201. */
  86202. spriteCellWidth: number;
  86203. /**
  86204. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  86205. */
  86206. spriteCellHeight: number;
  86207. /**
  86208. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  86209. */
  86210. spriteRandomStartCell: boolean;
  86211. /**
  86212. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  86213. */
  86214. isAnimationSheetEnabled: boolean;
  86215. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  86216. translationPivot: Vector2;
  86217. /**
  86218. * Gets or sets a texture used to add random noise to particle positions
  86219. */
  86220. noiseTexture: Nullable<BaseTexture>;
  86221. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  86222. noiseStrength: Vector3;
  86223. /**
  86224. * Gets or sets the billboard mode to use when isBillboardBased = true.
  86225. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  86226. */
  86227. billboardMode: number;
  86228. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  86229. limitVelocityDamping: number;
  86230. /**
  86231. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  86232. */
  86233. beginAnimationOnStart: boolean;
  86234. /**
  86235. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  86236. */
  86237. beginAnimationFrom: number;
  86238. /**
  86239. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  86240. */
  86241. beginAnimationTo: number;
  86242. /**
  86243. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  86244. */
  86245. beginAnimationLoop: boolean;
  86246. /**
  86247. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  86248. */
  86249. disposeOnStop: boolean;
  86250. /**
  86251. * Gets the maximum number of particles active at the same time.
  86252. * @returns The max number of active particles.
  86253. */
  86254. getCapacity(): number;
  86255. /**
  86256. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86257. * @returns True if it has been started, otherwise false.
  86258. */
  86259. isStarted(): boolean;
  86260. /**
  86261. * Animates the particle system for this frame.
  86262. */
  86263. animate(): void;
  86264. /**
  86265. * Renders the particle system in its current state.
  86266. * @returns the current number of particles
  86267. */
  86268. render(): number;
  86269. /**
  86270. * Dispose the particle system and frees its associated resources.
  86271. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86272. */
  86273. dispose(disposeTexture?: boolean): void;
  86274. /**
  86275. * Clones the particle system.
  86276. * @param name The name of the cloned object
  86277. * @param newEmitter The new emitter to use
  86278. * @returns the cloned particle system
  86279. */
  86280. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  86281. /**
  86282. * Serializes the particle system to a JSON object.
  86283. * @returns the JSON object
  86284. */
  86285. serialize(): any;
  86286. /**
  86287. * Rebuild the particle system
  86288. */
  86289. rebuild(): void;
  86290. /**
  86291. * Starts the particle system and begins to emit
  86292. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  86293. */
  86294. start(delay?: number): void;
  86295. /**
  86296. * Stops the particle system.
  86297. */
  86298. stop(): void;
  86299. /**
  86300. * Remove all active particles
  86301. */
  86302. reset(): void;
  86303. /**
  86304. * Is this system ready to be used/rendered
  86305. * @return true if the system is ready
  86306. */
  86307. isReady(): boolean;
  86308. /**
  86309. * Adds a new color gradient
  86310. * @param gradient defines the gradient to use (between 0 and 1)
  86311. * @param color1 defines the color to affect to the specified gradient
  86312. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86313. * @returns the current particle system
  86314. */
  86315. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86316. /**
  86317. * Remove a specific color gradient
  86318. * @param gradient defines the gradient to remove
  86319. * @returns the current particle system
  86320. */
  86321. removeColorGradient(gradient: number): IParticleSystem;
  86322. /**
  86323. * Adds a new size gradient
  86324. * @param gradient defines the gradient to use (between 0 and 1)
  86325. * @param factor defines the size factor to affect to the specified gradient
  86326. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86327. * @returns the current particle system
  86328. */
  86329. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86330. /**
  86331. * Remove a specific size gradient
  86332. * @param gradient defines the gradient to remove
  86333. * @returns the current particle system
  86334. */
  86335. removeSizeGradient(gradient: number): IParticleSystem;
  86336. /**
  86337. * Gets the current list of color gradients.
  86338. * You must use addColorGradient and removeColorGradient to udpate this list
  86339. * @returns the list of color gradients
  86340. */
  86341. getColorGradients(): Nullable<Array<ColorGradient>>;
  86342. /**
  86343. * Gets the current list of size gradients.
  86344. * You must use addSizeGradient and removeSizeGradient to udpate this list
  86345. * @returns the list of size gradients
  86346. */
  86347. getSizeGradients(): Nullable<Array<FactorGradient>>;
  86348. /**
  86349. * Gets the current list of angular speed gradients.
  86350. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  86351. * @returns the list of angular speed gradients
  86352. */
  86353. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  86354. /**
  86355. * Adds a new angular speed gradient
  86356. * @param gradient defines the gradient to use (between 0 and 1)
  86357. * @param factor defines the angular speed to affect to the specified gradient
  86358. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86359. * @returns the current particle system
  86360. */
  86361. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86362. /**
  86363. * Remove a specific angular speed gradient
  86364. * @param gradient defines the gradient to remove
  86365. * @returns the current particle system
  86366. */
  86367. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86368. /**
  86369. * Gets the current list of velocity gradients.
  86370. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86371. * @returns the list of velocity gradients
  86372. */
  86373. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86374. /**
  86375. * Adds a new velocity gradient
  86376. * @param gradient defines the gradient to use (between 0 and 1)
  86377. * @param factor defines the velocity to affect to the specified gradient
  86378. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86379. * @returns the current particle system
  86380. */
  86381. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86382. /**
  86383. * Remove a specific velocity gradient
  86384. * @param gradient defines the gradient to remove
  86385. * @returns the current particle system
  86386. */
  86387. removeVelocityGradient(gradient: number): IParticleSystem;
  86388. /**
  86389. * Gets the current list of limit velocity gradients.
  86390. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  86391. * @returns the list of limit velocity gradients
  86392. */
  86393. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  86394. /**
  86395. * Adds a new limit velocity gradient
  86396. * @param gradient defines the gradient to use (between 0 and 1)
  86397. * @param factor defines the limit velocity to affect to the specified gradient
  86398. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86399. * @returns the current particle system
  86400. */
  86401. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86402. /**
  86403. * Remove a specific limit velocity gradient
  86404. * @param gradient defines the gradient to remove
  86405. * @returns the current particle system
  86406. */
  86407. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  86408. /**
  86409. * Adds a new drag gradient
  86410. * @param gradient defines the gradient to use (between 0 and 1)
  86411. * @param factor defines the drag to affect to the specified gradient
  86412. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86413. * @returns the current particle system
  86414. */
  86415. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86416. /**
  86417. * Remove a specific drag gradient
  86418. * @param gradient defines the gradient to remove
  86419. * @returns the current particle system
  86420. */
  86421. removeDragGradient(gradient: number): IParticleSystem;
  86422. /**
  86423. * Gets the current list of drag gradients.
  86424. * You must use addDragGradient and removeDragGradient to udpate this list
  86425. * @returns the list of drag gradients
  86426. */
  86427. getDragGradients(): Nullable<Array<FactorGradient>>;
  86428. /**
  86429. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86430. * @param gradient defines the gradient to use (between 0 and 1)
  86431. * @param factor defines the emit rate to affect to the specified gradient
  86432. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86433. * @returns the current particle system
  86434. */
  86435. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86436. /**
  86437. * Remove a specific emit rate gradient
  86438. * @param gradient defines the gradient to remove
  86439. * @returns the current particle system
  86440. */
  86441. removeEmitRateGradient(gradient: number): IParticleSystem;
  86442. /**
  86443. * Gets the current list of emit rate gradients.
  86444. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  86445. * @returns the list of emit rate gradients
  86446. */
  86447. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  86448. /**
  86449. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86450. * @param gradient defines the gradient to use (between 0 and 1)
  86451. * @param factor defines the start size to affect to the specified gradient
  86452. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86453. * @returns the current particle system
  86454. */
  86455. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86456. /**
  86457. * Remove a specific start size gradient
  86458. * @param gradient defines the gradient to remove
  86459. * @returns the current particle system
  86460. */
  86461. removeStartSizeGradient(gradient: number): IParticleSystem;
  86462. /**
  86463. * Gets the current list of start size gradients.
  86464. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  86465. * @returns the list of start size gradients
  86466. */
  86467. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  86468. /**
  86469. * Adds a new life time gradient
  86470. * @param gradient defines the gradient to use (between 0 and 1)
  86471. * @param factor defines the life time factor to affect to the specified gradient
  86472. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86473. * @returns the current particle system
  86474. */
  86475. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86476. /**
  86477. * Remove a specific life time gradient
  86478. * @param gradient defines the gradient to remove
  86479. * @returns the current particle system
  86480. */
  86481. removeLifeTimeGradient(gradient: number): IParticleSystem;
  86482. /**
  86483. * Gets the current list of life time gradients.
  86484. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  86485. * @returns the list of life time gradients
  86486. */
  86487. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  86488. /**
  86489. * Gets the current list of color gradients.
  86490. * You must use addColorGradient and removeColorGradient to udpate this list
  86491. * @returns the list of color gradients
  86492. */
  86493. getColorGradients(): Nullable<Array<ColorGradient>>;
  86494. /**
  86495. * Adds a new ramp gradient used to remap particle colors
  86496. * @param gradient defines the gradient to use (between 0 and 1)
  86497. * @param color defines the color to affect to the specified gradient
  86498. * @returns the current particle system
  86499. */
  86500. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  86501. /**
  86502. * Gets the current list of ramp gradients.
  86503. * You must use addRampGradient and removeRampGradient to udpate this list
  86504. * @returns the list of ramp gradients
  86505. */
  86506. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86507. /** Gets or sets a boolean indicating that ramp gradients must be used
  86508. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  86509. */
  86510. useRampGradients: boolean;
  86511. /**
  86512. * Adds a new color remap gradient
  86513. * @param gradient defines the gradient to use (between 0 and 1)
  86514. * @param min defines the color remap minimal range
  86515. * @param max defines the color remap maximal range
  86516. * @returns the current particle system
  86517. */
  86518. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86519. /**
  86520. * Gets the current list of color remap gradients.
  86521. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  86522. * @returns the list of color remap gradients
  86523. */
  86524. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  86525. /**
  86526. * Adds a new alpha remap gradient
  86527. * @param gradient defines the gradient to use (between 0 and 1)
  86528. * @param min defines the alpha remap minimal range
  86529. * @param max defines the alpha remap maximal range
  86530. * @returns the current particle system
  86531. */
  86532. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86533. /**
  86534. * Gets the current list of alpha remap gradients.
  86535. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  86536. * @returns the list of alpha remap gradients
  86537. */
  86538. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  86539. /**
  86540. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  86541. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86542. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86543. * @returns the emitter
  86544. */
  86545. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  86546. /**
  86547. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  86548. * @param radius The radius of the hemisphere to emit from
  86549. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86550. * @returns the emitter
  86551. */
  86552. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  86553. /**
  86554. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  86555. * @param radius The radius of the sphere to emit from
  86556. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86557. * @returns the emitter
  86558. */
  86559. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  86560. /**
  86561. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  86562. * @param radius The radius of the sphere to emit from
  86563. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  86564. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  86565. * @returns the emitter
  86566. */
  86567. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86568. /**
  86569. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  86570. * @param radius The radius of the emission cylinder
  86571. * @param height The height of the emission cylinder
  86572. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  86573. * @param directionRandomizer How much to randomize the particle direction [0-1]
  86574. * @returns the emitter
  86575. */
  86576. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  86577. /**
  86578. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  86579. * @param radius The radius of the cylinder to emit from
  86580. * @param height The height of the emission cylinder
  86581. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86582. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  86583. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  86584. * @returns the emitter
  86585. */
  86586. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86587. /**
  86588. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  86589. * @param radius The radius of the cone to emit from
  86590. * @param angle The base angle of the cone
  86591. * @returns the emitter
  86592. */
  86593. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  86594. /**
  86595. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  86596. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86597. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86598. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86599. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86600. * @returns the emitter
  86601. */
  86602. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  86603. /**
  86604. * Get hosting scene
  86605. * @returns the scene
  86606. */
  86607. getScene(): Scene;
  86608. }
  86609. }
  86610. declare module BABYLON {
  86611. /**
  86612. * Creates an instance based on a source mesh.
  86613. */
  86614. export class InstancedMesh extends AbstractMesh {
  86615. private _sourceMesh;
  86616. private _currentLOD;
  86617. /** @hidden */
  86618. _indexInSourceMeshInstanceArray: number;
  86619. constructor(name: string, source: Mesh);
  86620. /**
  86621. * Returns the string "InstancedMesh".
  86622. */
  86623. getClassName(): string;
  86624. /** Gets the list of lights affecting that mesh */
  86625. readonly lightSources: Light[];
  86626. _resyncLightSources(): void;
  86627. _resyncLighSource(light: Light): void;
  86628. _removeLightSource(light: Light, dispose: boolean): void;
  86629. /**
  86630. * If the source mesh receives shadows
  86631. */
  86632. readonly receiveShadows: boolean;
  86633. /**
  86634. * The material of the source mesh
  86635. */
  86636. readonly material: Nullable<Material>;
  86637. /**
  86638. * Visibility of the source mesh
  86639. */
  86640. readonly visibility: number;
  86641. /**
  86642. * Skeleton of the source mesh
  86643. */
  86644. readonly skeleton: Nullable<Skeleton>;
  86645. /**
  86646. * Rendering ground id of the source mesh
  86647. */
  86648. renderingGroupId: number;
  86649. /**
  86650. * Returns the total number of vertices (integer).
  86651. */
  86652. getTotalVertices(): number;
  86653. /**
  86654. * Returns a positive integer : the total number of indices in this mesh geometry.
  86655. * @returns the numner of indices or zero if the mesh has no geometry.
  86656. */
  86657. getTotalIndices(): number;
  86658. /**
  86659. * The source mesh of the instance
  86660. */
  86661. readonly sourceMesh: Mesh;
  86662. /**
  86663. * Is this node ready to be used/rendered
  86664. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  86665. * @return {boolean} is it ready
  86666. */
  86667. isReady(completeCheck?: boolean): boolean;
  86668. /**
  86669. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86670. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  86671. * @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.
  86672. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  86673. */
  86674. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  86675. /**
  86676. * Sets the vertex data of the mesh geometry for the requested `kind`.
  86677. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  86678. * The `data` are either a numeric array either a Float32Array.
  86679. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  86680. * 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).
  86681. * Note that a new underlying VertexBuffer object is created each call.
  86682. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  86683. *
  86684. * Possible `kind` values :
  86685. * - VertexBuffer.PositionKind
  86686. * - VertexBuffer.UVKind
  86687. * - VertexBuffer.UV2Kind
  86688. * - VertexBuffer.UV3Kind
  86689. * - VertexBuffer.UV4Kind
  86690. * - VertexBuffer.UV5Kind
  86691. * - VertexBuffer.UV6Kind
  86692. * - VertexBuffer.ColorKind
  86693. * - VertexBuffer.MatricesIndicesKind
  86694. * - VertexBuffer.MatricesIndicesExtraKind
  86695. * - VertexBuffer.MatricesWeightsKind
  86696. * - VertexBuffer.MatricesWeightsExtraKind
  86697. *
  86698. * Returns the Mesh.
  86699. */
  86700. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  86701. /**
  86702. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  86703. * If the mesh has no geometry, it is simply returned as it is.
  86704. * The `data` are either a numeric array either a Float32Array.
  86705. * No new underlying VertexBuffer object is created.
  86706. * 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.
  86707. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  86708. *
  86709. * Possible `kind` values :
  86710. * - VertexBuffer.PositionKind
  86711. * - VertexBuffer.UVKind
  86712. * - VertexBuffer.UV2Kind
  86713. * - VertexBuffer.UV3Kind
  86714. * - VertexBuffer.UV4Kind
  86715. * - VertexBuffer.UV5Kind
  86716. * - VertexBuffer.UV6Kind
  86717. * - VertexBuffer.ColorKind
  86718. * - VertexBuffer.MatricesIndicesKind
  86719. * - VertexBuffer.MatricesIndicesExtraKind
  86720. * - VertexBuffer.MatricesWeightsKind
  86721. * - VertexBuffer.MatricesWeightsExtraKind
  86722. *
  86723. * Returns the Mesh.
  86724. */
  86725. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  86726. /**
  86727. * Sets the mesh indices.
  86728. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  86729. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  86730. * This method creates a new index buffer each call.
  86731. * Returns the Mesh.
  86732. */
  86733. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  86734. /**
  86735. * Boolean : True if the mesh owns the requested kind of data.
  86736. */
  86737. isVerticesDataPresent(kind: string): boolean;
  86738. /**
  86739. * Returns an array of indices (IndicesArray).
  86740. */
  86741. getIndices(): Nullable<IndicesArray>;
  86742. readonly _positions: Nullable<Vector3[]>;
  86743. /**
  86744. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  86745. * This means the mesh underlying bounding box and sphere are recomputed.
  86746. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  86747. * @returns the current mesh
  86748. */
  86749. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  86750. /** @hidden */
  86751. _preActivate(): InstancedMesh;
  86752. /** @hidden */
  86753. _activate(renderId: number, intermediateRendering: boolean): boolean;
  86754. /** @hidden */
  86755. _postActivate(): void;
  86756. getWorldMatrix(): Matrix;
  86757. readonly isAnInstance: boolean;
  86758. /**
  86759. * Returns the current associated LOD AbstractMesh.
  86760. */
  86761. getLOD(camera: Camera): AbstractMesh;
  86762. /** @hidden */
  86763. _syncSubMeshes(): InstancedMesh;
  86764. /** @hidden */
  86765. _generatePointsArray(): boolean;
  86766. /**
  86767. * Creates a new InstancedMesh from the current mesh.
  86768. * - name (string) : the cloned mesh name
  86769. * - newParent (optional Node) : the optional Node to parent the clone to.
  86770. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  86771. *
  86772. * Returns the clone.
  86773. */
  86774. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  86775. /**
  86776. * Disposes the InstancedMesh.
  86777. * Returns nothing.
  86778. */
  86779. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  86780. }
  86781. interface Mesh {
  86782. /**
  86783. * Register a custom buffer that will be instanced
  86784. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86785. * @param kind defines the buffer kind
  86786. * @param stride defines the stride in floats
  86787. */
  86788. registerInstancedBuffer(kind: string, stride: number): void;
  86789. /** @hidden */
  86790. _userInstancedBuffersStorage: {
  86791. data: {
  86792. [key: string]: Float32Array;
  86793. };
  86794. sizes: {
  86795. [key: string]: number;
  86796. };
  86797. vertexBuffers: {
  86798. [key: string]: Nullable<VertexBuffer>;
  86799. };
  86800. strides: {
  86801. [key: string]: number;
  86802. };
  86803. };
  86804. }
  86805. interface AbstractMesh {
  86806. /**
  86807. * Object used to store instanced buffers defined by user
  86808. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86809. */
  86810. instancedBuffers: {
  86811. [key: string]: any;
  86812. };
  86813. }
  86814. }
  86815. declare module BABYLON {
  86816. /**
  86817. * Defines the options associated with the creation of a shader material.
  86818. */
  86819. export interface IShaderMaterialOptions {
  86820. /**
  86821. * Does the material work in alpha blend mode
  86822. */
  86823. needAlphaBlending: boolean;
  86824. /**
  86825. * Does the material work in alpha test mode
  86826. */
  86827. needAlphaTesting: boolean;
  86828. /**
  86829. * The list of attribute names used in the shader
  86830. */
  86831. attributes: string[];
  86832. /**
  86833. * The list of unifrom names used in the shader
  86834. */
  86835. uniforms: string[];
  86836. /**
  86837. * The list of UBO names used in the shader
  86838. */
  86839. uniformBuffers: string[];
  86840. /**
  86841. * The list of sampler names used in the shader
  86842. */
  86843. samplers: string[];
  86844. /**
  86845. * The list of defines used in the shader
  86846. */
  86847. defines: string[];
  86848. }
  86849. /**
  86850. * 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.
  86851. *
  86852. * This returned material effects how the mesh will look based on the code in the shaders.
  86853. *
  86854. * @see http://doc.babylonjs.com/how_to/shader_material
  86855. */
  86856. export class ShaderMaterial extends Material {
  86857. private _shaderPath;
  86858. private _options;
  86859. private _textures;
  86860. private _textureArrays;
  86861. private _floats;
  86862. private _ints;
  86863. private _floatsArrays;
  86864. private _colors3;
  86865. private _colors3Arrays;
  86866. private _colors4;
  86867. private _colors4Arrays;
  86868. private _vectors2;
  86869. private _vectors3;
  86870. private _vectors4;
  86871. private _matrices;
  86872. private _matrices3x3;
  86873. private _matrices2x2;
  86874. private _vectors2Arrays;
  86875. private _vectors3Arrays;
  86876. private _vectors4Arrays;
  86877. private _cachedWorldViewMatrix;
  86878. private _cachedWorldViewProjectionMatrix;
  86879. private _renderId;
  86880. /**
  86881. * Instantiate a new shader material.
  86882. * 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.
  86883. * This returned material effects how the mesh will look based on the code in the shaders.
  86884. * @see http://doc.babylonjs.com/how_to/shader_material
  86885. * @param name Define the name of the material in the scene
  86886. * @param scene Define the scene the material belongs to
  86887. * @param shaderPath Defines the route to the shader code in one of three ways:
  86888. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  86889. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  86890. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  86891. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  86892. * @param options Define the options used to create the shader
  86893. */
  86894. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  86895. /**
  86896. * Gets the options used to compile the shader.
  86897. * They can be modified to trigger a new compilation
  86898. */
  86899. readonly options: IShaderMaterialOptions;
  86900. /**
  86901. * Gets the current class name of the material e.g. "ShaderMaterial"
  86902. * Mainly use in serialization.
  86903. * @returns the class name
  86904. */
  86905. getClassName(): string;
  86906. /**
  86907. * Specifies if the material will require alpha blending
  86908. * @returns a boolean specifying if alpha blending is needed
  86909. */
  86910. needAlphaBlending(): boolean;
  86911. /**
  86912. * Specifies if this material should be rendered in alpha test mode
  86913. * @returns a boolean specifying if an alpha test is needed.
  86914. */
  86915. needAlphaTesting(): boolean;
  86916. private _checkUniform;
  86917. /**
  86918. * Set a texture in the shader.
  86919. * @param name Define the name of the uniform samplers as defined in the shader
  86920. * @param texture Define the texture to bind to this sampler
  86921. * @return the material itself allowing "fluent" like uniform updates
  86922. */
  86923. setTexture(name: string, texture: Texture): ShaderMaterial;
  86924. /**
  86925. * Set a texture array in the shader.
  86926. * @param name Define the name of the uniform sampler array as defined in the shader
  86927. * @param textures Define the list of textures to bind to this sampler
  86928. * @return the material itself allowing "fluent" like uniform updates
  86929. */
  86930. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  86931. /**
  86932. * Set a float in the shader.
  86933. * @param name Define the name of the uniform as defined in the shader
  86934. * @param value Define the value to give to the uniform
  86935. * @return the material itself allowing "fluent" like uniform updates
  86936. */
  86937. setFloat(name: string, value: number): ShaderMaterial;
  86938. /**
  86939. * Set a int in the shader.
  86940. * @param name Define the name of the uniform as defined in the shader
  86941. * @param value Define the value to give to the uniform
  86942. * @return the material itself allowing "fluent" like uniform updates
  86943. */
  86944. setInt(name: string, value: number): ShaderMaterial;
  86945. /**
  86946. * Set an array of floats in the shader.
  86947. * @param name Define the name of the uniform as defined in the shader
  86948. * @param value Define the value to give to the uniform
  86949. * @return the material itself allowing "fluent" like uniform updates
  86950. */
  86951. setFloats(name: string, value: number[]): ShaderMaterial;
  86952. /**
  86953. * Set a vec3 in the shader from a Color3.
  86954. * @param name Define the name of the uniform as defined in the shader
  86955. * @param value Define the value to give to the uniform
  86956. * @return the material itself allowing "fluent" like uniform updates
  86957. */
  86958. setColor3(name: string, value: Color3): ShaderMaterial;
  86959. /**
  86960. * Set a vec3 array in the shader from a Color3 array.
  86961. * @param name Define the name of the uniform as defined in the shader
  86962. * @param value Define the value to give to the uniform
  86963. * @return the material itself allowing "fluent" like uniform updates
  86964. */
  86965. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  86966. /**
  86967. * Set a vec4 in the shader from a Color4.
  86968. * @param name Define the name of the uniform as defined in the shader
  86969. * @param value Define the value to give to the uniform
  86970. * @return the material itself allowing "fluent" like uniform updates
  86971. */
  86972. setColor4(name: string, value: Color4): ShaderMaterial;
  86973. /**
  86974. * Set a vec4 array in the shader from a Color4 array.
  86975. * @param name Define the name of the uniform as defined in the shader
  86976. * @param value Define the value to give to the uniform
  86977. * @return the material itself allowing "fluent" like uniform updates
  86978. */
  86979. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  86980. /**
  86981. * Set a vec2 in the shader from a Vector2.
  86982. * @param name Define the name of the uniform as defined in the shader
  86983. * @param value Define the value to give to the uniform
  86984. * @return the material itself allowing "fluent" like uniform updates
  86985. */
  86986. setVector2(name: string, value: Vector2): ShaderMaterial;
  86987. /**
  86988. * Set a vec3 in the shader from a Vector3.
  86989. * @param name Define the name of the uniform as defined in the shader
  86990. * @param value Define the value to give to the uniform
  86991. * @return the material itself allowing "fluent" like uniform updates
  86992. */
  86993. setVector3(name: string, value: Vector3): ShaderMaterial;
  86994. /**
  86995. * Set a vec4 in the shader from a Vector4.
  86996. * @param name Define the name of the uniform as defined in the shader
  86997. * @param value Define the value to give to the uniform
  86998. * @return the material itself allowing "fluent" like uniform updates
  86999. */
  87000. setVector4(name: string, value: Vector4): ShaderMaterial;
  87001. /**
  87002. * Set a mat4 in the shader from a Matrix.
  87003. * @param name Define the name of the uniform as defined in the shader
  87004. * @param value Define the value to give to the uniform
  87005. * @return the material itself allowing "fluent" like uniform updates
  87006. */
  87007. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87008. /**
  87009. * Set a mat3 in the shader from a Float32Array.
  87010. * @param name Define the name of the uniform as defined in the shader
  87011. * @param value Define the value to give to the uniform
  87012. * @return the material itself allowing "fluent" like uniform updates
  87013. */
  87014. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87015. /**
  87016. * Set a mat2 in the shader from a Float32Array.
  87017. * @param name Define the name of the uniform as defined in the shader
  87018. * @param value Define the value to give to the uniform
  87019. * @return the material itself allowing "fluent" like uniform updates
  87020. */
  87021. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87022. /**
  87023. * Set a vec2 array in the shader from a number array.
  87024. * @param name Define the name of the uniform as defined in the shader
  87025. * @param value Define the value to give to the uniform
  87026. * @return the material itself allowing "fluent" like uniform updates
  87027. */
  87028. setArray2(name: string, value: number[]): ShaderMaterial;
  87029. /**
  87030. * Set a vec3 array in the shader from a number array.
  87031. * @param name Define the name of the uniform as defined in the shader
  87032. * @param value Define the value to give to the uniform
  87033. * @return the material itself allowing "fluent" like uniform updates
  87034. */
  87035. setArray3(name: string, value: number[]): ShaderMaterial;
  87036. /**
  87037. * Set a vec4 array in the shader from a number array.
  87038. * @param name Define the name of the uniform as defined in the shader
  87039. * @param value Define the value to give to the uniform
  87040. * @return the material itself allowing "fluent" like uniform updates
  87041. */
  87042. setArray4(name: string, value: number[]): ShaderMaterial;
  87043. private _checkCache;
  87044. /**
  87045. * Specifies that the submesh is ready to be used
  87046. * @param mesh defines the mesh to check
  87047. * @param subMesh defines which submesh to check
  87048. * @param useInstances specifies that instances should be used
  87049. * @returns a boolean indicating that the submesh is ready or not
  87050. */
  87051. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87052. /**
  87053. * Checks if the material is ready to render the requested mesh
  87054. * @param mesh Define the mesh to render
  87055. * @param useInstances Define whether or not the material is used with instances
  87056. * @returns true if ready, otherwise false
  87057. */
  87058. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87059. /**
  87060. * Binds the world matrix to the material
  87061. * @param world defines the world transformation matrix
  87062. */
  87063. bindOnlyWorldMatrix(world: Matrix): void;
  87064. /**
  87065. * Binds the material to the mesh
  87066. * @param world defines the world transformation matrix
  87067. * @param mesh defines the mesh to bind the material to
  87068. */
  87069. bind(world: Matrix, mesh?: Mesh): void;
  87070. /**
  87071. * Gets the active textures from the material
  87072. * @returns an array of textures
  87073. */
  87074. getActiveTextures(): BaseTexture[];
  87075. /**
  87076. * Specifies if the material uses a texture
  87077. * @param texture defines the texture to check against the material
  87078. * @returns a boolean specifying if the material uses the texture
  87079. */
  87080. hasTexture(texture: BaseTexture): boolean;
  87081. /**
  87082. * Makes a duplicate of the material, and gives it a new name
  87083. * @param name defines the new name for the duplicated material
  87084. * @returns the cloned material
  87085. */
  87086. clone(name: string): ShaderMaterial;
  87087. /**
  87088. * Disposes the material
  87089. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87090. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87091. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87092. */
  87093. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87094. /**
  87095. * Serializes this material in a JSON representation
  87096. * @returns the serialized material object
  87097. */
  87098. serialize(): any;
  87099. /**
  87100. * Creates a shader material from parsed shader material data
  87101. * @param source defines the JSON represnetation of the material
  87102. * @param scene defines the hosting scene
  87103. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87104. * @returns a new material
  87105. */
  87106. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87107. }
  87108. }
  87109. declare module BABYLON {
  87110. /** @hidden */
  87111. export var colorPixelShader: {
  87112. name: string;
  87113. shader: string;
  87114. };
  87115. }
  87116. declare module BABYLON {
  87117. /** @hidden */
  87118. export var colorVertexShader: {
  87119. name: string;
  87120. shader: string;
  87121. };
  87122. }
  87123. declare module BABYLON {
  87124. /**
  87125. * Line mesh
  87126. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87127. */
  87128. export class LinesMesh extends Mesh {
  87129. /**
  87130. * If vertex color should be applied to the mesh
  87131. */
  87132. readonly useVertexColor?: boolean | undefined;
  87133. /**
  87134. * If vertex alpha should be applied to the mesh
  87135. */
  87136. readonly useVertexAlpha?: boolean | undefined;
  87137. /**
  87138. * Color of the line (Default: White)
  87139. */
  87140. color: Color3;
  87141. /**
  87142. * Alpha of the line (Default: 1)
  87143. */
  87144. alpha: number;
  87145. /**
  87146. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87147. * This margin is expressed in world space coordinates, so its value may vary.
  87148. * Default value is 0.1
  87149. */
  87150. intersectionThreshold: number;
  87151. private _colorShader;
  87152. private color4;
  87153. /**
  87154. * Creates a new LinesMesh
  87155. * @param name defines the name
  87156. * @param scene defines the hosting scene
  87157. * @param parent defines the parent mesh if any
  87158. * @param source defines the optional source LinesMesh used to clone data from
  87159. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87160. * When false, achieved by calling a clone(), also passing False.
  87161. * This will make creation of children, recursive.
  87162. * @param useVertexColor defines if this LinesMesh supports vertex color
  87163. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  87164. */
  87165. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  87166. /**
  87167. * If vertex color should be applied to the mesh
  87168. */
  87169. useVertexColor?: boolean | undefined,
  87170. /**
  87171. * If vertex alpha should be applied to the mesh
  87172. */
  87173. useVertexAlpha?: boolean | undefined);
  87174. private _addClipPlaneDefine;
  87175. private _removeClipPlaneDefine;
  87176. isReady(): boolean;
  87177. /**
  87178. * Returns the string "LineMesh"
  87179. */
  87180. getClassName(): string;
  87181. /**
  87182. * @hidden
  87183. */
  87184. /**
  87185. * @hidden
  87186. */
  87187. material: Material;
  87188. /**
  87189. * @hidden
  87190. */
  87191. readonly checkCollisions: boolean;
  87192. /** @hidden */
  87193. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87194. /** @hidden */
  87195. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87196. /**
  87197. * Disposes of the line mesh
  87198. * @param doNotRecurse If children should be disposed
  87199. */
  87200. dispose(doNotRecurse?: boolean): void;
  87201. /**
  87202. * Returns a new LineMesh object cloned from the current one.
  87203. */
  87204. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87205. /**
  87206. * Creates a new InstancedLinesMesh object from the mesh model.
  87207. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87208. * @param name defines the name of the new instance
  87209. * @returns a new InstancedLinesMesh
  87210. */
  87211. createInstance(name: string): InstancedLinesMesh;
  87212. }
  87213. /**
  87214. * Creates an instance based on a source LinesMesh
  87215. */
  87216. export class InstancedLinesMesh extends InstancedMesh {
  87217. /**
  87218. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87219. * This margin is expressed in world space coordinates, so its value may vary.
  87220. * Initilized with the intersectionThreshold value of the source LinesMesh
  87221. */
  87222. intersectionThreshold: number;
  87223. constructor(name: string, source: LinesMesh);
  87224. /**
  87225. * Returns the string "InstancedLinesMesh".
  87226. */
  87227. getClassName(): string;
  87228. }
  87229. }
  87230. declare module BABYLON {
  87231. /** @hidden */
  87232. export var linePixelShader: {
  87233. name: string;
  87234. shader: string;
  87235. };
  87236. }
  87237. declare module BABYLON {
  87238. /** @hidden */
  87239. export var lineVertexShader: {
  87240. name: string;
  87241. shader: string;
  87242. };
  87243. }
  87244. declare module BABYLON {
  87245. interface AbstractMesh {
  87246. /**
  87247. * Gets the edgesRenderer associated with the mesh
  87248. */
  87249. edgesRenderer: Nullable<EdgesRenderer>;
  87250. }
  87251. interface LinesMesh {
  87252. /**
  87253. * Enables the edge rendering mode on the mesh.
  87254. * This mode makes the mesh edges visible
  87255. * @param epsilon defines the maximal distance between two angles to detect a face
  87256. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87257. * @returns the currentAbstractMesh
  87258. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87259. */
  87260. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  87261. }
  87262. interface InstancedLinesMesh {
  87263. /**
  87264. * Enables the edge rendering mode on the mesh.
  87265. * This mode makes the mesh edges visible
  87266. * @param epsilon defines the maximal distance between two angles to detect a face
  87267. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87268. * @returns the current InstancedLinesMesh
  87269. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87270. */
  87271. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  87272. }
  87273. /**
  87274. * Defines the minimum contract an Edges renderer should follow.
  87275. */
  87276. export interface IEdgesRenderer extends IDisposable {
  87277. /**
  87278. * Gets or sets a boolean indicating if the edgesRenderer is active
  87279. */
  87280. isEnabled: boolean;
  87281. /**
  87282. * Renders the edges of the attached mesh,
  87283. */
  87284. render(): void;
  87285. /**
  87286. * Checks wether or not the edges renderer is ready to render.
  87287. * @return true if ready, otherwise false.
  87288. */
  87289. isReady(): boolean;
  87290. }
  87291. /**
  87292. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  87293. */
  87294. export class EdgesRenderer implements IEdgesRenderer {
  87295. /**
  87296. * Define the size of the edges with an orthographic camera
  87297. */
  87298. edgesWidthScalerForOrthographic: number;
  87299. /**
  87300. * Define the size of the edges with a perspective camera
  87301. */
  87302. edgesWidthScalerForPerspective: number;
  87303. protected _source: AbstractMesh;
  87304. protected _linesPositions: number[];
  87305. protected _linesNormals: number[];
  87306. protected _linesIndices: number[];
  87307. protected _epsilon: number;
  87308. protected _indicesCount: number;
  87309. protected _lineShader: ShaderMaterial;
  87310. protected _ib: DataBuffer;
  87311. protected _buffers: {
  87312. [key: string]: Nullable<VertexBuffer>;
  87313. };
  87314. protected _checkVerticesInsteadOfIndices: boolean;
  87315. private _meshRebuildObserver;
  87316. private _meshDisposeObserver;
  87317. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  87318. isEnabled: boolean;
  87319. /**
  87320. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  87321. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  87322. * @param source Mesh used to create edges
  87323. * @param epsilon sum of angles in adjacency to check for edge
  87324. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  87325. * @param generateEdgesLines - should generate Lines or only prepare resources.
  87326. */
  87327. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  87328. protected _prepareRessources(): void;
  87329. /** @hidden */
  87330. _rebuild(): void;
  87331. /**
  87332. * Releases the required resources for the edges renderer
  87333. */
  87334. dispose(): void;
  87335. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  87336. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  87337. /**
  87338. * Checks if the pair of p0 and p1 is en edge
  87339. * @param faceIndex
  87340. * @param edge
  87341. * @param faceNormals
  87342. * @param p0
  87343. * @param p1
  87344. * @private
  87345. */
  87346. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  87347. /**
  87348. * push line into the position, normal and index buffer
  87349. * @protected
  87350. */
  87351. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  87352. /**
  87353. * Generates lines edges from adjacencjes
  87354. * @private
  87355. */
  87356. _generateEdgesLines(): void;
  87357. /**
  87358. * Checks wether or not the edges renderer is ready to render.
  87359. * @return true if ready, otherwise false.
  87360. */
  87361. isReady(): boolean;
  87362. /**
  87363. * Renders the edges of the attached mesh,
  87364. */
  87365. render(): void;
  87366. }
  87367. /**
  87368. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  87369. */
  87370. export class LineEdgesRenderer extends EdgesRenderer {
  87371. /**
  87372. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  87373. * @param source LineMesh used to generate edges
  87374. * @param epsilon not important (specified angle for edge detection)
  87375. * @param checkVerticesInsteadOfIndices not important for LineMesh
  87376. */
  87377. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  87378. /**
  87379. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  87380. */
  87381. _generateEdgesLines(): void;
  87382. }
  87383. }
  87384. declare module BABYLON {
  87385. /**
  87386. * This represents the object necessary to create a rendering group.
  87387. * This is exclusively used and created by the rendering manager.
  87388. * To modify the behavior, you use the available helpers in your scene or meshes.
  87389. * @hidden
  87390. */
  87391. export class RenderingGroup {
  87392. index: number;
  87393. private static _zeroVector;
  87394. private _scene;
  87395. private _opaqueSubMeshes;
  87396. private _transparentSubMeshes;
  87397. private _alphaTestSubMeshes;
  87398. private _depthOnlySubMeshes;
  87399. private _particleSystems;
  87400. private _spriteManagers;
  87401. private _opaqueSortCompareFn;
  87402. private _alphaTestSortCompareFn;
  87403. private _transparentSortCompareFn;
  87404. private _renderOpaque;
  87405. private _renderAlphaTest;
  87406. private _renderTransparent;
  87407. /** @hidden */
  87408. _edgesRenderers: SmartArray<IEdgesRenderer>;
  87409. onBeforeTransparentRendering: () => void;
  87410. /**
  87411. * Set the opaque sort comparison function.
  87412. * If null the sub meshes will be render in the order they were created
  87413. */
  87414. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87415. /**
  87416. * Set the alpha test sort comparison function.
  87417. * If null the sub meshes will be render in the order they were created
  87418. */
  87419. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87420. /**
  87421. * Set the transparent sort comparison function.
  87422. * If null the sub meshes will be render in the order they were created
  87423. */
  87424. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87425. /**
  87426. * Creates a new rendering group.
  87427. * @param index The rendering group index
  87428. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  87429. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  87430. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  87431. */
  87432. 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>);
  87433. /**
  87434. * Render all the sub meshes contained in the group.
  87435. * @param customRenderFunction Used to override the default render behaviour of the group.
  87436. * @returns true if rendered some submeshes.
  87437. */
  87438. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  87439. /**
  87440. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  87441. * @param subMeshes The submeshes to render
  87442. */
  87443. private renderOpaqueSorted;
  87444. /**
  87445. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  87446. * @param subMeshes The submeshes to render
  87447. */
  87448. private renderAlphaTestSorted;
  87449. /**
  87450. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  87451. * @param subMeshes The submeshes to render
  87452. */
  87453. private renderTransparentSorted;
  87454. /**
  87455. * Renders the submeshes in a specified order.
  87456. * @param subMeshes The submeshes to sort before render
  87457. * @param sortCompareFn The comparison function use to sort
  87458. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  87459. * @param transparent Specifies to activate blending if true
  87460. */
  87461. private static renderSorted;
  87462. /**
  87463. * Renders the submeshes in the order they were dispatched (no sort applied).
  87464. * @param subMeshes The submeshes to render
  87465. */
  87466. private static renderUnsorted;
  87467. /**
  87468. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87469. * are rendered back to front if in the same alpha index.
  87470. *
  87471. * @param a The first submesh
  87472. * @param b The second submesh
  87473. * @returns The result of the comparison
  87474. */
  87475. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  87476. /**
  87477. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87478. * are rendered back to front.
  87479. *
  87480. * @param a The first submesh
  87481. * @param b The second submesh
  87482. * @returns The result of the comparison
  87483. */
  87484. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  87485. /**
  87486. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87487. * are rendered front to back (prevent overdraw).
  87488. *
  87489. * @param a The first submesh
  87490. * @param b The second submesh
  87491. * @returns The result of the comparison
  87492. */
  87493. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  87494. /**
  87495. * Resets the different lists of submeshes to prepare a new frame.
  87496. */
  87497. prepare(): void;
  87498. dispose(): void;
  87499. /**
  87500. * Inserts the submesh in its correct queue depending on its material.
  87501. * @param subMesh The submesh to dispatch
  87502. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87503. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87504. */
  87505. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87506. dispatchSprites(spriteManager: ISpriteManager): void;
  87507. dispatchParticles(particleSystem: IParticleSystem): void;
  87508. private _renderParticles;
  87509. private _renderSprites;
  87510. }
  87511. }
  87512. declare module BABYLON {
  87513. /**
  87514. * Interface describing the different options available in the rendering manager
  87515. * regarding Auto Clear between groups.
  87516. */
  87517. export interface IRenderingManagerAutoClearSetup {
  87518. /**
  87519. * Defines whether or not autoclear is enable.
  87520. */
  87521. autoClear: boolean;
  87522. /**
  87523. * Defines whether or not to autoclear the depth buffer.
  87524. */
  87525. depth: boolean;
  87526. /**
  87527. * Defines whether or not to autoclear the stencil buffer.
  87528. */
  87529. stencil: boolean;
  87530. }
  87531. /**
  87532. * This class is used by the onRenderingGroupObservable
  87533. */
  87534. export class RenderingGroupInfo {
  87535. /**
  87536. * The Scene that being rendered
  87537. */
  87538. scene: Scene;
  87539. /**
  87540. * The camera currently used for the rendering pass
  87541. */
  87542. camera: Nullable<Camera>;
  87543. /**
  87544. * The ID of the renderingGroup being processed
  87545. */
  87546. renderingGroupId: number;
  87547. }
  87548. /**
  87549. * This is the manager responsible of all the rendering for meshes sprites and particles.
  87550. * It is enable to manage the different groups as well as the different necessary sort functions.
  87551. * This should not be used directly aside of the few static configurations
  87552. */
  87553. export class RenderingManager {
  87554. /**
  87555. * The max id used for rendering groups (not included)
  87556. */
  87557. static MAX_RENDERINGGROUPS: number;
  87558. /**
  87559. * The min id used for rendering groups (included)
  87560. */
  87561. static MIN_RENDERINGGROUPS: number;
  87562. /**
  87563. * Used to globally prevent autoclearing scenes.
  87564. */
  87565. static AUTOCLEAR: boolean;
  87566. /**
  87567. * @hidden
  87568. */
  87569. _useSceneAutoClearSetup: boolean;
  87570. private _scene;
  87571. private _renderingGroups;
  87572. private _depthStencilBufferAlreadyCleaned;
  87573. private _autoClearDepthStencil;
  87574. private _customOpaqueSortCompareFn;
  87575. private _customAlphaTestSortCompareFn;
  87576. private _customTransparentSortCompareFn;
  87577. private _renderingGroupInfo;
  87578. /**
  87579. * Instantiates a new rendering group for a particular scene
  87580. * @param scene Defines the scene the groups belongs to
  87581. */
  87582. constructor(scene: Scene);
  87583. private _clearDepthStencilBuffer;
  87584. /**
  87585. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  87586. * @hidden
  87587. */
  87588. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  87589. /**
  87590. * Resets the different information of the group to prepare a new frame
  87591. * @hidden
  87592. */
  87593. reset(): void;
  87594. /**
  87595. * Dispose and release the group and its associated resources.
  87596. * @hidden
  87597. */
  87598. dispose(): void;
  87599. /**
  87600. * Clear the info related to rendering groups preventing retention points during dispose.
  87601. */
  87602. freeRenderingGroups(): void;
  87603. private _prepareRenderingGroup;
  87604. /**
  87605. * Add a sprite manager to the rendering manager in order to render it this frame.
  87606. * @param spriteManager Define the sprite manager to render
  87607. */
  87608. dispatchSprites(spriteManager: ISpriteManager): void;
  87609. /**
  87610. * Add a particle system to the rendering manager in order to render it this frame.
  87611. * @param particleSystem Define the particle system to render
  87612. */
  87613. dispatchParticles(particleSystem: IParticleSystem): void;
  87614. /**
  87615. * Add a submesh to the manager in order to render it this frame
  87616. * @param subMesh The submesh to dispatch
  87617. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87618. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87619. */
  87620. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87621. /**
  87622. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87623. * This allowed control for front to back rendering or reversly depending of the special needs.
  87624. *
  87625. * @param renderingGroupId The rendering group id corresponding to its index
  87626. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87627. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87628. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87629. */
  87630. 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;
  87631. /**
  87632. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87633. *
  87634. * @param renderingGroupId The rendering group id corresponding to its index
  87635. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87636. * @param depth Automatically clears depth between groups if true and autoClear is true.
  87637. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  87638. */
  87639. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  87640. /**
  87641. * Gets the current auto clear configuration for one rendering group of the rendering
  87642. * manager.
  87643. * @param index the rendering group index to get the information for
  87644. * @returns The auto clear setup for the requested rendering group
  87645. */
  87646. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  87647. }
  87648. }
  87649. declare module BABYLON {
  87650. /**
  87651. * This Helps creating a texture that will be created from a camera in your scene.
  87652. * It is basically a dynamic texture that could be used to create special effects for instance.
  87653. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  87654. */
  87655. export class RenderTargetTexture extends Texture {
  87656. isCube: boolean;
  87657. /**
  87658. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  87659. */
  87660. static readonly REFRESHRATE_RENDER_ONCE: number;
  87661. /**
  87662. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  87663. */
  87664. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  87665. /**
  87666. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  87667. * the central point of your effect and can save a lot of performances.
  87668. */
  87669. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  87670. /**
  87671. * Use this predicate to dynamically define the list of mesh you want to render.
  87672. * If set, the renderList property will be overwritten.
  87673. */
  87674. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  87675. private _renderList;
  87676. /**
  87677. * Use this list to define the list of mesh you want to render.
  87678. */
  87679. renderList: Nullable<Array<AbstractMesh>>;
  87680. private _hookArray;
  87681. /**
  87682. * Define if particles should be rendered in your texture.
  87683. */
  87684. renderParticles: boolean;
  87685. /**
  87686. * Define if sprites should be rendered in your texture.
  87687. */
  87688. renderSprites: boolean;
  87689. /**
  87690. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  87691. */
  87692. coordinatesMode: number;
  87693. /**
  87694. * Define the camera used to render the texture.
  87695. */
  87696. activeCamera: Nullable<Camera>;
  87697. /**
  87698. * Override the render function of the texture with your own one.
  87699. */
  87700. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  87701. /**
  87702. * Define if camera post processes should be use while rendering the texture.
  87703. */
  87704. useCameraPostProcesses: boolean;
  87705. /**
  87706. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  87707. */
  87708. ignoreCameraViewport: boolean;
  87709. private _postProcessManager;
  87710. private _postProcesses;
  87711. private _resizeObserver;
  87712. /**
  87713. * An event triggered when the texture is unbind.
  87714. */
  87715. onBeforeBindObservable: Observable<RenderTargetTexture>;
  87716. /**
  87717. * An event triggered when the texture is unbind.
  87718. */
  87719. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  87720. private _onAfterUnbindObserver;
  87721. /**
  87722. * Set a after unbind callback in the texture.
  87723. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  87724. */
  87725. onAfterUnbind: () => void;
  87726. /**
  87727. * An event triggered before rendering the texture
  87728. */
  87729. onBeforeRenderObservable: Observable<number>;
  87730. private _onBeforeRenderObserver;
  87731. /**
  87732. * Set a before render callback in the texture.
  87733. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  87734. */
  87735. onBeforeRender: (faceIndex: number) => void;
  87736. /**
  87737. * An event triggered after rendering the texture
  87738. */
  87739. onAfterRenderObservable: Observable<number>;
  87740. private _onAfterRenderObserver;
  87741. /**
  87742. * Set a after render callback in the texture.
  87743. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  87744. */
  87745. onAfterRender: (faceIndex: number) => void;
  87746. /**
  87747. * An event triggered after the texture clear
  87748. */
  87749. onClearObservable: Observable<Engine>;
  87750. private _onClearObserver;
  87751. /**
  87752. * Set a clear callback in the texture.
  87753. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  87754. */
  87755. onClear: (Engine: Engine) => void;
  87756. /**
  87757. * An event triggered when the texture is resized.
  87758. */
  87759. onResizeObservable: Observable<RenderTargetTexture>;
  87760. /**
  87761. * Define the clear color of the Render Target if it should be different from the scene.
  87762. */
  87763. clearColor: Color4;
  87764. protected _size: number | {
  87765. width: number;
  87766. height: number;
  87767. };
  87768. protected _initialSizeParameter: number | {
  87769. width: number;
  87770. height: number;
  87771. } | {
  87772. ratio: number;
  87773. };
  87774. protected _sizeRatio: Nullable<number>;
  87775. /** @hidden */
  87776. _generateMipMaps: boolean;
  87777. protected _renderingManager: RenderingManager;
  87778. /** @hidden */
  87779. _waitingRenderList: string[];
  87780. protected _doNotChangeAspectRatio: boolean;
  87781. protected _currentRefreshId: number;
  87782. protected _refreshRate: number;
  87783. protected _textureMatrix: Matrix;
  87784. protected _samples: number;
  87785. protected _renderTargetOptions: RenderTargetCreationOptions;
  87786. /**
  87787. * Gets render target creation options that were used.
  87788. */
  87789. readonly renderTargetOptions: RenderTargetCreationOptions;
  87790. protected _engine: Engine;
  87791. protected _onRatioRescale(): void;
  87792. /**
  87793. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  87794. * It must define where the camera used to render the texture is set
  87795. */
  87796. boundingBoxPosition: Vector3;
  87797. private _boundingBoxSize;
  87798. /**
  87799. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  87800. * When defined, the cubemap will switch to local mode
  87801. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  87802. * @example https://www.babylonjs-playground.com/#RNASML
  87803. */
  87804. boundingBoxSize: Vector3;
  87805. /**
  87806. * In case the RTT has been created with a depth texture, get the associated
  87807. * depth texture.
  87808. * Otherwise, return null.
  87809. */
  87810. depthStencilTexture: Nullable<InternalTexture>;
  87811. /**
  87812. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  87813. * or used a shadow, depth texture...
  87814. * @param name The friendly name of the texture
  87815. * @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)
  87816. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  87817. * @param generateMipMaps True if mip maps need to be generated after render.
  87818. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  87819. * @param type The type of the buffer in the RTT (int, half float, float...)
  87820. * @param isCube True if a cube texture needs to be created
  87821. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  87822. * @param generateDepthBuffer True to generate a depth buffer
  87823. * @param generateStencilBuffer True to generate a stencil buffer
  87824. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  87825. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  87826. * @param delayAllocation if the texture allocation should be delayed (default: false)
  87827. */
  87828. constructor(name: string, size: number | {
  87829. width: number;
  87830. height: number;
  87831. } | {
  87832. ratio: number;
  87833. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  87834. /**
  87835. * Creates a depth stencil texture.
  87836. * This is only available in WebGL 2 or with the depth texture extension available.
  87837. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  87838. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  87839. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  87840. */
  87841. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  87842. private _processSizeParameter;
  87843. /**
  87844. * Define the number of samples to use in case of MSAA.
  87845. * It defaults to one meaning no MSAA has been enabled.
  87846. */
  87847. samples: number;
  87848. /**
  87849. * Resets the refresh counter of the texture and start bak from scratch.
  87850. * Could be useful to regenerate the texture if it is setup to render only once.
  87851. */
  87852. resetRefreshCounter(): void;
  87853. /**
  87854. * Define the refresh rate of the texture or the rendering frequency.
  87855. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  87856. */
  87857. refreshRate: number;
  87858. /**
  87859. * Adds a post process to the render target rendering passes.
  87860. * @param postProcess define the post process to add
  87861. */
  87862. addPostProcess(postProcess: PostProcess): void;
  87863. /**
  87864. * Clear all the post processes attached to the render target
  87865. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  87866. */
  87867. clearPostProcesses(dispose?: boolean): void;
  87868. /**
  87869. * Remove one of the post process from the list of attached post processes to the texture
  87870. * @param postProcess define the post process to remove from the list
  87871. */
  87872. removePostProcess(postProcess: PostProcess): void;
  87873. /** @hidden */
  87874. _shouldRender(): boolean;
  87875. /**
  87876. * Gets the actual render size of the texture.
  87877. * @returns the width of the render size
  87878. */
  87879. getRenderSize(): number;
  87880. /**
  87881. * Gets the actual render width of the texture.
  87882. * @returns the width of the render size
  87883. */
  87884. getRenderWidth(): number;
  87885. /**
  87886. * Gets the actual render height of the texture.
  87887. * @returns the height of the render size
  87888. */
  87889. getRenderHeight(): number;
  87890. /**
  87891. * Get if the texture can be rescaled or not.
  87892. */
  87893. readonly canRescale: boolean;
  87894. /**
  87895. * Resize the texture using a ratio.
  87896. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  87897. */
  87898. scale(ratio: number): void;
  87899. /**
  87900. * Get the texture reflection matrix used to rotate/transform the reflection.
  87901. * @returns the reflection matrix
  87902. */
  87903. getReflectionTextureMatrix(): Matrix;
  87904. /**
  87905. * Resize the texture to a new desired size.
  87906. * Be carrefull as it will recreate all the data in the new texture.
  87907. * @param size Define the new size. It can be:
  87908. * - a number for squared texture,
  87909. * - an object containing { width: number, height: number }
  87910. * - or an object containing a ratio { ratio: number }
  87911. */
  87912. resize(size: number | {
  87913. width: number;
  87914. height: number;
  87915. } | {
  87916. ratio: number;
  87917. }): void;
  87918. /**
  87919. * Renders all the objects from the render list into the texture.
  87920. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  87921. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  87922. */
  87923. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  87924. private _bestReflectionRenderTargetDimension;
  87925. /**
  87926. * @hidden
  87927. * @param faceIndex face index to bind to if this is a cubetexture
  87928. */
  87929. _bindFrameBuffer(faceIndex?: number): void;
  87930. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  87931. private renderToTarget;
  87932. /**
  87933. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87934. * This allowed control for front to back rendering or reversly depending of the special needs.
  87935. *
  87936. * @param renderingGroupId The rendering group id corresponding to its index
  87937. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87938. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87939. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87940. */
  87941. 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;
  87942. /**
  87943. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87944. *
  87945. * @param renderingGroupId The rendering group id corresponding to its index
  87946. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87947. */
  87948. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  87949. /**
  87950. * Clones the texture.
  87951. * @returns the cloned texture
  87952. */
  87953. clone(): RenderTargetTexture;
  87954. /**
  87955. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  87956. * @returns The JSON representation of the texture
  87957. */
  87958. serialize(): any;
  87959. /**
  87960. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  87961. */
  87962. disposeFramebufferObjects(): void;
  87963. /**
  87964. * Dispose the texture and release its associated resources.
  87965. */
  87966. dispose(): void;
  87967. /** @hidden */
  87968. _rebuild(): void;
  87969. /**
  87970. * Clear the info related to rendering groups preventing retention point in material dispose.
  87971. */
  87972. freeRenderingGroups(): void;
  87973. /**
  87974. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  87975. * @returns the view count
  87976. */
  87977. getViewCount(): number;
  87978. }
  87979. }
  87980. declare module BABYLON {
  87981. /**
  87982. * Options for compiling materials.
  87983. */
  87984. export interface IMaterialCompilationOptions {
  87985. /**
  87986. * Defines whether clip planes are enabled.
  87987. */
  87988. clipPlane: boolean;
  87989. /**
  87990. * Defines whether instances are enabled.
  87991. */
  87992. useInstances: boolean;
  87993. }
  87994. /**
  87995. * Base class for the main features of a material in Babylon.js
  87996. */
  87997. export class Material implements IAnimatable {
  87998. /**
  87999. * Returns the triangle fill mode
  88000. */
  88001. static readonly TriangleFillMode: number;
  88002. /**
  88003. * Returns the wireframe mode
  88004. */
  88005. static readonly WireFrameFillMode: number;
  88006. /**
  88007. * Returns the point fill mode
  88008. */
  88009. static readonly PointFillMode: number;
  88010. /**
  88011. * Returns the point list draw mode
  88012. */
  88013. static readonly PointListDrawMode: number;
  88014. /**
  88015. * Returns the line list draw mode
  88016. */
  88017. static readonly LineListDrawMode: number;
  88018. /**
  88019. * Returns the line loop draw mode
  88020. */
  88021. static readonly LineLoopDrawMode: number;
  88022. /**
  88023. * Returns the line strip draw mode
  88024. */
  88025. static readonly LineStripDrawMode: number;
  88026. /**
  88027. * Returns the triangle strip draw mode
  88028. */
  88029. static readonly TriangleStripDrawMode: number;
  88030. /**
  88031. * Returns the triangle fan draw mode
  88032. */
  88033. static readonly TriangleFanDrawMode: number;
  88034. /**
  88035. * Stores the clock-wise side orientation
  88036. */
  88037. static readonly ClockWiseSideOrientation: number;
  88038. /**
  88039. * Stores the counter clock-wise side orientation
  88040. */
  88041. static readonly CounterClockWiseSideOrientation: number;
  88042. /**
  88043. * The dirty texture flag value
  88044. */
  88045. static readonly TextureDirtyFlag: number;
  88046. /**
  88047. * The dirty light flag value
  88048. */
  88049. static readonly LightDirtyFlag: number;
  88050. /**
  88051. * The dirty fresnel flag value
  88052. */
  88053. static readonly FresnelDirtyFlag: number;
  88054. /**
  88055. * The dirty attribute flag value
  88056. */
  88057. static readonly AttributesDirtyFlag: number;
  88058. /**
  88059. * The dirty misc flag value
  88060. */
  88061. static readonly MiscDirtyFlag: number;
  88062. /**
  88063. * The all dirty flag value
  88064. */
  88065. static readonly AllDirtyFlag: number;
  88066. /**
  88067. * The ID of the material
  88068. */
  88069. id: string;
  88070. /**
  88071. * Gets or sets the unique id of the material
  88072. */
  88073. uniqueId: number;
  88074. /**
  88075. * The name of the material
  88076. */
  88077. name: string;
  88078. /**
  88079. * Gets or sets user defined metadata
  88080. */
  88081. metadata: any;
  88082. /**
  88083. * For internal use only. Please do not use.
  88084. */
  88085. reservedDataStore: any;
  88086. /**
  88087. * Specifies if the ready state should be checked on each call
  88088. */
  88089. checkReadyOnEveryCall: boolean;
  88090. /**
  88091. * Specifies if the ready state should be checked once
  88092. */
  88093. checkReadyOnlyOnce: boolean;
  88094. /**
  88095. * The state of the material
  88096. */
  88097. state: string;
  88098. /**
  88099. * The alpha value of the material
  88100. */
  88101. protected _alpha: number;
  88102. /**
  88103. * List of inspectable custom properties (used by the Inspector)
  88104. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88105. */
  88106. inspectableCustomProperties: IInspectable[];
  88107. /**
  88108. * Sets the alpha value of the material
  88109. */
  88110. /**
  88111. * Gets the alpha value of the material
  88112. */
  88113. alpha: number;
  88114. /**
  88115. * Specifies if back face culling is enabled
  88116. */
  88117. protected _backFaceCulling: boolean;
  88118. /**
  88119. * Sets the back-face culling state
  88120. */
  88121. /**
  88122. * Gets the back-face culling state
  88123. */
  88124. backFaceCulling: boolean;
  88125. /**
  88126. * Stores the value for side orientation
  88127. */
  88128. sideOrientation: number;
  88129. /**
  88130. * Callback triggered when the material is compiled
  88131. */
  88132. onCompiled: Nullable<(effect: Effect) => void>;
  88133. /**
  88134. * Callback triggered when an error occurs
  88135. */
  88136. onError: Nullable<(effect: Effect, errors: string) => void>;
  88137. /**
  88138. * Callback triggered to get the render target textures
  88139. */
  88140. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88141. /**
  88142. * Gets a boolean indicating that current material needs to register RTT
  88143. */
  88144. readonly hasRenderTargetTextures: boolean;
  88145. /**
  88146. * Specifies if the material should be serialized
  88147. */
  88148. doNotSerialize: boolean;
  88149. /**
  88150. * @hidden
  88151. */
  88152. _storeEffectOnSubMeshes: boolean;
  88153. /**
  88154. * Stores the animations for the material
  88155. */
  88156. animations: Nullable<Array<Animation>>;
  88157. /**
  88158. * An event triggered when the material is disposed
  88159. */
  88160. onDisposeObservable: Observable<Material>;
  88161. /**
  88162. * An observer which watches for dispose events
  88163. */
  88164. private _onDisposeObserver;
  88165. private _onUnBindObservable;
  88166. /**
  88167. * Called during a dispose event
  88168. */
  88169. onDispose: () => void;
  88170. private _onBindObservable;
  88171. /**
  88172. * An event triggered when the material is bound
  88173. */
  88174. readonly onBindObservable: Observable<AbstractMesh>;
  88175. /**
  88176. * An observer which watches for bind events
  88177. */
  88178. private _onBindObserver;
  88179. /**
  88180. * Called during a bind event
  88181. */
  88182. onBind: (Mesh: AbstractMesh) => void;
  88183. /**
  88184. * An event triggered when the material is unbound
  88185. */
  88186. readonly onUnBindObservable: Observable<Material>;
  88187. /**
  88188. * Stores the value of the alpha mode
  88189. */
  88190. private _alphaMode;
  88191. /**
  88192. * Sets the value of the alpha mode.
  88193. *
  88194. * | Value | Type | Description |
  88195. * | --- | --- | --- |
  88196. * | 0 | ALPHA_DISABLE | |
  88197. * | 1 | ALPHA_ADD | |
  88198. * | 2 | ALPHA_COMBINE | |
  88199. * | 3 | ALPHA_SUBTRACT | |
  88200. * | 4 | ALPHA_MULTIPLY | |
  88201. * | 5 | ALPHA_MAXIMIZED | |
  88202. * | 6 | ALPHA_ONEONE | |
  88203. * | 7 | ALPHA_PREMULTIPLIED | |
  88204. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  88205. * | 9 | ALPHA_INTERPOLATE | |
  88206. * | 10 | ALPHA_SCREENMODE | |
  88207. *
  88208. */
  88209. /**
  88210. * Gets the value of the alpha mode
  88211. */
  88212. alphaMode: number;
  88213. /**
  88214. * Stores the state of the need depth pre-pass value
  88215. */
  88216. private _needDepthPrePass;
  88217. /**
  88218. * Sets the need depth pre-pass value
  88219. */
  88220. /**
  88221. * Gets the depth pre-pass value
  88222. */
  88223. needDepthPrePass: boolean;
  88224. /**
  88225. * Specifies if depth writing should be disabled
  88226. */
  88227. disableDepthWrite: boolean;
  88228. /**
  88229. * Specifies if depth writing should be forced
  88230. */
  88231. forceDepthWrite: boolean;
  88232. /**
  88233. * Specifies if there should be a separate pass for culling
  88234. */
  88235. separateCullingPass: boolean;
  88236. /**
  88237. * Stores the state specifing if fog should be enabled
  88238. */
  88239. private _fogEnabled;
  88240. /**
  88241. * Sets the state for enabling fog
  88242. */
  88243. /**
  88244. * Gets the value of the fog enabled state
  88245. */
  88246. fogEnabled: boolean;
  88247. /**
  88248. * Stores the size of points
  88249. */
  88250. pointSize: number;
  88251. /**
  88252. * Stores the z offset value
  88253. */
  88254. zOffset: number;
  88255. /**
  88256. * Gets a value specifying if wireframe mode is enabled
  88257. */
  88258. /**
  88259. * Sets the state of wireframe mode
  88260. */
  88261. wireframe: boolean;
  88262. /**
  88263. * Gets the value specifying if point clouds are enabled
  88264. */
  88265. /**
  88266. * Sets the state of point cloud mode
  88267. */
  88268. pointsCloud: boolean;
  88269. /**
  88270. * Gets the material fill mode
  88271. */
  88272. /**
  88273. * Sets the material fill mode
  88274. */
  88275. fillMode: number;
  88276. /**
  88277. * @hidden
  88278. * Stores the effects for the material
  88279. */
  88280. _effect: Nullable<Effect>;
  88281. /**
  88282. * @hidden
  88283. * Specifies if the material was previously ready
  88284. */
  88285. _wasPreviouslyReady: boolean;
  88286. /**
  88287. * Specifies if uniform buffers should be used
  88288. */
  88289. private _useUBO;
  88290. /**
  88291. * Stores a reference to the scene
  88292. */
  88293. private _scene;
  88294. /**
  88295. * Stores the fill mode state
  88296. */
  88297. private _fillMode;
  88298. /**
  88299. * Specifies if the depth write state should be cached
  88300. */
  88301. private _cachedDepthWriteState;
  88302. /**
  88303. * Stores the uniform buffer
  88304. */
  88305. protected _uniformBuffer: UniformBuffer;
  88306. /** @hidden */
  88307. _indexInSceneMaterialArray: number;
  88308. /** @hidden */
  88309. meshMap: Nullable<{
  88310. [id: string]: AbstractMesh | undefined;
  88311. }>;
  88312. /**
  88313. * Creates a material instance
  88314. * @param name defines the name of the material
  88315. * @param scene defines the scene to reference
  88316. * @param doNotAdd specifies if the material should be added to the scene
  88317. */
  88318. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  88319. /**
  88320. * Returns a string representation of the current material
  88321. * @param fullDetails defines a boolean indicating which levels of logging is desired
  88322. * @returns a string with material information
  88323. */
  88324. toString(fullDetails?: boolean): string;
  88325. /**
  88326. * Gets the class name of the material
  88327. * @returns a string with the class name of the material
  88328. */
  88329. getClassName(): string;
  88330. /**
  88331. * Specifies if updates for the material been locked
  88332. */
  88333. readonly isFrozen: boolean;
  88334. /**
  88335. * Locks updates for the material
  88336. */
  88337. freeze(): void;
  88338. /**
  88339. * Unlocks updates for the material
  88340. */
  88341. unfreeze(): void;
  88342. /**
  88343. * Specifies if the material is ready to be used
  88344. * @param mesh defines the mesh to check
  88345. * @param useInstances specifies if instances should be used
  88346. * @returns a boolean indicating if the material is ready to be used
  88347. */
  88348. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88349. /**
  88350. * Specifies that the submesh is ready to be used
  88351. * @param mesh defines the mesh to check
  88352. * @param subMesh defines which submesh to check
  88353. * @param useInstances specifies that instances should be used
  88354. * @returns a boolean indicating that the submesh is ready or not
  88355. */
  88356. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88357. /**
  88358. * Returns the material effect
  88359. * @returns the effect associated with the material
  88360. */
  88361. getEffect(): Nullable<Effect>;
  88362. /**
  88363. * Returns the current scene
  88364. * @returns a Scene
  88365. */
  88366. getScene(): Scene;
  88367. /**
  88368. * Specifies if the material will require alpha blending
  88369. * @returns a boolean specifying if alpha blending is needed
  88370. */
  88371. needAlphaBlending(): boolean;
  88372. /**
  88373. * Specifies if the mesh will require alpha blending
  88374. * @param mesh defines the mesh to check
  88375. * @returns a boolean specifying if alpha blending is needed for the mesh
  88376. */
  88377. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  88378. /**
  88379. * Specifies if this material should be rendered in alpha test mode
  88380. * @returns a boolean specifying if an alpha test is needed.
  88381. */
  88382. needAlphaTesting(): boolean;
  88383. /**
  88384. * Gets the texture used for the alpha test
  88385. * @returns the texture to use for alpha testing
  88386. */
  88387. getAlphaTestTexture(): Nullable<BaseTexture>;
  88388. /**
  88389. * Marks the material to indicate that it needs to be re-calculated
  88390. */
  88391. markDirty(): void;
  88392. /** @hidden */
  88393. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  88394. /**
  88395. * Binds the material to the mesh
  88396. * @param world defines the world transformation matrix
  88397. * @param mesh defines the mesh to bind the material to
  88398. */
  88399. bind(world: Matrix, mesh?: Mesh): void;
  88400. /**
  88401. * Binds the submesh to the material
  88402. * @param world defines the world transformation matrix
  88403. * @param mesh defines the mesh containing the submesh
  88404. * @param subMesh defines the submesh to bind the material to
  88405. */
  88406. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  88407. /**
  88408. * Binds the world matrix to the material
  88409. * @param world defines the world transformation matrix
  88410. */
  88411. bindOnlyWorldMatrix(world: Matrix): void;
  88412. /**
  88413. * Binds the scene's uniform buffer to the effect.
  88414. * @param effect defines the effect to bind to the scene uniform buffer
  88415. * @param sceneUbo defines the uniform buffer storing scene data
  88416. */
  88417. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  88418. /**
  88419. * Binds the view matrix to the effect
  88420. * @param effect defines the effect to bind the view matrix to
  88421. */
  88422. bindView(effect: Effect): void;
  88423. /**
  88424. * Binds the view projection matrix to the effect
  88425. * @param effect defines the effect to bind the view projection matrix to
  88426. */
  88427. bindViewProjection(effect: Effect): void;
  88428. /**
  88429. * Specifies if material alpha testing should be turned on for the mesh
  88430. * @param mesh defines the mesh to check
  88431. */
  88432. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  88433. /**
  88434. * Processes to execute after binding the material to a mesh
  88435. * @param mesh defines the rendered mesh
  88436. */
  88437. protected _afterBind(mesh?: Mesh): void;
  88438. /**
  88439. * Unbinds the material from the mesh
  88440. */
  88441. unbind(): void;
  88442. /**
  88443. * Gets the active textures from the material
  88444. * @returns an array of textures
  88445. */
  88446. getActiveTextures(): BaseTexture[];
  88447. /**
  88448. * Specifies if the material uses a texture
  88449. * @param texture defines the texture to check against the material
  88450. * @returns a boolean specifying if the material uses the texture
  88451. */
  88452. hasTexture(texture: BaseTexture): boolean;
  88453. /**
  88454. * Makes a duplicate of the material, and gives it a new name
  88455. * @param name defines the new name for the duplicated material
  88456. * @returns the cloned material
  88457. */
  88458. clone(name: string): Nullable<Material>;
  88459. /**
  88460. * Gets the meshes bound to the material
  88461. * @returns an array of meshes bound to the material
  88462. */
  88463. getBindedMeshes(): AbstractMesh[];
  88464. /**
  88465. * Force shader compilation
  88466. * @param mesh defines the mesh associated with this material
  88467. * @param onCompiled defines a function to execute once the material is compiled
  88468. * @param options defines the options to configure the compilation
  88469. * @param onError defines a function to execute if the material fails compiling
  88470. */
  88471. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  88472. /**
  88473. * Force shader compilation
  88474. * @param mesh defines the mesh that will use this material
  88475. * @param options defines additional options for compiling the shaders
  88476. * @returns a promise that resolves when the compilation completes
  88477. */
  88478. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  88479. private static readonly _AllDirtyCallBack;
  88480. private static readonly _ImageProcessingDirtyCallBack;
  88481. private static readonly _TextureDirtyCallBack;
  88482. private static readonly _FresnelDirtyCallBack;
  88483. private static readonly _MiscDirtyCallBack;
  88484. private static readonly _LightsDirtyCallBack;
  88485. private static readonly _AttributeDirtyCallBack;
  88486. private static _FresnelAndMiscDirtyCallBack;
  88487. private static _TextureAndMiscDirtyCallBack;
  88488. private static readonly _DirtyCallbackArray;
  88489. private static readonly _RunDirtyCallBacks;
  88490. /**
  88491. * Marks a define in the material to indicate that it needs to be re-computed
  88492. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  88493. */
  88494. markAsDirty(flag: number): void;
  88495. /**
  88496. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  88497. * @param func defines a function which checks material defines against the submeshes
  88498. */
  88499. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  88500. /**
  88501. * Indicates that we need to re-calculated for all submeshes
  88502. */
  88503. protected _markAllSubMeshesAsAllDirty(): void;
  88504. /**
  88505. * Indicates that image processing needs to be re-calculated for all submeshes
  88506. */
  88507. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  88508. /**
  88509. * Indicates that textures need to be re-calculated for all submeshes
  88510. */
  88511. protected _markAllSubMeshesAsTexturesDirty(): void;
  88512. /**
  88513. * Indicates that fresnel needs to be re-calculated for all submeshes
  88514. */
  88515. protected _markAllSubMeshesAsFresnelDirty(): void;
  88516. /**
  88517. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  88518. */
  88519. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  88520. /**
  88521. * Indicates that lights need to be re-calculated for all submeshes
  88522. */
  88523. protected _markAllSubMeshesAsLightsDirty(): void;
  88524. /**
  88525. * Indicates that attributes need to be re-calculated for all submeshes
  88526. */
  88527. protected _markAllSubMeshesAsAttributesDirty(): void;
  88528. /**
  88529. * Indicates that misc needs to be re-calculated for all submeshes
  88530. */
  88531. protected _markAllSubMeshesAsMiscDirty(): void;
  88532. /**
  88533. * Indicates that textures and misc need to be re-calculated for all submeshes
  88534. */
  88535. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  88536. /**
  88537. * Disposes the material
  88538. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88539. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88540. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88541. */
  88542. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88543. /** @hidden */
  88544. private releaseVertexArrayObject;
  88545. /**
  88546. * Serializes this material
  88547. * @returns the serialized material object
  88548. */
  88549. serialize(): any;
  88550. /**
  88551. * Creates a material from parsed material data
  88552. * @param parsedMaterial defines parsed material data
  88553. * @param scene defines the hosting scene
  88554. * @param rootUrl defines the root URL to use to load textures
  88555. * @returns a new material
  88556. */
  88557. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  88558. }
  88559. }
  88560. declare module BABYLON {
  88561. /**
  88562. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88563. * separate meshes. This can be use to improve performances.
  88564. * @see http://doc.babylonjs.com/how_to/multi_materials
  88565. */
  88566. export class MultiMaterial extends Material {
  88567. private _subMaterials;
  88568. /**
  88569. * Gets or Sets the list of Materials used within the multi material.
  88570. * They need to be ordered according to the submeshes order in the associated mesh
  88571. */
  88572. subMaterials: Nullable<Material>[];
  88573. /**
  88574. * Function used to align with Node.getChildren()
  88575. * @returns the list of Materials used within the multi material
  88576. */
  88577. getChildren(): Nullable<Material>[];
  88578. /**
  88579. * Instantiates a new Multi Material
  88580. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88581. * separate meshes. This can be use to improve performances.
  88582. * @see http://doc.babylonjs.com/how_to/multi_materials
  88583. * @param name Define the name in the scene
  88584. * @param scene Define the scene the material belongs to
  88585. */
  88586. constructor(name: string, scene: Scene);
  88587. private _hookArray;
  88588. /**
  88589. * Get one of the submaterial by its index in the submaterials array
  88590. * @param index The index to look the sub material at
  88591. * @returns The Material if the index has been defined
  88592. */
  88593. getSubMaterial(index: number): Nullable<Material>;
  88594. /**
  88595. * Get the list of active textures for the whole sub materials list.
  88596. * @returns All the textures that will be used during the rendering
  88597. */
  88598. getActiveTextures(): BaseTexture[];
  88599. /**
  88600. * Gets the current class name of the material e.g. "MultiMaterial"
  88601. * Mainly use in serialization.
  88602. * @returns the class name
  88603. */
  88604. getClassName(): string;
  88605. /**
  88606. * Checks if the material is ready to render the requested sub mesh
  88607. * @param mesh Define the mesh the submesh belongs to
  88608. * @param subMesh Define the sub mesh to look readyness for
  88609. * @param useInstances Define whether or not the material is used with instances
  88610. * @returns true if ready, otherwise false
  88611. */
  88612. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88613. /**
  88614. * Clones the current material and its related sub materials
  88615. * @param name Define the name of the newly cloned material
  88616. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  88617. * @returns the cloned material
  88618. */
  88619. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  88620. /**
  88621. * Serializes the materials into a JSON representation.
  88622. * @returns the JSON representation
  88623. */
  88624. serialize(): any;
  88625. /**
  88626. * Dispose the material and release its associated resources
  88627. * @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)
  88628. * @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)
  88629. * @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)
  88630. */
  88631. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  88632. /**
  88633. * Creates a MultiMaterial from parsed MultiMaterial data.
  88634. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  88635. * @param scene defines the hosting scene
  88636. * @returns a new MultiMaterial
  88637. */
  88638. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  88639. }
  88640. }
  88641. declare module BABYLON {
  88642. /**
  88643. * Base class for submeshes
  88644. */
  88645. export class BaseSubMesh {
  88646. /** @hidden */
  88647. _materialDefines: Nullable<MaterialDefines>;
  88648. /** @hidden */
  88649. _materialEffect: Nullable<Effect>;
  88650. /**
  88651. * Gets associated effect
  88652. */
  88653. readonly effect: Nullable<Effect>;
  88654. /**
  88655. * Sets associated effect (effect used to render this submesh)
  88656. * @param effect defines the effect to associate with
  88657. * @param defines defines the set of defines used to compile this effect
  88658. */
  88659. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  88660. }
  88661. /**
  88662. * Defines a subdivision inside a mesh
  88663. */
  88664. export class SubMesh extends BaseSubMesh implements ICullable {
  88665. /** the material index to use */
  88666. materialIndex: number;
  88667. /** vertex index start */
  88668. verticesStart: number;
  88669. /** vertices count */
  88670. verticesCount: number;
  88671. /** index start */
  88672. indexStart: number;
  88673. /** indices count */
  88674. indexCount: number;
  88675. /** @hidden */
  88676. _linesIndexCount: number;
  88677. private _mesh;
  88678. private _renderingMesh;
  88679. private _boundingInfo;
  88680. private _linesIndexBuffer;
  88681. /** @hidden */
  88682. _lastColliderWorldVertices: Nullable<Vector3[]>;
  88683. /** @hidden */
  88684. _trianglePlanes: Plane[];
  88685. /** @hidden */
  88686. _lastColliderTransformMatrix: Nullable<Matrix>;
  88687. /** @hidden */
  88688. _renderId: number;
  88689. /** @hidden */
  88690. _alphaIndex: number;
  88691. /** @hidden */
  88692. _distanceToCamera: number;
  88693. /** @hidden */
  88694. _id: number;
  88695. private _currentMaterial;
  88696. /**
  88697. * Add a new submesh to a mesh
  88698. * @param materialIndex defines the material index to use
  88699. * @param verticesStart defines vertex index start
  88700. * @param verticesCount defines vertices count
  88701. * @param indexStart defines index start
  88702. * @param indexCount defines indices count
  88703. * @param mesh defines the parent mesh
  88704. * @param renderingMesh defines an optional rendering mesh
  88705. * @param createBoundingBox defines if bounding box should be created for this submesh
  88706. * @returns the new submesh
  88707. */
  88708. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  88709. /**
  88710. * Creates a new submesh
  88711. * @param materialIndex defines the material index to use
  88712. * @param verticesStart defines vertex index start
  88713. * @param verticesCount defines vertices count
  88714. * @param indexStart defines index start
  88715. * @param indexCount defines indices count
  88716. * @param mesh defines the parent mesh
  88717. * @param renderingMesh defines an optional rendering mesh
  88718. * @param createBoundingBox defines if bounding box should be created for this submesh
  88719. */
  88720. constructor(
  88721. /** the material index to use */
  88722. materialIndex: number,
  88723. /** vertex index start */
  88724. verticesStart: number,
  88725. /** vertices count */
  88726. verticesCount: number,
  88727. /** index start */
  88728. indexStart: number,
  88729. /** indices count */
  88730. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  88731. /**
  88732. * Returns true if this submesh covers the entire parent mesh
  88733. * @ignorenaming
  88734. */
  88735. readonly IsGlobal: boolean;
  88736. /**
  88737. * Returns the submesh BoudingInfo object
  88738. * @returns current bounding info (or mesh's one if the submesh is global)
  88739. */
  88740. getBoundingInfo(): BoundingInfo;
  88741. /**
  88742. * Sets the submesh BoundingInfo
  88743. * @param boundingInfo defines the new bounding info to use
  88744. * @returns the SubMesh
  88745. */
  88746. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  88747. /**
  88748. * Returns the mesh of the current submesh
  88749. * @return the parent mesh
  88750. */
  88751. getMesh(): AbstractMesh;
  88752. /**
  88753. * Returns the rendering mesh of the submesh
  88754. * @returns the rendering mesh (could be different from parent mesh)
  88755. */
  88756. getRenderingMesh(): Mesh;
  88757. /**
  88758. * Returns the submesh material
  88759. * @returns null or the current material
  88760. */
  88761. getMaterial(): Nullable<Material>;
  88762. /**
  88763. * Sets a new updated BoundingInfo object to the submesh
  88764. * @param data defines an optional position array to use to determine the bounding info
  88765. * @returns the SubMesh
  88766. */
  88767. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  88768. /** @hidden */
  88769. _checkCollision(collider: Collider): boolean;
  88770. /**
  88771. * Updates the submesh BoundingInfo
  88772. * @param world defines the world matrix to use to update the bounding info
  88773. * @returns the submesh
  88774. */
  88775. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  88776. /**
  88777. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  88778. * @param frustumPlanes defines the frustum planes
  88779. * @returns true if the submesh is intersecting with the frustum
  88780. */
  88781. isInFrustum(frustumPlanes: Plane[]): boolean;
  88782. /**
  88783. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  88784. * @param frustumPlanes defines the frustum planes
  88785. * @returns true if the submesh is inside the frustum
  88786. */
  88787. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  88788. /**
  88789. * Renders the submesh
  88790. * @param enableAlphaMode defines if alpha needs to be used
  88791. * @returns the submesh
  88792. */
  88793. render(enableAlphaMode: boolean): SubMesh;
  88794. /**
  88795. * @hidden
  88796. */
  88797. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  88798. /**
  88799. * Checks if the submesh intersects with a ray
  88800. * @param ray defines the ray to test
  88801. * @returns true is the passed ray intersects the submesh bounding box
  88802. */
  88803. canIntersects(ray: Ray): boolean;
  88804. /**
  88805. * Intersects current submesh with a ray
  88806. * @param ray defines the ray to test
  88807. * @param positions defines mesh's positions array
  88808. * @param indices defines mesh's indices array
  88809. * @param fastCheck defines if only bounding info should be used
  88810. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  88811. * @returns intersection info or null if no intersection
  88812. */
  88813. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  88814. /** @hidden */
  88815. private _intersectLines;
  88816. /** @hidden */
  88817. private _intersectUnIndexedLines;
  88818. /** @hidden */
  88819. private _intersectTriangles;
  88820. /** @hidden */
  88821. private _intersectUnIndexedTriangles;
  88822. /** @hidden */
  88823. _rebuild(): void;
  88824. /**
  88825. * Creates a new submesh from the passed mesh
  88826. * @param newMesh defines the new hosting mesh
  88827. * @param newRenderingMesh defines an optional rendering mesh
  88828. * @returns the new submesh
  88829. */
  88830. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  88831. /**
  88832. * Release associated resources
  88833. */
  88834. dispose(): void;
  88835. /**
  88836. * Gets the class name
  88837. * @returns the string "SubMesh".
  88838. */
  88839. getClassName(): string;
  88840. /**
  88841. * Creates a new submesh from indices data
  88842. * @param materialIndex the index of the main mesh material
  88843. * @param startIndex the index where to start the copy in the mesh indices array
  88844. * @param indexCount the number of indices to copy then from the startIndex
  88845. * @param mesh the main mesh to create the submesh from
  88846. * @param renderingMesh the optional rendering mesh
  88847. * @returns a new submesh
  88848. */
  88849. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  88850. }
  88851. }
  88852. declare module BABYLON {
  88853. /**
  88854. * Class used to represent data loading progression
  88855. */
  88856. export class SceneLoaderFlags {
  88857. private static _ForceFullSceneLoadingForIncremental;
  88858. private static _ShowLoadingScreen;
  88859. private static _CleanBoneMatrixWeights;
  88860. private static _loggingLevel;
  88861. /**
  88862. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  88863. */
  88864. static ForceFullSceneLoadingForIncremental: boolean;
  88865. /**
  88866. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  88867. */
  88868. static ShowLoadingScreen: boolean;
  88869. /**
  88870. * Defines the current logging level (while loading the scene)
  88871. * @ignorenaming
  88872. */
  88873. static loggingLevel: number;
  88874. /**
  88875. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  88876. */
  88877. static CleanBoneMatrixWeights: boolean;
  88878. }
  88879. }
  88880. declare module BABYLON {
  88881. /**
  88882. * Class used to store geometry data (vertex buffers + index buffer)
  88883. */
  88884. export class Geometry implements IGetSetVerticesData {
  88885. /**
  88886. * Gets or sets the ID of the geometry
  88887. */
  88888. id: string;
  88889. /**
  88890. * Gets or sets the unique ID of the geometry
  88891. */
  88892. uniqueId: number;
  88893. /**
  88894. * Gets the delay loading state of the geometry (none by default which means not delayed)
  88895. */
  88896. delayLoadState: number;
  88897. /**
  88898. * Gets the file containing the data to load when running in delay load state
  88899. */
  88900. delayLoadingFile: Nullable<string>;
  88901. /**
  88902. * Callback called when the geometry is updated
  88903. */
  88904. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  88905. private _scene;
  88906. private _engine;
  88907. private _meshes;
  88908. private _totalVertices;
  88909. /** @hidden */
  88910. _indices: IndicesArray;
  88911. /** @hidden */
  88912. _vertexBuffers: {
  88913. [key: string]: VertexBuffer;
  88914. };
  88915. private _isDisposed;
  88916. private _extend;
  88917. private _boundingBias;
  88918. /** @hidden */
  88919. _delayInfo: Array<string>;
  88920. private _indexBuffer;
  88921. private _indexBufferIsUpdatable;
  88922. /** @hidden */
  88923. _boundingInfo: Nullable<BoundingInfo>;
  88924. /** @hidden */
  88925. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  88926. /** @hidden */
  88927. _softwareSkinningFrameId: number;
  88928. private _vertexArrayObjects;
  88929. private _updatable;
  88930. /** @hidden */
  88931. _positions: Nullable<Vector3[]>;
  88932. /**
  88933. * 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
  88934. */
  88935. /**
  88936. * 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
  88937. */
  88938. boundingBias: Vector2;
  88939. /**
  88940. * Static function used to attach a new empty geometry to a mesh
  88941. * @param mesh defines the mesh to attach the geometry to
  88942. * @returns the new Geometry
  88943. */
  88944. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  88945. /**
  88946. * Creates a new geometry
  88947. * @param id defines the unique ID
  88948. * @param scene defines the hosting scene
  88949. * @param vertexData defines the VertexData used to get geometry data
  88950. * @param updatable defines if geometry must be updatable (false by default)
  88951. * @param mesh defines the mesh that will be associated with the geometry
  88952. */
  88953. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  88954. /**
  88955. * Gets the current extend of the geometry
  88956. */
  88957. readonly extend: {
  88958. minimum: Vector3;
  88959. maximum: Vector3;
  88960. };
  88961. /**
  88962. * Gets the hosting scene
  88963. * @returns the hosting Scene
  88964. */
  88965. getScene(): Scene;
  88966. /**
  88967. * Gets the hosting engine
  88968. * @returns the hosting Engine
  88969. */
  88970. getEngine(): Engine;
  88971. /**
  88972. * Defines if the geometry is ready to use
  88973. * @returns true if the geometry is ready to be used
  88974. */
  88975. isReady(): boolean;
  88976. /**
  88977. * Gets a value indicating that the geometry should not be serialized
  88978. */
  88979. readonly doNotSerialize: boolean;
  88980. /** @hidden */
  88981. _rebuild(): void;
  88982. /**
  88983. * Affects all geometry data in one call
  88984. * @param vertexData defines the geometry data
  88985. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  88986. */
  88987. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  88988. /**
  88989. * Set specific vertex data
  88990. * @param kind defines the data kind (Position, normal, etc...)
  88991. * @param data defines the vertex data to use
  88992. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  88993. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  88994. */
  88995. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  88996. /**
  88997. * Removes a specific vertex data
  88998. * @param kind defines the data kind (Position, normal, etc...)
  88999. */
  89000. removeVerticesData(kind: string): void;
  89001. /**
  89002. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89003. * @param buffer defines the vertex buffer to use
  89004. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89005. */
  89006. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89007. /**
  89008. * Update a specific vertex buffer
  89009. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89010. * It will do nothing if the buffer is not updatable
  89011. * @param kind defines the data kind (Position, normal, etc...)
  89012. * @param data defines the data to use
  89013. * @param offset defines the offset in the target buffer where to store the data
  89014. * @param useBytes set to true if the offset is in bytes
  89015. */
  89016. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89017. /**
  89018. * Update a specific vertex buffer
  89019. * This function will create a new buffer if the current one is not updatable
  89020. * @param kind defines the data kind (Position, normal, etc...)
  89021. * @param data defines the data to use
  89022. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89023. */
  89024. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89025. private _updateBoundingInfo;
  89026. /** @hidden */
  89027. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  89028. /**
  89029. * Gets total number of vertices
  89030. * @returns the total number of vertices
  89031. */
  89032. getTotalVertices(): number;
  89033. /**
  89034. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89035. * @param kind defines the data kind (Position, normal, etc...)
  89036. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89037. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89038. * @returns a float array containing vertex data
  89039. */
  89040. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89041. /**
  89042. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  89043. * @param kind defines the data kind (Position, normal, etc...)
  89044. * @returns true if the vertex buffer with the specified kind is updatable
  89045. */
  89046. isVertexBufferUpdatable(kind: string): boolean;
  89047. /**
  89048. * Gets a specific vertex buffer
  89049. * @param kind defines the data kind (Position, normal, etc...)
  89050. * @returns a VertexBuffer
  89051. */
  89052. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89053. /**
  89054. * Returns all vertex buffers
  89055. * @return an object holding all vertex buffers indexed by kind
  89056. */
  89057. getVertexBuffers(): Nullable<{
  89058. [key: string]: VertexBuffer;
  89059. }>;
  89060. /**
  89061. * Gets a boolean indicating if specific vertex buffer is present
  89062. * @param kind defines the data kind (Position, normal, etc...)
  89063. * @returns true if data is present
  89064. */
  89065. isVerticesDataPresent(kind: string): boolean;
  89066. /**
  89067. * Gets a list of all attached data kinds (Position, normal, etc...)
  89068. * @returns a list of string containing all kinds
  89069. */
  89070. getVerticesDataKinds(): string[];
  89071. /**
  89072. * Update index buffer
  89073. * @param indices defines the indices to store in the index buffer
  89074. * @param offset defines the offset in the target buffer where to store the data
  89075. * @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)
  89076. */
  89077. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89078. /**
  89079. * Creates a new index buffer
  89080. * @param indices defines the indices to store in the index buffer
  89081. * @param totalVertices defines the total number of vertices (could be null)
  89082. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89083. */
  89084. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89085. /**
  89086. * Return the total number of indices
  89087. * @returns the total number of indices
  89088. */
  89089. getTotalIndices(): number;
  89090. /**
  89091. * Gets the index buffer array
  89092. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89093. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89094. * @returns the index buffer array
  89095. */
  89096. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89097. /**
  89098. * Gets the index buffer
  89099. * @return the index buffer
  89100. */
  89101. getIndexBuffer(): Nullable<DataBuffer>;
  89102. /** @hidden */
  89103. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89104. /**
  89105. * Release the associated resources for a specific mesh
  89106. * @param mesh defines the source mesh
  89107. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89108. */
  89109. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89110. /**
  89111. * Apply current geometry to a given mesh
  89112. * @param mesh defines the mesh to apply geometry to
  89113. */
  89114. applyToMesh(mesh: Mesh): void;
  89115. private _updateExtend;
  89116. private _applyToMesh;
  89117. private notifyUpdate;
  89118. /**
  89119. * Load the geometry if it was flagged as delay loaded
  89120. * @param scene defines the hosting scene
  89121. * @param onLoaded defines a callback called when the geometry is loaded
  89122. */
  89123. load(scene: Scene, onLoaded?: () => void): void;
  89124. private _queueLoad;
  89125. /**
  89126. * Invert the geometry to move from a right handed system to a left handed one.
  89127. */
  89128. toLeftHanded(): void;
  89129. /** @hidden */
  89130. _resetPointsArrayCache(): void;
  89131. /** @hidden */
  89132. _generatePointsArray(): boolean;
  89133. /**
  89134. * Gets a value indicating if the geometry is disposed
  89135. * @returns true if the geometry was disposed
  89136. */
  89137. isDisposed(): boolean;
  89138. private _disposeVertexArrayObjects;
  89139. /**
  89140. * Free all associated resources
  89141. */
  89142. dispose(): void;
  89143. /**
  89144. * Clone the current geometry into a new geometry
  89145. * @param id defines the unique ID of the new geometry
  89146. * @returns a new geometry object
  89147. */
  89148. copy(id: string): Geometry;
  89149. /**
  89150. * Serialize the current geometry info (and not the vertices data) into a JSON object
  89151. * @return a JSON representation of the current geometry data (without the vertices data)
  89152. */
  89153. serialize(): any;
  89154. private toNumberArray;
  89155. /**
  89156. * Serialize all vertices data into a JSON oject
  89157. * @returns a JSON representation of the current geometry data
  89158. */
  89159. serializeVerticeData(): any;
  89160. /**
  89161. * Extracts a clone of a mesh geometry
  89162. * @param mesh defines the source mesh
  89163. * @param id defines the unique ID of the new geometry object
  89164. * @returns the new geometry object
  89165. */
  89166. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  89167. /**
  89168. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  89169. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  89170. * Be aware Math.random() could cause collisions, but:
  89171. * "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"
  89172. * @returns a string containing a new GUID
  89173. */
  89174. static RandomId(): string;
  89175. /** @hidden */
  89176. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  89177. private static _CleanMatricesWeights;
  89178. /**
  89179. * Create a new geometry from persisted data (Using .babylon file format)
  89180. * @param parsedVertexData defines the persisted data
  89181. * @param scene defines the hosting scene
  89182. * @param rootUrl defines the root url to use to load assets (like delayed data)
  89183. * @returns the new geometry object
  89184. */
  89185. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  89186. }
  89187. }
  89188. declare module BABYLON {
  89189. /**
  89190. * Define an interface for all classes that will get and set the data on vertices
  89191. */
  89192. export interface IGetSetVerticesData {
  89193. /**
  89194. * Gets a boolean indicating if specific vertex data is present
  89195. * @param kind defines the vertex data kind to use
  89196. * @returns true is data kind is present
  89197. */
  89198. isVerticesDataPresent(kind: string): boolean;
  89199. /**
  89200. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89201. * @param kind defines the data kind (Position, normal, etc...)
  89202. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89203. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89204. * @returns a float array containing vertex data
  89205. */
  89206. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89207. /**
  89208. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89209. * @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.
  89210. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89211. * @returns the indices array or an empty array if the mesh has no geometry
  89212. */
  89213. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89214. /**
  89215. * Set specific vertex data
  89216. * @param kind defines the data kind (Position, normal, etc...)
  89217. * @param data defines the vertex data to use
  89218. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89219. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89220. */
  89221. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  89222. /**
  89223. * Update a specific associated vertex buffer
  89224. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89225. * - VertexBuffer.PositionKind
  89226. * - VertexBuffer.UVKind
  89227. * - VertexBuffer.UV2Kind
  89228. * - VertexBuffer.UV3Kind
  89229. * - VertexBuffer.UV4Kind
  89230. * - VertexBuffer.UV5Kind
  89231. * - VertexBuffer.UV6Kind
  89232. * - VertexBuffer.ColorKind
  89233. * - VertexBuffer.MatricesIndicesKind
  89234. * - VertexBuffer.MatricesIndicesExtraKind
  89235. * - VertexBuffer.MatricesWeightsKind
  89236. * - VertexBuffer.MatricesWeightsExtraKind
  89237. * @param data defines the data source
  89238. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89239. * @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)
  89240. */
  89241. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  89242. /**
  89243. * Creates a new index buffer
  89244. * @param indices defines the indices to store in the index buffer
  89245. * @param totalVertices defines the total number of vertices (could be null)
  89246. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89247. */
  89248. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  89249. }
  89250. /**
  89251. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  89252. */
  89253. export class VertexData {
  89254. /**
  89255. * Mesh side orientation : usually the external or front surface
  89256. */
  89257. static readonly FRONTSIDE: number;
  89258. /**
  89259. * Mesh side orientation : usually the internal or back surface
  89260. */
  89261. static readonly BACKSIDE: number;
  89262. /**
  89263. * Mesh side orientation : both internal and external or front and back surfaces
  89264. */
  89265. static readonly DOUBLESIDE: number;
  89266. /**
  89267. * Mesh side orientation : by default, `FRONTSIDE`
  89268. */
  89269. static readonly DEFAULTSIDE: number;
  89270. /**
  89271. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  89272. */
  89273. positions: Nullable<FloatArray>;
  89274. /**
  89275. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  89276. */
  89277. normals: Nullable<FloatArray>;
  89278. /**
  89279. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  89280. */
  89281. tangents: Nullable<FloatArray>;
  89282. /**
  89283. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89284. */
  89285. uvs: Nullable<FloatArray>;
  89286. /**
  89287. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89288. */
  89289. uvs2: Nullable<FloatArray>;
  89290. /**
  89291. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89292. */
  89293. uvs3: Nullable<FloatArray>;
  89294. /**
  89295. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89296. */
  89297. uvs4: Nullable<FloatArray>;
  89298. /**
  89299. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89300. */
  89301. uvs5: Nullable<FloatArray>;
  89302. /**
  89303. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89304. */
  89305. uvs6: Nullable<FloatArray>;
  89306. /**
  89307. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  89308. */
  89309. colors: Nullable<FloatArray>;
  89310. /**
  89311. * 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).
  89312. */
  89313. matricesIndices: Nullable<FloatArray>;
  89314. /**
  89315. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  89316. */
  89317. matricesWeights: Nullable<FloatArray>;
  89318. /**
  89319. * An array extending the number of possible indices
  89320. */
  89321. matricesIndicesExtra: Nullable<FloatArray>;
  89322. /**
  89323. * An array extending the number of possible weights when the number of indices is extended
  89324. */
  89325. matricesWeightsExtra: Nullable<FloatArray>;
  89326. /**
  89327. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  89328. */
  89329. indices: Nullable<IndicesArray>;
  89330. /**
  89331. * Uses the passed data array to set the set the values for the specified kind of data
  89332. * @param data a linear array of floating numbers
  89333. * @param kind the type of data that is being set, eg positions, colors etc
  89334. */
  89335. set(data: FloatArray, kind: string): void;
  89336. /**
  89337. * Associates the vertexData to the passed Mesh.
  89338. * Sets it as updatable or not (default `false`)
  89339. * @param mesh the mesh the vertexData is applied to
  89340. * @param updatable when used and having the value true allows new data to update the vertexData
  89341. * @returns the VertexData
  89342. */
  89343. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  89344. /**
  89345. * Associates the vertexData to the passed Geometry.
  89346. * Sets it as updatable or not (default `false`)
  89347. * @param geometry the geometry the vertexData is applied to
  89348. * @param updatable when used and having the value true allows new data to update the vertexData
  89349. * @returns VertexData
  89350. */
  89351. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  89352. /**
  89353. * Updates the associated mesh
  89354. * @param mesh the mesh to be updated
  89355. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89356. * @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
  89357. * @returns VertexData
  89358. */
  89359. updateMesh(mesh: Mesh): VertexData;
  89360. /**
  89361. * Updates the associated geometry
  89362. * @param geometry the geometry to be updated
  89363. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89364. * @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
  89365. * @returns VertexData.
  89366. */
  89367. updateGeometry(geometry: Geometry): VertexData;
  89368. private _applyTo;
  89369. private _update;
  89370. /**
  89371. * Transforms each position and each normal of the vertexData according to the passed Matrix
  89372. * @param matrix the transforming matrix
  89373. * @returns the VertexData
  89374. */
  89375. transform(matrix: Matrix): VertexData;
  89376. /**
  89377. * Merges the passed VertexData into the current one
  89378. * @param other the VertexData to be merged into the current one
  89379. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  89380. * @returns the modified VertexData
  89381. */
  89382. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  89383. private _mergeElement;
  89384. private _validate;
  89385. /**
  89386. * Serializes the VertexData
  89387. * @returns a serialized object
  89388. */
  89389. serialize(): any;
  89390. /**
  89391. * Extracts the vertexData from a mesh
  89392. * @param mesh the mesh from which to extract the VertexData
  89393. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  89394. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89395. * @returns the object VertexData associated to the passed mesh
  89396. */
  89397. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89398. /**
  89399. * Extracts the vertexData from the geometry
  89400. * @param geometry the geometry from which to extract the VertexData
  89401. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  89402. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89403. * @returns the object VertexData associated to the passed mesh
  89404. */
  89405. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89406. private static _ExtractFrom;
  89407. /**
  89408. * Creates the VertexData for a Ribbon
  89409. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  89410. * * pathArray array of paths, each of which an array of successive Vector3
  89411. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  89412. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  89413. * * 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
  89414. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89415. * * 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)
  89416. * * 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)
  89417. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  89418. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  89419. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  89420. * @returns the VertexData of the ribbon
  89421. */
  89422. static CreateRibbon(options: {
  89423. pathArray: Vector3[][];
  89424. closeArray?: boolean;
  89425. closePath?: boolean;
  89426. offset?: number;
  89427. sideOrientation?: number;
  89428. frontUVs?: Vector4;
  89429. backUVs?: Vector4;
  89430. invertUV?: boolean;
  89431. uvs?: Vector2[];
  89432. colors?: Color4[];
  89433. }): VertexData;
  89434. /**
  89435. * Creates the VertexData for a box
  89436. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89437. * * size sets the width, height and depth of the box to the value of size, optional default 1
  89438. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  89439. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  89440. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  89441. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89442. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89443. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89444. * * 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)
  89445. * * 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)
  89446. * @returns the VertexData of the box
  89447. */
  89448. static CreateBox(options: {
  89449. size?: number;
  89450. width?: number;
  89451. height?: number;
  89452. depth?: number;
  89453. faceUV?: Vector4[];
  89454. faceColors?: Color4[];
  89455. sideOrientation?: number;
  89456. frontUVs?: Vector4;
  89457. backUVs?: Vector4;
  89458. }): VertexData;
  89459. /**
  89460. * Creates the VertexData for a tiled box
  89461. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89462. * * faceTiles sets the pattern, tile size and number of tiles for a face
  89463. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89464. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89465. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89466. * @returns the VertexData of the box
  89467. */
  89468. static CreateTiledBox(options: {
  89469. pattern?: number;
  89470. width?: number;
  89471. height?: number;
  89472. depth?: number;
  89473. tileSize?: number;
  89474. tileWidth?: number;
  89475. tileHeight?: number;
  89476. alignHorizontal?: number;
  89477. alignVertical?: number;
  89478. faceUV?: Vector4[];
  89479. faceColors?: Color4[];
  89480. sideOrientation?: number;
  89481. }): VertexData;
  89482. /**
  89483. * Creates the VertexData for a tiled plane
  89484. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89485. * * pattern a limited pattern arrangement depending on the number
  89486. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  89487. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  89488. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  89489. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89490. * * 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)
  89491. * * 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)
  89492. * @returns the VertexData of the tiled plane
  89493. */
  89494. static CreateTiledPlane(options: {
  89495. pattern?: number;
  89496. tileSize?: number;
  89497. tileWidth?: number;
  89498. tileHeight?: number;
  89499. size?: number;
  89500. width?: number;
  89501. height?: number;
  89502. alignHorizontal?: number;
  89503. alignVertical?: number;
  89504. sideOrientation?: number;
  89505. frontUVs?: Vector4;
  89506. backUVs?: Vector4;
  89507. }): VertexData;
  89508. /**
  89509. * Creates the VertexData for an ellipsoid, defaults to a sphere
  89510. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89511. * * segments sets the number of horizontal strips optional, default 32
  89512. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  89513. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  89514. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  89515. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  89516. * * 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
  89517. * * 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
  89518. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89519. * * 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)
  89520. * * 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)
  89521. * @returns the VertexData of the ellipsoid
  89522. */
  89523. static CreateSphere(options: {
  89524. segments?: number;
  89525. diameter?: number;
  89526. diameterX?: number;
  89527. diameterY?: number;
  89528. diameterZ?: number;
  89529. arc?: number;
  89530. slice?: number;
  89531. sideOrientation?: number;
  89532. frontUVs?: Vector4;
  89533. backUVs?: Vector4;
  89534. }): VertexData;
  89535. /**
  89536. * Creates the VertexData for a cylinder, cone or prism
  89537. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89538. * * height sets the height (y direction) of the cylinder, optional, default 2
  89539. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  89540. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  89541. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  89542. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89543. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  89544. * * 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
  89545. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89546. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89547. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  89548. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  89549. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89550. * * 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)
  89551. * * 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)
  89552. * @returns the VertexData of the cylinder, cone or prism
  89553. */
  89554. static CreateCylinder(options: {
  89555. height?: number;
  89556. diameterTop?: number;
  89557. diameterBottom?: number;
  89558. diameter?: number;
  89559. tessellation?: number;
  89560. subdivisions?: number;
  89561. arc?: number;
  89562. faceColors?: Color4[];
  89563. faceUV?: Vector4[];
  89564. hasRings?: boolean;
  89565. enclose?: boolean;
  89566. sideOrientation?: number;
  89567. frontUVs?: Vector4;
  89568. backUVs?: Vector4;
  89569. }): VertexData;
  89570. /**
  89571. * Creates the VertexData for a torus
  89572. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89573. * * diameter the diameter of the torus, optional default 1
  89574. * * thickness the diameter of the tube forming the torus, optional default 0.5
  89575. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89576. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89577. * * 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)
  89578. * * 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)
  89579. * @returns the VertexData of the torus
  89580. */
  89581. static CreateTorus(options: {
  89582. diameter?: number;
  89583. thickness?: number;
  89584. tessellation?: number;
  89585. sideOrientation?: number;
  89586. frontUVs?: Vector4;
  89587. backUVs?: Vector4;
  89588. }): VertexData;
  89589. /**
  89590. * Creates the VertexData of the LineSystem
  89591. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  89592. * - lines an array of lines, each line being an array of successive Vector3
  89593. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  89594. * @returns the VertexData of the LineSystem
  89595. */
  89596. static CreateLineSystem(options: {
  89597. lines: Vector3[][];
  89598. colors?: Nullable<Color4[][]>;
  89599. }): VertexData;
  89600. /**
  89601. * Create the VertexData for a DashedLines
  89602. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  89603. * - points an array successive Vector3
  89604. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  89605. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  89606. * - dashNb the intended total number of dashes, optional, default 200
  89607. * @returns the VertexData for the DashedLines
  89608. */
  89609. static CreateDashedLines(options: {
  89610. points: Vector3[];
  89611. dashSize?: number;
  89612. gapSize?: number;
  89613. dashNb?: number;
  89614. }): VertexData;
  89615. /**
  89616. * Creates the VertexData for a Ground
  89617. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89618. * - width the width (x direction) of the ground, optional, default 1
  89619. * - height the height (z direction) of the ground, optional, default 1
  89620. * - subdivisions the number of subdivisions per side, optional, default 1
  89621. * @returns the VertexData of the Ground
  89622. */
  89623. static CreateGround(options: {
  89624. width?: number;
  89625. height?: number;
  89626. subdivisions?: number;
  89627. subdivisionsX?: number;
  89628. subdivisionsY?: number;
  89629. }): VertexData;
  89630. /**
  89631. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  89632. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89633. * * xmin the ground minimum X coordinate, optional, default -1
  89634. * * zmin the ground minimum Z coordinate, optional, default -1
  89635. * * xmax the ground maximum X coordinate, optional, default 1
  89636. * * zmax the ground maximum Z coordinate, optional, default 1
  89637. * * 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}
  89638. * * 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}
  89639. * @returns the VertexData of the TiledGround
  89640. */
  89641. static CreateTiledGround(options: {
  89642. xmin: number;
  89643. zmin: number;
  89644. xmax: number;
  89645. zmax: number;
  89646. subdivisions?: {
  89647. w: number;
  89648. h: number;
  89649. };
  89650. precision?: {
  89651. w: number;
  89652. h: number;
  89653. };
  89654. }): VertexData;
  89655. /**
  89656. * Creates the VertexData of the Ground designed from a heightmap
  89657. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  89658. * * width the width (x direction) of the ground
  89659. * * height the height (z direction) of the ground
  89660. * * subdivisions the number of subdivisions per side
  89661. * * minHeight the minimum altitude on the ground, optional, default 0
  89662. * * maxHeight the maximum altitude on the ground, optional default 1
  89663. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  89664. * * buffer the array holding the image color data
  89665. * * bufferWidth the width of image
  89666. * * bufferHeight the height of image
  89667. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  89668. * @returns the VertexData of the Ground designed from a heightmap
  89669. */
  89670. static CreateGroundFromHeightMap(options: {
  89671. width: number;
  89672. height: number;
  89673. subdivisions: number;
  89674. minHeight: number;
  89675. maxHeight: number;
  89676. colorFilter: Color3;
  89677. buffer: Uint8Array;
  89678. bufferWidth: number;
  89679. bufferHeight: number;
  89680. alphaFilter: number;
  89681. }): VertexData;
  89682. /**
  89683. * Creates the VertexData for a Plane
  89684. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  89685. * * size sets the width and height of the plane to the value of size, optional default 1
  89686. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  89687. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  89688. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89689. * * 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)
  89690. * * 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)
  89691. * @returns the VertexData of the box
  89692. */
  89693. static CreatePlane(options: {
  89694. size?: number;
  89695. width?: number;
  89696. height?: number;
  89697. sideOrientation?: number;
  89698. frontUVs?: Vector4;
  89699. backUVs?: Vector4;
  89700. }): VertexData;
  89701. /**
  89702. * Creates the VertexData of the Disc or regular Polygon
  89703. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  89704. * * radius the radius of the disc, optional default 0.5
  89705. * * tessellation the number of polygon sides, optional, default 64
  89706. * * 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
  89707. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89708. * * 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)
  89709. * * 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)
  89710. * @returns the VertexData of the box
  89711. */
  89712. static CreateDisc(options: {
  89713. radius?: number;
  89714. tessellation?: number;
  89715. arc?: number;
  89716. sideOrientation?: number;
  89717. frontUVs?: Vector4;
  89718. backUVs?: Vector4;
  89719. }): VertexData;
  89720. /**
  89721. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  89722. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  89723. * @param polygon a mesh built from polygonTriangulation.build()
  89724. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89725. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89726. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89727. * @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)
  89728. * @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)
  89729. * @returns the VertexData of the Polygon
  89730. */
  89731. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  89732. /**
  89733. * Creates the VertexData of the IcoSphere
  89734. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  89735. * * radius the radius of the IcoSphere, optional default 1
  89736. * * radiusX allows stretching in the x direction, optional, default radius
  89737. * * radiusY allows stretching in the y direction, optional, default radius
  89738. * * radiusZ allows stretching in the z direction, optional, default radius
  89739. * * flat when true creates a flat shaded mesh, optional, default true
  89740. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89741. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89742. * * 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)
  89743. * * 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)
  89744. * @returns the VertexData of the IcoSphere
  89745. */
  89746. static CreateIcoSphere(options: {
  89747. radius?: number;
  89748. radiusX?: number;
  89749. radiusY?: number;
  89750. radiusZ?: number;
  89751. flat?: boolean;
  89752. subdivisions?: number;
  89753. sideOrientation?: number;
  89754. frontUVs?: Vector4;
  89755. backUVs?: Vector4;
  89756. }): VertexData;
  89757. /**
  89758. * Creates the VertexData for a Polyhedron
  89759. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  89760. * * type provided types are:
  89761. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  89762. * * 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)
  89763. * * size the size of the IcoSphere, optional default 1
  89764. * * sizeX allows stretching in the x direction, optional, default size
  89765. * * sizeY allows stretching in the y direction, optional, default size
  89766. * * sizeZ allows stretching in the z direction, optional, default size
  89767. * * 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
  89768. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89769. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89770. * * flat when true creates a flat shaded mesh, optional, default true
  89771. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89772. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89773. * * 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)
  89774. * * 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)
  89775. * @returns the VertexData of the Polyhedron
  89776. */
  89777. static CreatePolyhedron(options: {
  89778. type?: number;
  89779. size?: number;
  89780. sizeX?: number;
  89781. sizeY?: number;
  89782. sizeZ?: number;
  89783. custom?: any;
  89784. faceUV?: Vector4[];
  89785. faceColors?: Color4[];
  89786. flat?: boolean;
  89787. sideOrientation?: number;
  89788. frontUVs?: Vector4;
  89789. backUVs?: Vector4;
  89790. }): VertexData;
  89791. /**
  89792. * Creates the VertexData for a TorusKnot
  89793. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  89794. * * radius the radius of the torus knot, optional, default 2
  89795. * * tube the thickness of the tube, optional, default 0.5
  89796. * * radialSegments the number of sides on each tube segments, optional, default 32
  89797. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  89798. * * p the number of windings around the z axis, optional, default 2
  89799. * * q the number of windings around the x axis, optional, default 3
  89800. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89801. * * 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)
  89802. * * 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)
  89803. * @returns the VertexData of the Torus Knot
  89804. */
  89805. static CreateTorusKnot(options: {
  89806. radius?: number;
  89807. tube?: number;
  89808. radialSegments?: number;
  89809. tubularSegments?: number;
  89810. p?: number;
  89811. q?: number;
  89812. sideOrientation?: number;
  89813. frontUVs?: Vector4;
  89814. backUVs?: Vector4;
  89815. }): VertexData;
  89816. /**
  89817. * Compute normals for given positions and indices
  89818. * @param positions an array of vertex positions, [...., x, y, z, ......]
  89819. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  89820. * @param normals an array of vertex normals, [...., x, y, z, ......]
  89821. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  89822. * * facetNormals : optional array of facet normals (vector3)
  89823. * * facetPositions : optional array of facet positions (vector3)
  89824. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  89825. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  89826. * * bInfo : optional bounding info, required for facetPartitioning computation
  89827. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  89828. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  89829. * * useRightHandedSystem: optional boolean to for right handed system computation
  89830. * * depthSort : optional boolean to enable the facet depth sort computation
  89831. * * distanceTo : optional Vector3 to compute the facet depth from this location
  89832. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  89833. */
  89834. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  89835. facetNormals?: any;
  89836. facetPositions?: any;
  89837. facetPartitioning?: any;
  89838. ratio?: number;
  89839. bInfo?: any;
  89840. bbSize?: Vector3;
  89841. subDiv?: any;
  89842. useRightHandedSystem?: boolean;
  89843. depthSort?: boolean;
  89844. distanceTo?: Vector3;
  89845. depthSortedFacets?: any;
  89846. }): void;
  89847. /** @hidden */
  89848. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  89849. /**
  89850. * Applies VertexData created from the imported parameters to the geometry
  89851. * @param parsedVertexData the parsed data from an imported file
  89852. * @param geometry the geometry to apply the VertexData to
  89853. */
  89854. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  89855. }
  89856. }
  89857. declare module BABYLON {
  89858. /**
  89859. * Defines a target to use with MorphTargetManager
  89860. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89861. */
  89862. export class MorphTarget implements IAnimatable {
  89863. /** defines the name of the target */
  89864. name: string;
  89865. /**
  89866. * Gets or sets the list of animations
  89867. */
  89868. animations: Animation[];
  89869. private _scene;
  89870. private _positions;
  89871. private _normals;
  89872. private _tangents;
  89873. private _uvs;
  89874. private _influence;
  89875. private _uniqueId;
  89876. /**
  89877. * Observable raised when the influence changes
  89878. */
  89879. onInfluenceChanged: Observable<boolean>;
  89880. /** @hidden */
  89881. _onDataLayoutChanged: Observable<void>;
  89882. /**
  89883. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  89884. */
  89885. influence: number;
  89886. /**
  89887. * Gets or sets the id of the morph Target
  89888. */
  89889. id: string;
  89890. private _animationPropertiesOverride;
  89891. /**
  89892. * Gets or sets the animation properties override
  89893. */
  89894. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  89895. /**
  89896. * Creates a new MorphTarget
  89897. * @param name defines the name of the target
  89898. * @param influence defines the influence to use
  89899. * @param scene defines the scene the morphtarget belongs to
  89900. */
  89901. constructor(
  89902. /** defines the name of the target */
  89903. name: string, influence?: number, scene?: Nullable<Scene>);
  89904. /**
  89905. * Gets the unique ID of this manager
  89906. */
  89907. readonly uniqueId: number;
  89908. /**
  89909. * Gets a boolean defining if the target contains position data
  89910. */
  89911. readonly hasPositions: boolean;
  89912. /**
  89913. * Gets a boolean defining if the target contains normal data
  89914. */
  89915. readonly hasNormals: boolean;
  89916. /**
  89917. * Gets a boolean defining if the target contains tangent data
  89918. */
  89919. readonly hasTangents: boolean;
  89920. /**
  89921. * Gets a boolean defining if the target contains texture coordinates data
  89922. */
  89923. readonly hasUVs: boolean;
  89924. /**
  89925. * Affects position data to this target
  89926. * @param data defines the position data to use
  89927. */
  89928. setPositions(data: Nullable<FloatArray>): void;
  89929. /**
  89930. * Gets the position data stored in this target
  89931. * @returns a FloatArray containing the position data (or null if not present)
  89932. */
  89933. getPositions(): Nullable<FloatArray>;
  89934. /**
  89935. * Affects normal data to this target
  89936. * @param data defines the normal data to use
  89937. */
  89938. setNormals(data: Nullable<FloatArray>): void;
  89939. /**
  89940. * Gets the normal data stored in this target
  89941. * @returns a FloatArray containing the normal data (or null if not present)
  89942. */
  89943. getNormals(): Nullable<FloatArray>;
  89944. /**
  89945. * Affects tangent data to this target
  89946. * @param data defines the tangent data to use
  89947. */
  89948. setTangents(data: Nullable<FloatArray>): void;
  89949. /**
  89950. * Gets the tangent data stored in this target
  89951. * @returns a FloatArray containing the tangent data (or null if not present)
  89952. */
  89953. getTangents(): Nullable<FloatArray>;
  89954. /**
  89955. * Affects texture coordinates data to this target
  89956. * @param data defines the texture coordinates data to use
  89957. */
  89958. setUVs(data: Nullable<FloatArray>): void;
  89959. /**
  89960. * Gets the texture coordinates data stored in this target
  89961. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  89962. */
  89963. getUVs(): Nullable<FloatArray>;
  89964. /**
  89965. * Clone the current target
  89966. * @returns a new MorphTarget
  89967. */
  89968. clone(): MorphTarget;
  89969. /**
  89970. * Serializes the current target into a Serialization object
  89971. * @returns the serialized object
  89972. */
  89973. serialize(): any;
  89974. /**
  89975. * Returns the string "MorphTarget"
  89976. * @returns "MorphTarget"
  89977. */
  89978. getClassName(): string;
  89979. /**
  89980. * Creates a new target from serialized data
  89981. * @param serializationObject defines the serialized data to use
  89982. * @returns a new MorphTarget
  89983. */
  89984. static Parse(serializationObject: any): MorphTarget;
  89985. /**
  89986. * Creates a MorphTarget from mesh data
  89987. * @param mesh defines the source mesh
  89988. * @param name defines the name to use for the new target
  89989. * @param influence defines the influence to attach to the target
  89990. * @returns a new MorphTarget
  89991. */
  89992. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  89993. }
  89994. }
  89995. declare module BABYLON {
  89996. /**
  89997. * This class is used to deform meshes using morphing between different targets
  89998. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89999. */
  90000. export class MorphTargetManager {
  90001. private _targets;
  90002. private _targetInfluenceChangedObservers;
  90003. private _targetDataLayoutChangedObservers;
  90004. private _activeTargets;
  90005. private _scene;
  90006. private _influences;
  90007. private _supportsNormals;
  90008. private _supportsTangents;
  90009. private _supportsUVs;
  90010. private _vertexCount;
  90011. private _uniqueId;
  90012. private _tempInfluences;
  90013. /**
  90014. * Gets or sets a boolean indicating if normals must be morphed
  90015. */
  90016. enableNormalMorphing: boolean;
  90017. /**
  90018. * Gets or sets a boolean indicating if tangents must be morphed
  90019. */
  90020. enableTangentMorphing: boolean;
  90021. /**
  90022. * Gets or sets a boolean indicating if UV must be morphed
  90023. */
  90024. enableUVMorphing: boolean;
  90025. /**
  90026. * Creates a new MorphTargetManager
  90027. * @param scene defines the current scene
  90028. */
  90029. constructor(scene?: Nullable<Scene>);
  90030. /**
  90031. * Gets the unique ID of this manager
  90032. */
  90033. readonly uniqueId: number;
  90034. /**
  90035. * Gets the number of vertices handled by this manager
  90036. */
  90037. readonly vertexCount: number;
  90038. /**
  90039. * Gets a boolean indicating if this manager supports morphing of normals
  90040. */
  90041. readonly supportsNormals: boolean;
  90042. /**
  90043. * Gets a boolean indicating if this manager supports morphing of tangents
  90044. */
  90045. readonly supportsTangents: boolean;
  90046. /**
  90047. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  90048. */
  90049. readonly supportsUVs: boolean;
  90050. /**
  90051. * Gets the number of targets stored in this manager
  90052. */
  90053. readonly numTargets: number;
  90054. /**
  90055. * Gets the number of influencers (ie. the number of targets with influences > 0)
  90056. */
  90057. readonly numInfluencers: number;
  90058. /**
  90059. * Gets the list of influences (one per target)
  90060. */
  90061. readonly influences: Float32Array;
  90062. /**
  90063. * Gets the active target at specified index. An active target is a target with an influence > 0
  90064. * @param index defines the index to check
  90065. * @returns the requested target
  90066. */
  90067. getActiveTarget(index: number): MorphTarget;
  90068. /**
  90069. * Gets the target at specified index
  90070. * @param index defines the index to check
  90071. * @returns the requested target
  90072. */
  90073. getTarget(index: number): MorphTarget;
  90074. /**
  90075. * Add a new target to this manager
  90076. * @param target defines the target to add
  90077. */
  90078. addTarget(target: MorphTarget): void;
  90079. /**
  90080. * Removes a target from the manager
  90081. * @param target defines the target to remove
  90082. */
  90083. removeTarget(target: MorphTarget): void;
  90084. /**
  90085. * Clone the current manager
  90086. * @returns a new MorphTargetManager
  90087. */
  90088. clone(): MorphTargetManager;
  90089. /**
  90090. * Serializes the current manager into a Serialization object
  90091. * @returns the serialized object
  90092. */
  90093. serialize(): any;
  90094. private _syncActiveTargets;
  90095. /**
  90096. * Syncrhonize the targets with all the meshes using this morph target manager
  90097. */
  90098. synchronize(): void;
  90099. /**
  90100. * Creates a new MorphTargetManager from serialized data
  90101. * @param serializationObject defines the serialized data
  90102. * @param scene defines the hosting scene
  90103. * @returns the new MorphTargetManager
  90104. */
  90105. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90106. }
  90107. }
  90108. declare module BABYLON {
  90109. /**
  90110. * Class used to represent a specific level of detail of a mesh
  90111. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90112. */
  90113. export class MeshLODLevel {
  90114. /** Defines the distance where this level should start being displayed */
  90115. distance: number;
  90116. /** Defines the mesh to use to render this level */
  90117. mesh: Nullable<Mesh>;
  90118. /**
  90119. * Creates a new LOD level
  90120. * @param distance defines the distance where this level should star being displayed
  90121. * @param mesh defines the mesh to use to render this level
  90122. */
  90123. constructor(
  90124. /** Defines the distance where this level should start being displayed */
  90125. distance: number,
  90126. /** Defines the mesh to use to render this level */
  90127. mesh: Nullable<Mesh>);
  90128. }
  90129. }
  90130. declare module BABYLON {
  90131. /**
  90132. * Mesh representing the gorund
  90133. */
  90134. export class GroundMesh extends Mesh {
  90135. /** If octree should be generated */
  90136. generateOctree: boolean;
  90137. private _heightQuads;
  90138. /** @hidden */
  90139. _subdivisionsX: number;
  90140. /** @hidden */
  90141. _subdivisionsY: number;
  90142. /** @hidden */
  90143. _width: number;
  90144. /** @hidden */
  90145. _height: number;
  90146. /** @hidden */
  90147. _minX: number;
  90148. /** @hidden */
  90149. _maxX: number;
  90150. /** @hidden */
  90151. _minZ: number;
  90152. /** @hidden */
  90153. _maxZ: number;
  90154. constructor(name: string, scene: Scene);
  90155. /**
  90156. * "GroundMesh"
  90157. * @returns "GroundMesh"
  90158. */
  90159. getClassName(): string;
  90160. /**
  90161. * The minimum of x and y subdivisions
  90162. */
  90163. readonly subdivisions: number;
  90164. /**
  90165. * X subdivisions
  90166. */
  90167. readonly subdivisionsX: number;
  90168. /**
  90169. * Y subdivisions
  90170. */
  90171. readonly subdivisionsY: number;
  90172. /**
  90173. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  90174. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  90175. * @param chunksCount the number of subdivisions for x and y
  90176. * @param octreeBlocksSize (Default: 32)
  90177. */
  90178. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  90179. /**
  90180. * Returns a height (y) value in the Worl system :
  90181. * the ground altitude at the coordinates (x, z) expressed in the World system.
  90182. * @param x x coordinate
  90183. * @param z z coordinate
  90184. * @returns the ground y position if (x, z) are outside the ground surface.
  90185. */
  90186. getHeightAtCoordinates(x: number, z: number): number;
  90187. /**
  90188. * Returns a normalized vector (Vector3) orthogonal to the ground
  90189. * at the ground coordinates (x, z) expressed in the World system.
  90190. * @param x x coordinate
  90191. * @param z z coordinate
  90192. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  90193. */
  90194. getNormalAtCoordinates(x: number, z: number): Vector3;
  90195. /**
  90196. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  90197. * at the ground coordinates (x, z) expressed in the World system.
  90198. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  90199. * @param x x coordinate
  90200. * @param z z coordinate
  90201. * @param ref vector to store the result
  90202. * @returns the GroundMesh.
  90203. */
  90204. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  90205. /**
  90206. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  90207. * if the ground has been updated.
  90208. * This can be used in the render loop.
  90209. * @returns the GroundMesh.
  90210. */
  90211. updateCoordinateHeights(): GroundMesh;
  90212. private _getFacetAt;
  90213. private _initHeightQuads;
  90214. private _computeHeightQuads;
  90215. /**
  90216. * Serializes this ground mesh
  90217. * @param serializationObject object to write serialization to
  90218. */
  90219. serialize(serializationObject: any): void;
  90220. /**
  90221. * Parses a serialized ground mesh
  90222. * @param parsedMesh the serialized mesh
  90223. * @param scene the scene to create the ground mesh in
  90224. * @returns the created ground mesh
  90225. */
  90226. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  90227. }
  90228. }
  90229. declare module BABYLON {
  90230. /**
  90231. * Interface for Physics-Joint data
  90232. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90233. */
  90234. export interface PhysicsJointData {
  90235. /**
  90236. * The main pivot of the joint
  90237. */
  90238. mainPivot?: Vector3;
  90239. /**
  90240. * The connected pivot of the joint
  90241. */
  90242. connectedPivot?: Vector3;
  90243. /**
  90244. * The main axis of the joint
  90245. */
  90246. mainAxis?: Vector3;
  90247. /**
  90248. * The connected axis of the joint
  90249. */
  90250. connectedAxis?: Vector3;
  90251. /**
  90252. * The collision of the joint
  90253. */
  90254. collision?: boolean;
  90255. /**
  90256. * Native Oimo/Cannon/Energy data
  90257. */
  90258. nativeParams?: any;
  90259. }
  90260. /**
  90261. * This is a holder class for the physics joint created by the physics plugin
  90262. * It holds a set of functions to control the underlying joint
  90263. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90264. */
  90265. export class PhysicsJoint {
  90266. /**
  90267. * The type of the physics joint
  90268. */
  90269. type: number;
  90270. /**
  90271. * The data for the physics joint
  90272. */
  90273. jointData: PhysicsJointData;
  90274. private _physicsJoint;
  90275. protected _physicsPlugin: IPhysicsEnginePlugin;
  90276. /**
  90277. * Initializes the physics joint
  90278. * @param type The type of the physics joint
  90279. * @param jointData The data for the physics joint
  90280. */
  90281. constructor(
  90282. /**
  90283. * The type of the physics joint
  90284. */
  90285. type: number,
  90286. /**
  90287. * The data for the physics joint
  90288. */
  90289. jointData: PhysicsJointData);
  90290. /**
  90291. * Gets the physics joint
  90292. */
  90293. /**
  90294. * Sets the physics joint
  90295. */
  90296. physicsJoint: any;
  90297. /**
  90298. * Sets the physics plugin
  90299. */
  90300. physicsPlugin: IPhysicsEnginePlugin;
  90301. /**
  90302. * Execute a function that is physics-plugin specific.
  90303. * @param {Function} func the function that will be executed.
  90304. * It accepts two parameters: the physics world and the physics joint
  90305. */
  90306. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  90307. /**
  90308. * Distance-Joint type
  90309. */
  90310. static DistanceJoint: number;
  90311. /**
  90312. * Hinge-Joint type
  90313. */
  90314. static HingeJoint: number;
  90315. /**
  90316. * Ball-and-Socket joint type
  90317. */
  90318. static BallAndSocketJoint: number;
  90319. /**
  90320. * Wheel-Joint type
  90321. */
  90322. static WheelJoint: number;
  90323. /**
  90324. * Slider-Joint type
  90325. */
  90326. static SliderJoint: number;
  90327. /**
  90328. * Prismatic-Joint type
  90329. */
  90330. static PrismaticJoint: number;
  90331. /**
  90332. * Universal-Joint type
  90333. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  90334. */
  90335. static UniversalJoint: number;
  90336. /**
  90337. * Hinge-Joint 2 type
  90338. */
  90339. static Hinge2Joint: number;
  90340. /**
  90341. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  90342. */
  90343. static PointToPointJoint: number;
  90344. /**
  90345. * Spring-Joint type
  90346. */
  90347. static SpringJoint: number;
  90348. /**
  90349. * Lock-Joint type
  90350. */
  90351. static LockJoint: number;
  90352. }
  90353. /**
  90354. * A class representing a physics distance joint
  90355. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90356. */
  90357. export class DistanceJoint extends PhysicsJoint {
  90358. /**
  90359. *
  90360. * @param jointData The data for the Distance-Joint
  90361. */
  90362. constructor(jointData: DistanceJointData);
  90363. /**
  90364. * Update the predefined distance.
  90365. * @param maxDistance The maximum preferred distance
  90366. * @param minDistance The minimum preferred distance
  90367. */
  90368. updateDistance(maxDistance: number, minDistance?: number): void;
  90369. }
  90370. /**
  90371. * Represents a Motor-Enabled Joint
  90372. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90373. */
  90374. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  90375. /**
  90376. * Initializes the Motor-Enabled Joint
  90377. * @param type The type of the joint
  90378. * @param jointData The physica joint data for the joint
  90379. */
  90380. constructor(type: number, jointData: PhysicsJointData);
  90381. /**
  90382. * Set the motor values.
  90383. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90384. * @param force the force to apply
  90385. * @param maxForce max force for this motor.
  90386. */
  90387. setMotor(force?: number, maxForce?: number): void;
  90388. /**
  90389. * Set the motor's limits.
  90390. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90391. * @param upperLimit The upper limit of the motor
  90392. * @param lowerLimit The lower limit of the motor
  90393. */
  90394. setLimit(upperLimit: number, lowerLimit?: number): void;
  90395. }
  90396. /**
  90397. * This class represents a single physics Hinge-Joint
  90398. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90399. */
  90400. export class HingeJoint extends MotorEnabledJoint {
  90401. /**
  90402. * Initializes the Hinge-Joint
  90403. * @param jointData The joint data for the Hinge-Joint
  90404. */
  90405. constructor(jointData: PhysicsJointData);
  90406. /**
  90407. * Set the motor values.
  90408. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90409. * @param {number} force the force to apply
  90410. * @param {number} maxForce max force for this motor.
  90411. */
  90412. setMotor(force?: number, maxForce?: number): void;
  90413. /**
  90414. * Set the motor's limits.
  90415. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90416. * @param upperLimit The upper limit of the motor
  90417. * @param lowerLimit The lower limit of the motor
  90418. */
  90419. setLimit(upperLimit: number, lowerLimit?: number): void;
  90420. }
  90421. /**
  90422. * This class represents a dual hinge physics joint (same as wheel joint)
  90423. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90424. */
  90425. export class Hinge2Joint extends MotorEnabledJoint {
  90426. /**
  90427. * Initializes the Hinge2-Joint
  90428. * @param jointData The joint data for the Hinge2-Joint
  90429. */
  90430. constructor(jointData: PhysicsJointData);
  90431. /**
  90432. * Set the motor values.
  90433. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90434. * @param {number} targetSpeed the speed the motor is to reach
  90435. * @param {number} maxForce max force for this motor.
  90436. * @param {motorIndex} the motor's index, 0 or 1.
  90437. */
  90438. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  90439. /**
  90440. * Set the motor limits.
  90441. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90442. * @param {number} upperLimit the upper limit
  90443. * @param {number} lowerLimit lower limit
  90444. * @param {motorIndex} the motor's index, 0 or 1.
  90445. */
  90446. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90447. }
  90448. /**
  90449. * Interface for a motor enabled joint
  90450. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90451. */
  90452. export interface IMotorEnabledJoint {
  90453. /**
  90454. * Physics joint
  90455. */
  90456. physicsJoint: any;
  90457. /**
  90458. * Sets the motor of the motor-enabled joint
  90459. * @param force The force of the motor
  90460. * @param maxForce The maximum force of the motor
  90461. * @param motorIndex The index of the motor
  90462. */
  90463. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  90464. /**
  90465. * Sets the limit of the motor
  90466. * @param upperLimit The upper limit of the motor
  90467. * @param lowerLimit The lower limit of the motor
  90468. * @param motorIndex The index of the motor
  90469. */
  90470. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90471. }
  90472. /**
  90473. * Joint data for a Distance-Joint
  90474. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90475. */
  90476. export interface DistanceJointData extends PhysicsJointData {
  90477. /**
  90478. * Max distance the 2 joint objects can be apart
  90479. */
  90480. maxDistance: number;
  90481. }
  90482. /**
  90483. * Joint data from a spring joint
  90484. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90485. */
  90486. export interface SpringJointData extends PhysicsJointData {
  90487. /**
  90488. * Length of the spring
  90489. */
  90490. length: number;
  90491. /**
  90492. * Stiffness of the spring
  90493. */
  90494. stiffness: number;
  90495. /**
  90496. * Damping of the spring
  90497. */
  90498. damping: number;
  90499. /** this callback will be called when applying the force to the impostors. */
  90500. forceApplicationCallback: () => void;
  90501. }
  90502. }
  90503. declare module BABYLON {
  90504. /**
  90505. * Holds the data for the raycast result
  90506. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90507. */
  90508. export class PhysicsRaycastResult {
  90509. private _hasHit;
  90510. private _hitDistance;
  90511. private _hitNormalWorld;
  90512. private _hitPointWorld;
  90513. private _rayFromWorld;
  90514. private _rayToWorld;
  90515. /**
  90516. * Gets if there was a hit
  90517. */
  90518. readonly hasHit: boolean;
  90519. /**
  90520. * Gets the distance from the hit
  90521. */
  90522. readonly hitDistance: number;
  90523. /**
  90524. * Gets the hit normal/direction in the world
  90525. */
  90526. readonly hitNormalWorld: Vector3;
  90527. /**
  90528. * Gets the hit point in the world
  90529. */
  90530. readonly hitPointWorld: Vector3;
  90531. /**
  90532. * Gets the ray "start point" of the ray in the world
  90533. */
  90534. readonly rayFromWorld: Vector3;
  90535. /**
  90536. * Gets the ray "end point" of the ray in the world
  90537. */
  90538. readonly rayToWorld: Vector3;
  90539. /**
  90540. * Sets the hit data (normal & point in world space)
  90541. * @param hitNormalWorld defines the normal in world space
  90542. * @param hitPointWorld defines the point in world space
  90543. */
  90544. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  90545. /**
  90546. * Sets the distance from the start point to the hit point
  90547. * @param distance
  90548. */
  90549. setHitDistance(distance: number): void;
  90550. /**
  90551. * Calculates the distance manually
  90552. */
  90553. calculateHitDistance(): void;
  90554. /**
  90555. * Resets all the values to default
  90556. * @param from The from point on world space
  90557. * @param to The to point on world space
  90558. */
  90559. reset(from?: Vector3, to?: Vector3): void;
  90560. }
  90561. /**
  90562. * Interface for the size containing width and height
  90563. */
  90564. interface IXYZ {
  90565. /**
  90566. * X
  90567. */
  90568. x: number;
  90569. /**
  90570. * Y
  90571. */
  90572. y: number;
  90573. /**
  90574. * Z
  90575. */
  90576. z: number;
  90577. }
  90578. }
  90579. declare module BABYLON {
  90580. /**
  90581. * Interface used to describe a physics joint
  90582. */
  90583. export interface PhysicsImpostorJoint {
  90584. /** Defines the main impostor to which the joint is linked */
  90585. mainImpostor: PhysicsImpostor;
  90586. /** Defines the impostor that is connected to the main impostor using this joint */
  90587. connectedImpostor: PhysicsImpostor;
  90588. /** Defines the joint itself */
  90589. joint: PhysicsJoint;
  90590. }
  90591. /** @hidden */
  90592. export interface IPhysicsEnginePlugin {
  90593. world: any;
  90594. name: string;
  90595. setGravity(gravity: Vector3): void;
  90596. setTimeStep(timeStep: number): void;
  90597. getTimeStep(): number;
  90598. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  90599. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90600. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90601. generatePhysicsBody(impostor: PhysicsImpostor): void;
  90602. removePhysicsBody(impostor: PhysicsImpostor): void;
  90603. generateJoint(joint: PhysicsImpostorJoint): void;
  90604. removeJoint(joint: PhysicsImpostorJoint): void;
  90605. isSupported(): boolean;
  90606. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  90607. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  90608. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90609. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90610. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90611. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90612. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  90613. getBodyMass(impostor: PhysicsImpostor): number;
  90614. getBodyFriction(impostor: PhysicsImpostor): number;
  90615. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  90616. getBodyRestitution(impostor: PhysicsImpostor): number;
  90617. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  90618. getBodyPressure?(impostor: PhysicsImpostor): number;
  90619. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  90620. getBodyStiffness?(impostor: PhysicsImpostor): number;
  90621. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  90622. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  90623. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  90624. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  90625. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  90626. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90627. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90628. sleepBody(impostor: PhysicsImpostor): void;
  90629. wakeUpBody(impostor: PhysicsImpostor): void;
  90630. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90631. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  90632. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  90633. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90634. getRadius(impostor: PhysicsImpostor): number;
  90635. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  90636. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  90637. dispose(): void;
  90638. }
  90639. /**
  90640. * Interface used to define a physics engine
  90641. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  90642. */
  90643. export interface IPhysicsEngine {
  90644. /**
  90645. * Gets the gravity vector used by the simulation
  90646. */
  90647. gravity: Vector3;
  90648. /**
  90649. * Sets the gravity vector used by the simulation
  90650. * @param gravity defines the gravity vector to use
  90651. */
  90652. setGravity(gravity: Vector3): void;
  90653. /**
  90654. * Set the time step of the physics engine.
  90655. * Default is 1/60.
  90656. * To slow it down, enter 1/600 for example.
  90657. * To speed it up, 1/30
  90658. * @param newTimeStep the new timestep to apply to this world.
  90659. */
  90660. setTimeStep(newTimeStep: number): void;
  90661. /**
  90662. * Get the time step of the physics engine.
  90663. * @returns the current time step
  90664. */
  90665. getTimeStep(): number;
  90666. /**
  90667. * Release all resources
  90668. */
  90669. dispose(): void;
  90670. /**
  90671. * Gets the name of the current physics plugin
  90672. * @returns the name of the plugin
  90673. */
  90674. getPhysicsPluginName(): string;
  90675. /**
  90676. * Adding a new impostor for the impostor tracking.
  90677. * This will be done by the impostor itself.
  90678. * @param impostor the impostor to add
  90679. */
  90680. addImpostor(impostor: PhysicsImpostor): void;
  90681. /**
  90682. * Remove an impostor from the engine.
  90683. * This impostor and its mesh will not longer be updated by the physics engine.
  90684. * @param impostor the impostor to remove
  90685. */
  90686. removeImpostor(impostor: PhysicsImpostor): void;
  90687. /**
  90688. * Add a joint to the physics engine
  90689. * @param mainImpostor defines the main impostor to which the joint is added.
  90690. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  90691. * @param joint defines the joint that will connect both impostors.
  90692. */
  90693. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90694. /**
  90695. * Removes a joint from the simulation
  90696. * @param mainImpostor defines the impostor used with the joint
  90697. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  90698. * @param joint defines the joint to remove
  90699. */
  90700. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90701. /**
  90702. * Gets the current plugin used to run the simulation
  90703. * @returns current plugin
  90704. */
  90705. getPhysicsPlugin(): IPhysicsEnginePlugin;
  90706. /**
  90707. * Gets the list of physic impostors
  90708. * @returns an array of PhysicsImpostor
  90709. */
  90710. getImpostors(): Array<PhysicsImpostor>;
  90711. /**
  90712. * Gets the impostor for a physics enabled object
  90713. * @param object defines the object impersonated by the impostor
  90714. * @returns the PhysicsImpostor or null if not found
  90715. */
  90716. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  90717. /**
  90718. * Gets the impostor for a physics body object
  90719. * @param body defines physics body used by the impostor
  90720. * @returns the PhysicsImpostor or null if not found
  90721. */
  90722. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  90723. /**
  90724. * Does a raycast in the physics world
  90725. * @param from when should the ray start?
  90726. * @param to when should the ray end?
  90727. * @returns PhysicsRaycastResult
  90728. */
  90729. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90730. /**
  90731. * Called by the scene. No need to call it.
  90732. * @param delta defines the timespam between frames
  90733. */
  90734. _step(delta: number): void;
  90735. }
  90736. }
  90737. declare module BABYLON {
  90738. /**
  90739. * The interface for the physics imposter parameters
  90740. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90741. */
  90742. export interface PhysicsImpostorParameters {
  90743. /**
  90744. * The mass of the physics imposter
  90745. */
  90746. mass: number;
  90747. /**
  90748. * The friction of the physics imposter
  90749. */
  90750. friction?: number;
  90751. /**
  90752. * The coefficient of restitution of the physics imposter
  90753. */
  90754. restitution?: number;
  90755. /**
  90756. * The native options of the physics imposter
  90757. */
  90758. nativeOptions?: any;
  90759. /**
  90760. * Specifies if the parent should be ignored
  90761. */
  90762. ignoreParent?: boolean;
  90763. /**
  90764. * Specifies if bi-directional transformations should be disabled
  90765. */
  90766. disableBidirectionalTransformation?: boolean;
  90767. /**
  90768. * The pressure inside the physics imposter, soft object only
  90769. */
  90770. pressure?: number;
  90771. /**
  90772. * The stiffness the physics imposter, soft object only
  90773. */
  90774. stiffness?: number;
  90775. /**
  90776. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  90777. */
  90778. velocityIterations?: number;
  90779. /**
  90780. * The number of iterations used in maintaining consistent vertex positions, soft object only
  90781. */
  90782. positionIterations?: number;
  90783. /**
  90784. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  90785. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  90786. * Add to fix multiple points
  90787. */
  90788. fixedPoints?: number;
  90789. /**
  90790. * The collision margin around a soft object
  90791. */
  90792. margin?: number;
  90793. /**
  90794. * The collision margin around a soft object
  90795. */
  90796. damping?: number;
  90797. /**
  90798. * The path for a rope based on an extrusion
  90799. */
  90800. path?: any;
  90801. /**
  90802. * The shape of an extrusion used for a rope based on an extrusion
  90803. */
  90804. shape?: any;
  90805. }
  90806. /**
  90807. * Interface for a physics-enabled object
  90808. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90809. */
  90810. export interface IPhysicsEnabledObject {
  90811. /**
  90812. * The position of the physics-enabled object
  90813. */
  90814. position: Vector3;
  90815. /**
  90816. * The rotation of the physics-enabled object
  90817. */
  90818. rotationQuaternion: Nullable<Quaternion>;
  90819. /**
  90820. * The scale of the physics-enabled object
  90821. */
  90822. scaling: Vector3;
  90823. /**
  90824. * The rotation of the physics-enabled object
  90825. */
  90826. rotation?: Vector3;
  90827. /**
  90828. * The parent of the physics-enabled object
  90829. */
  90830. parent?: any;
  90831. /**
  90832. * The bounding info of the physics-enabled object
  90833. * @returns The bounding info of the physics-enabled object
  90834. */
  90835. getBoundingInfo(): BoundingInfo;
  90836. /**
  90837. * Computes the world matrix
  90838. * @param force Specifies if the world matrix should be computed by force
  90839. * @returns A world matrix
  90840. */
  90841. computeWorldMatrix(force: boolean): Matrix;
  90842. /**
  90843. * Gets the world matrix
  90844. * @returns A world matrix
  90845. */
  90846. getWorldMatrix?(): Matrix;
  90847. /**
  90848. * Gets the child meshes
  90849. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  90850. * @returns An array of abstract meshes
  90851. */
  90852. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  90853. /**
  90854. * Gets the vertex data
  90855. * @param kind The type of vertex data
  90856. * @returns A nullable array of numbers, or a float32 array
  90857. */
  90858. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  90859. /**
  90860. * Gets the indices from the mesh
  90861. * @returns A nullable array of index arrays
  90862. */
  90863. getIndices?(): Nullable<IndicesArray>;
  90864. /**
  90865. * Gets the scene from the mesh
  90866. * @returns the indices array or null
  90867. */
  90868. getScene?(): Scene;
  90869. /**
  90870. * Gets the absolute position from the mesh
  90871. * @returns the absolute position
  90872. */
  90873. getAbsolutePosition(): Vector3;
  90874. /**
  90875. * Gets the absolute pivot point from the mesh
  90876. * @returns the absolute pivot point
  90877. */
  90878. getAbsolutePivotPoint(): Vector3;
  90879. /**
  90880. * Rotates the mesh
  90881. * @param axis The axis of rotation
  90882. * @param amount The amount of rotation
  90883. * @param space The space of the rotation
  90884. * @returns The rotation transform node
  90885. */
  90886. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  90887. /**
  90888. * Translates the mesh
  90889. * @param axis The axis of translation
  90890. * @param distance The distance of translation
  90891. * @param space The space of the translation
  90892. * @returns The transform node
  90893. */
  90894. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  90895. /**
  90896. * Sets the absolute position of the mesh
  90897. * @param absolutePosition The absolute position of the mesh
  90898. * @returns The transform node
  90899. */
  90900. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  90901. /**
  90902. * Gets the class name of the mesh
  90903. * @returns The class name
  90904. */
  90905. getClassName(): string;
  90906. }
  90907. /**
  90908. * Represents a physics imposter
  90909. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90910. */
  90911. export class PhysicsImpostor {
  90912. /**
  90913. * The physics-enabled object used as the physics imposter
  90914. */
  90915. object: IPhysicsEnabledObject;
  90916. /**
  90917. * The type of the physics imposter
  90918. */
  90919. type: number;
  90920. private _options;
  90921. private _scene?;
  90922. /**
  90923. * The default object size of the imposter
  90924. */
  90925. static DEFAULT_OBJECT_SIZE: Vector3;
  90926. /**
  90927. * The identity quaternion of the imposter
  90928. */
  90929. static IDENTITY_QUATERNION: Quaternion;
  90930. /** @hidden */
  90931. _pluginData: any;
  90932. private _physicsEngine;
  90933. private _physicsBody;
  90934. private _bodyUpdateRequired;
  90935. private _onBeforePhysicsStepCallbacks;
  90936. private _onAfterPhysicsStepCallbacks;
  90937. /** @hidden */
  90938. _onPhysicsCollideCallbacks: Array<{
  90939. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  90940. otherImpostors: Array<PhysicsImpostor>;
  90941. }>;
  90942. private _deltaPosition;
  90943. private _deltaRotation;
  90944. private _deltaRotationConjugated;
  90945. /** @hidden */
  90946. _isFromLine: boolean;
  90947. private _parent;
  90948. private _isDisposed;
  90949. private static _tmpVecs;
  90950. private static _tmpQuat;
  90951. /**
  90952. * Specifies if the physics imposter is disposed
  90953. */
  90954. readonly isDisposed: boolean;
  90955. /**
  90956. * Gets the mass of the physics imposter
  90957. */
  90958. mass: number;
  90959. /**
  90960. * Gets the coefficient of friction
  90961. */
  90962. /**
  90963. * Sets the coefficient of friction
  90964. */
  90965. friction: number;
  90966. /**
  90967. * Gets the coefficient of restitution
  90968. */
  90969. /**
  90970. * Sets the coefficient of restitution
  90971. */
  90972. restitution: number;
  90973. /**
  90974. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  90975. */
  90976. /**
  90977. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  90978. */
  90979. pressure: number;
  90980. /**
  90981. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90982. */
  90983. /**
  90984. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90985. */
  90986. stiffness: number;
  90987. /**
  90988. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90989. */
  90990. /**
  90991. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90992. */
  90993. velocityIterations: number;
  90994. /**
  90995. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90996. */
  90997. /**
  90998. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90999. */
  91000. positionIterations: number;
  91001. /**
  91002. * The unique id of the physics imposter
  91003. * set by the physics engine when adding this impostor to the array
  91004. */
  91005. uniqueId: number;
  91006. /**
  91007. * @hidden
  91008. */
  91009. soft: boolean;
  91010. /**
  91011. * @hidden
  91012. */
  91013. segments: number;
  91014. private _joints;
  91015. /**
  91016. * Initializes the physics imposter
  91017. * @param object The physics-enabled object used as the physics imposter
  91018. * @param type The type of the physics imposter
  91019. * @param _options The options for the physics imposter
  91020. * @param _scene The Babylon scene
  91021. */
  91022. constructor(
  91023. /**
  91024. * The physics-enabled object used as the physics imposter
  91025. */
  91026. object: IPhysicsEnabledObject,
  91027. /**
  91028. * The type of the physics imposter
  91029. */
  91030. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  91031. /**
  91032. * This function will completly initialize this impostor.
  91033. * It will create a new body - but only if this mesh has no parent.
  91034. * If it has, this impostor will not be used other than to define the impostor
  91035. * of the child mesh.
  91036. * @hidden
  91037. */
  91038. _init(): void;
  91039. private _getPhysicsParent;
  91040. /**
  91041. * Should a new body be generated.
  91042. * @returns boolean specifying if body initialization is required
  91043. */
  91044. isBodyInitRequired(): boolean;
  91045. /**
  91046. * Sets the updated scaling
  91047. * @param updated Specifies if the scaling is updated
  91048. */
  91049. setScalingUpdated(): void;
  91050. /**
  91051. * Force a regeneration of this or the parent's impostor's body.
  91052. * Use under cautious - This will remove all joints already implemented.
  91053. */
  91054. forceUpdate(): void;
  91055. /**
  91056. * Gets the body that holds this impostor. Either its own, or its parent.
  91057. */
  91058. /**
  91059. * Set the physics body. Used mainly by the physics engine/plugin
  91060. */
  91061. physicsBody: any;
  91062. /**
  91063. * Get the parent of the physics imposter
  91064. * @returns Physics imposter or null
  91065. */
  91066. /**
  91067. * Sets the parent of the physics imposter
  91068. */
  91069. parent: Nullable<PhysicsImpostor>;
  91070. /**
  91071. * Resets the update flags
  91072. */
  91073. resetUpdateFlags(): void;
  91074. /**
  91075. * Gets the object extend size
  91076. * @returns the object extend size
  91077. */
  91078. getObjectExtendSize(): Vector3;
  91079. /**
  91080. * Gets the object center
  91081. * @returns The object center
  91082. */
  91083. getObjectCenter(): Vector3;
  91084. /**
  91085. * Get a specific parametes from the options parameter
  91086. * @param paramName The object parameter name
  91087. * @returns The object parameter
  91088. */
  91089. getParam(paramName: string): any;
  91090. /**
  91091. * Sets a specific parameter in the options given to the physics plugin
  91092. * @param paramName The parameter name
  91093. * @param value The value of the parameter
  91094. */
  91095. setParam(paramName: string, value: number): void;
  91096. /**
  91097. * Specifically change the body's mass option. Won't recreate the physics body object
  91098. * @param mass The mass of the physics imposter
  91099. */
  91100. setMass(mass: number): void;
  91101. /**
  91102. * Gets the linear velocity
  91103. * @returns linear velocity or null
  91104. */
  91105. getLinearVelocity(): Nullable<Vector3>;
  91106. /**
  91107. * Sets the linear velocity
  91108. * @param velocity linear velocity or null
  91109. */
  91110. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91111. /**
  91112. * Gets the angular velocity
  91113. * @returns angular velocity or null
  91114. */
  91115. getAngularVelocity(): Nullable<Vector3>;
  91116. /**
  91117. * Sets the angular velocity
  91118. * @param velocity The velocity or null
  91119. */
  91120. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91121. /**
  91122. * Execute a function with the physics plugin native code
  91123. * Provide a function the will have two variables - the world object and the physics body object
  91124. * @param func The function to execute with the physics plugin native code
  91125. */
  91126. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91127. /**
  91128. * Register a function that will be executed before the physics world is stepping forward
  91129. * @param func The function to execute before the physics world is stepped forward
  91130. */
  91131. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91132. /**
  91133. * Unregister a function that will be executed before the physics world is stepping forward
  91134. * @param func The function to execute before the physics world is stepped forward
  91135. */
  91136. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91137. /**
  91138. * Register a function that will be executed after the physics step
  91139. * @param func The function to execute after physics step
  91140. */
  91141. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91142. /**
  91143. * Unregisters a function that will be executed after the physics step
  91144. * @param func The function to execute after physics step
  91145. */
  91146. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91147. /**
  91148. * register a function that will be executed when this impostor collides against a different body
  91149. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  91150. * @param func Callback that is executed on collision
  91151. */
  91152. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  91153. /**
  91154. * Unregisters the physics imposter on contact
  91155. * @param collideAgainst The physics object to collide against
  91156. * @param func Callback to execute on collision
  91157. */
  91158. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  91159. private _tmpQuat;
  91160. private _tmpQuat2;
  91161. /**
  91162. * Get the parent rotation
  91163. * @returns The parent rotation
  91164. */
  91165. getParentsRotation(): Quaternion;
  91166. /**
  91167. * this function is executed by the physics engine.
  91168. */
  91169. beforeStep: () => void;
  91170. /**
  91171. * this function is executed by the physics engine
  91172. */
  91173. afterStep: () => void;
  91174. /**
  91175. * Legacy collision detection event support
  91176. */
  91177. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  91178. /**
  91179. * event and body object due to cannon's event-based architecture.
  91180. */
  91181. onCollide: (e: {
  91182. body: any;
  91183. }) => void;
  91184. /**
  91185. * Apply a force
  91186. * @param force The force to apply
  91187. * @param contactPoint The contact point for the force
  91188. * @returns The physics imposter
  91189. */
  91190. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91191. /**
  91192. * Apply an impulse
  91193. * @param force The impulse force
  91194. * @param contactPoint The contact point for the impulse force
  91195. * @returns The physics imposter
  91196. */
  91197. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91198. /**
  91199. * A help function to create a joint
  91200. * @param otherImpostor A physics imposter used to create a joint
  91201. * @param jointType The type of joint
  91202. * @param jointData The data for the joint
  91203. * @returns The physics imposter
  91204. */
  91205. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  91206. /**
  91207. * Add a joint to this impostor with a different impostor
  91208. * @param otherImpostor A physics imposter used to add a joint
  91209. * @param joint The joint to add
  91210. * @returns The physics imposter
  91211. */
  91212. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  91213. /**
  91214. * Add an anchor to a cloth impostor
  91215. * @param otherImpostor rigid impostor to anchor to
  91216. * @param width ratio across width from 0 to 1
  91217. * @param height ratio up height from 0 to 1
  91218. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  91219. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  91220. * @returns impostor the soft imposter
  91221. */
  91222. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91223. /**
  91224. * Add a hook to a rope impostor
  91225. * @param otherImpostor rigid impostor to anchor to
  91226. * @param length ratio across rope from 0 to 1
  91227. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  91228. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  91229. * @returns impostor the rope imposter
  91230. */
  91231. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91232. /**
  91233. * Will keep this body still, in a sleep mode.
  91234. * @returns the physics imposter
  91235. */
  91236. sleep(): PhysicsImpostor;
  91237. /**
  91238. * Wake the body up.
  91239. * @returns The physics imposter
  91240. */
  91241. wakeUp(): PhysicsImpostor;
  91242. /**
  91243. * Clones the physics imposter
  91244. * @param newObject The physics imposter clones to this physics-enabled object
  91245. * @returns A nullable physics imposter
  91246. */
  91247. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91248. /**
  91249. * Disposes the physics imposter
  91250. */
  91251. dispose(): void;
  91252. /**
  91253. * Sets the delta position
  91254. * @param position The delta position amount
  91255. */
  91256. setDeltaPosition(position: Vector3): void;
  91257. /**
  91258. * Sets the delta rotation
  91259. * @param rotation The delta rotation amount
  91260. */
  91261. setDeltaRotation(rotation: Quaternion): void;
  91262. /**
  91263. * Gets the box size of the physics imposter and stores the result in the input parameter
  91264. * @param result Stores the box size
  91265. * @returns The physics imposter
  91266. */
  91267. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  91268. /**
  91269. * Gets the radius of the physics imposter
  91270. * @returns Radius of the physics imposter
  91271. */
  91272. getRadius(): number;
  91273. /**
  91274. * Sync a bone with this impostor
  91275. * @param bone The bone to sync to the impostor.
  91276. * @param boneMesh The mesh that the bone is influencing.
  91277. * @param jointPivot The pivot of the joint / bone in local space.
  91278. * @param distToJoint Optional distance from the impostor to the joint.
  91279. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91280. */
  91281. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  91282. /**
  91283. * Sync impostor to a bone
  91284. * @param bone The bone that the impostor will be synced to.
  91285. * @param boneMesh The mesh that the bone is influencing.
  91286. * @param jointPivot The pivot of the joint / bone in local space.
  91287. * @param distToJoint Optional distance from the impostor to the joint.
  91288. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91289. * @param boneAxis Optional vector3 axis the bone is aligned with
  91290. */
  91291. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  91292. /**
  91293. * No-Imposter type
  91294. */
  91295. static NoImpostor: number;
  91296. /**
  91297. * Sphere-Imposter type
  91298. */
  91299. static SphereImpostor: number;
  91300. /**
  91301. * Box-Imposter type
  91302. */
  91303. static BoxImpostor: number;
  91304. /**
  91305. * Plane-Imposter type
  91306. */
  91307. static PlaneImpostor: number;
  91308. /**
  91309. * Mesh-imposter type
  91310. */
  91311. static MeshImpostor: number;
  91312. /**
  91313. * Capsule-Impostor type (Ammo.js plugin only)
  91314. */
  91315. static CapsuleImpostor: number;
  91316. /**
  91317. * Cylinder-Imposter type
  91318. */
  91319. static CylinderImpostor: number;
  91320. /**
  91321. * Particle-Imposter type
  91322. */
  91323. static ParticleImpostor: number;
  91324. /**
  91325. * Heightmap-Imposter type
  91326. */
  91327. static HeightmapImpostor: number;
  91328. /**
  91329. * ConvexHull-Impostor type (Ammo.js plugin only)
  91330. */
  91331. static ConvexHullImpostor: number;
  91332. /**
  91333. * Rope-Imposter type
  91334. */
  91335. static RopeImpostor: number;
  91336. /**
  91337. * Cloth-Imposter type
  91338. */
  91339. static ClothImpostor: number;
  91340. /**
  91341. * Softbody-Imposter type
  91342. */
  91343. static SoftbodyImpostor: number;
  91344. }
  91345. }
  91346. declare module BABYLON {
  91347. /**
  91348. * @hidden
  91349. **/
  91350. export class _CreationDataStorage {
  91351. closePath?: boolean;
  91352. closeArray?: boolean;
  91353. idx: number[];
  91354. dashSize: number;
  91355. gapSize: number;
  91356. path3D: Path3D;
  91357. pathArray: Vector3[][];
  91358. arc: number;
  91359. radius: number;
  91360. cap: number;
  91361. tessellation: number;
  91362. }
  91363. /**
  91364. * @hidden
  91365. **/
  91366. class _InstanceDataStorage {
  91367. visibleInstances: any;
  91368. batchCache: _InstancesBatch;
  91369. instancesBufferSize: number;
  91370. instancesBuffer: Nullable<Buffer>;
  91371. instancesData: Float32Array;
  91372. overridenInstanceCount: number;
  91373. isFrozen: boolean;
  91374. previousBatch: Nullable<_InstancesBatch>;
  91375. hardwareInstancedRendering: boolean;
  91376. sideOrientation: number;
  91377. }
  91378. /**
  91379. * @hidden
  91380. **/
  91381. export class _InstancesBatch {
  91382. mustReturn: boolean;
  91383. visibleInstances: Nullable<InstancedMesh[]>[];
  91384. renderSelf: boolean[];
  91385. hardwareInstancedRendering: boolean[];
  91386. }
  91387. /**
  91388. * Class used to represent renderable models
  91389. */
  91390. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  91391. /**
  91392. * Mesh side orientation : usually the external or front surface
  91393. */
  91394. static readonly FRONTSIDE: number;
  91395. /**
  91396. * Mesh side orientation : usually the internal or back surface
  91397. */
  91398. static readonly BACKSIDE: number;
  91399. /**
  91400. * Mesh side orientation : both internal and external or front and back surfaces
  91401. */
  91402. static readonly DOUBLESIDE: number;
  91403. /**
  91404. * Mesh side orientation : by default, `FRONTSIDE`
  91405. */
  91406. static readonly DEFAULTSIDE: number;
  91407. /**
  91408. * Mesh cap setting : no cap
  91409. */
  91410. static readonly NO_CAP: number;
  91411. /**
  91412. * Mesh cap setting : one cap at the beginning of the mesh
  91413. */
  91414. static readonly CAP_START: number;
  91415. /**
  91416. * Mesh cap setting : one cap at the end of the mesh
  91417. */
  91418. static readonly CAP_END: number;
  91419. /**
  91420. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  91421. */
  91422. static readonly CAP_ALL: number;
  91423. /**
  91424. * Mesh pattern setting : no flip or rotate
  91425. */
  91426. static readonly NO_FLIP: number;
  91427. /**
  91428. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  91429. */
  91430. static readonly FLIP_TILE: number;
  91431. /**
  91432. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  91433. */
  91434. static readonly ROTATE_TILE: number;
  91435. /**
  91436. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  91437. */
  91438. static readonly FLIP_ROW: number;
  91439. /**
  91440. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  91441. */
  91442. static readonly ROTATE_ROW: number;
  91443. /**
  91444. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  91445. */
  91446. static readonly FLIP_N_ROTATE_TILE: number;
  91447. /**
  91448. * Mesh pattern setting : rotate pattern and rotate
  91449. */
  91450. static readonly FLIP_N_ROTATE_ROW: number;
  91451. /**
  91452. * Mesh tile positioning : part tiles same on left/right or top/bottom
  91453. */
  91454. static readonly CENTER: number;
  91455. /**
  91456. * Mesh tile positioning : part tiles on left
  91457. */
  91458. static readonly LEFT: number;
  91459. /**
  91460. * Mesh tile positioning : part tiles on right
  91461. */
  91462. static readonly RIGHT: number;
  91463. /**
  91464. * Mesh tile positioning : part tiles on top
  91465. */
  91466. static readonly TOP: number;
  91467. /**
  91468. * Mesh tile positioning : part tiles on bottom
  91469. */
  91470. static readonly BOTTOM: number;
  91471. /**
  91472. * Gets the default side orientation.
  91473. * @param orientation the orientation to value to attempt to get
  91474. * @returns the default orientation
  91475. * @hidden
  91476. */
  91477. static _GetDefaultSideOrientation(orientation?: number): number;
  91478. private _internalMeshDataInfo;
  91479. /**
  91480. * An event triggered before rendering the mesh
  91481. */
  91482. readonly onBeforeRenderObservable: Observable<Mesh>;
  91483. /**
  91484. * An event triggered before binding the mesh
  91485. */
  91486. readonly onBeforeBindObservable: Observable<Mesh>;
  91487. /**
  91488. * An event triggered after rendering the mesh
  91489. */
  91490. readonly onAfterRenderObservable: Observable<Mesh>;
  91491. /**
  91492. * An event triggered before drawing the mesh
  91493. */
  91494. readonly onBeforeDrawObservable: Observable<Mesh>;
  91495. private _onBeforeDrawObserver;
  91496. /**
  91497. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  91498. */
  91499. onBeforeDraw: () => void;
  91500. readonly hasInstances: boolean;
  91501. /**
  91502. * Gets the delay loading state of the mesh (when delay loading is turned on)
  91503. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  91504. */
  91505. delayLoadState: number;
  91506. /**
  91507. * Gets the list of instances created from this mesh
  91508. * it is not supposed to be modified manually.
  91509. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  91510. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91511. */
  91512. instances: InstancedMesh[];
  91513. /**
  91514. * Gets the file containing delay loading data for this mesh
  91515. */
  91516. delayLoadingFile: string;
  91517. /** @hidden */
  91518. _binaryInfo: any;
  91519. /**
  91520. * User defined function used to change how LOD level selection is done
  91521. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91522. */
  91523. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  91524. /**
  91525. * Gets or sets the morph target manager
  91526. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  91527. */
  91528. morphTargetManager: Nullable<MorphTargetManager>;
  91529. /** @hidden */
  91530. _creationDataStorage: Nullable<_CreationDataStorage>;
  91531. /** @hidden */
  91532. _geometry: Nullable<Geometry>;
  91533. /** @hidden */
  91534. _delayInfo: Array<string>;
  91535. /** @hidden */
  91536. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  91537. /** @hidden */
  91538. _instanceDataStorage: _InstanceDataStorage;
  91539. private _effectiveMaterial;
  91540. /** @hidden */
  91541. _shouldGenerateFlatShading: boolean;
  91542. /** @hidden */
  91543. _originalBuilderSideOrientation: number;
  91544. /**
  91545. * Use this property to change the original side orientation defined at construction time
  91546. */
  91547. overrideMaterialSideOrientation: Nullable<number>;
  91548. /**
  91549. * Gets the source mesh (the one used to clone this one from)
  91550. */
  91551. readonly source: Nullable<Mesh>;
  91552. /**
  91553. * Gets or sets a boolean indicating that this mesh does not use index buffer
  91554. */
  91555. isUnIndexed: boolean;
  91556. /**
  91557. * @constructor
  91558. * @param name The value used by scene.getMeshByName() to do a lookup.
  91559. * @param scene The scene to add this mesh to.
  91560. * @param parent The parent of this mesh, if it has one
  91561. * @param source An optional Mesh from which geometry is shared, cloned.
  91562. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  91563. * When false, achieved by calling a clone(), also passing False.
  91564. * This will make creation of children, recursive.
  91565. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  91566. */
  91567. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  91568. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  91569. doNotInstantiate: boolean;
  91570. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  91571. /**
  91572. * Gets the class name
  91573. * @returns the string "Mesh".
  91574. */
  91575. getClassName(): string;
  91576. /** @hidden */
  91577. readonly _isMesh: boolean;
  91578. /**
  91579. * Returns a description of this mesh
  91580. * @param fullDetails define if full details about this mesh must be used
  91581. * @returns a descriptive string representing this mesh
  91582. */
  91583. toString(fullDetails?: boolean): string;
  91584. /** @hidden */
  91585. _unBindEffect(): void;
  91586. /**
  91587. * Gets a boolean indicating if this mesh has LOD
  91588. */
  91589. readonly hasLODLevels: boolean;
  91590. /**
  91591. * Gets the list of MeshLODLevel associated with the current mesh
  91592. * @returns an array of MeshLODLevel
  91593. */
  91594. getLODLevels(): MeshLODLevel[];
  91595. private _sortLODLevels;
  91596. /**
  91597. * Add a mesh as LOD level triggered at the given distance.
  91598. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91599. * @param distance The distance from the center of the object to show this level
  91600. * @param mesh The mesh to be added as LOD level (can be null)
  91601. * @return This mesh (for chaining)
  91602. */
  91603. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  91604. /**
  91605. * Returns the LOD level mesh at the passed distance or null if not found.
  91606. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91607. * @param distance The distance from the center of the object to show this level
  91608. * @returns a Mesh or `null`
  91609. */
  91610. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  91611. /**
  91612. * Remove a mesh from the LOD array
  91613. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91614. * @param mesh defines the mesh to be removed
  91615. * @return This mesh (for chaining)
  91616. */
  91617. removeLODLevel(mesh: Mesh): Mesh;
  91618. /**
  91619. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  91620. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91621. * @param camera defines the camera to use to compute distance
  91622. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  91623. * @return This mesh (for chaining)
  91624. */
  91625. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  91626. /**
  91627. * Gets the mesh internal Geometry object
  91628. */
  91629. readonly geometry: Nullable<Geometry>;
  91630. /**
  91631. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  91632. * @returns the total number of vertices
  91633. */
  91634. getTotalVertices(): number;
  91635. /**
  91636. * Returns the content of an associated vertex buffer
  91637. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91638. * - VertexBuffer.PositionKind
  91639. * - VertexBuffer.UVKind
  91640. * - VertexBuffer.UV2Kind
  91641. * - VertexBuffer.UV3Kind
  91642. * - VertexBuffer.UV4Kind
  91643. * - VertexBuffer.UV5Kind
  91644. * - VertexBuffer.UV6Kind
  91645. * - VertexBuffer.ColorKind
  91646. * - VertexBuffer.MatricesIndicesKind
  91647. * - VertexBuffer.MatricesIndicesExtraKind
  91648. * - VertexBuffer.MatricesWeightsKind
  91649. * - VertexBuffer.MatricesWeightsExtraKind
  91650. * @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
  91651. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  91652. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  91653. */
  91654. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  91655. /**
  91656. * Returns the mesh VertexBuffer object from the requested `kind`
  91657. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91658. * - VertexBuffer.PositionKind
  91659. * - VertexBuffer.NormalKind
  91660. * - VertexBuffer.UVKind
  91661. * - VertexBuffer.UV2Kind
  91662. * - VertexBuffer.UV3Kind
  91663. * - VertexBuffer.UV4Kind
  91664. * - VertexBuffer.UV5Kind
  91665. * - VertexBuffer.UV6Kind
  91666. * - VertexBuffer.ColorKind
  91667. * - VertexBuffer.MatricesIndicesKind
  91668. * - VertexBuffer.MatricesIndicesExtraKind
  91669. * - VertexBuffer.MatricesWeightsKind
  91670. * - VertexBuffer.MatricesWeightsExtraKind
  91671. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  91672. */
  91673. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  91674. /**
  91675. * Tests if a specific vertex buffer is associated with this mesh
  91676. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91677. * - VertexBuffer.PositionKind
  91678. * - VertexBuffer.NormalKind
  91679. * - VertexBuffer.UVKind
  91680. * - VertexBuffer.UV2Kind
  91681. * - VertexBuffer.UV3Kind
  91682. * - VertexBuffer.UV4Kind
  91683. * - VertexBuffer.UV5Kind
  91684. * - VertexBuffer.UV6Kind
  91685. * - VertexBuffer.ColorKind
  91686. * - VertexBuffer.MatricesIndicesKind
  91687. * - VertexBuffer.MatricesIndicesExtraKind
  91688. * - VertexBuffer.MatricesWeightsKind
  91689. * - VertexBuffer.MatricesWeightsExtraKind
  91690. * @returns a boolean
  91691. */
  91692. isVerticesDataPresent(kind: string): boolean;
  91693. /**
  91694. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  91695. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91696. * - VertexBuffer.PositionKind
  91697. * - VertexBuffer.UVKind
  91698. * - VertexBuffer.UV2Kind
  91699. * - VertexBuffer.UV3Kind
  91700. * - VertexBuffer.UV4Kind
  91701. * - VertexBuffer.UV5Kind
  91702. * - VertexBuffer.UV6Kind
  91703. * - VertexBuffer.ColorKind
  91704. * - VertexBuffer.MatricesIndicesKind
  91705. * - VertexBuffer.MatricesIndicesExtraKind
  91706. * - VertexBuffer.MatricesWeightsKind
  91707. * - VertexBuffer.MatricesWeightsExtraKind
  91708. * @returns a boolean
  91709. */
  91710. isVertexBufferUpdatable(kind: string): boolean;
  91711. /**
  91712. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  91713. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91714. * - VertexBuffer.PositionKind
  91715. * - VertexBuffer.NormalKind
  91716. * - VertexBuffer.UVKind
  91717. * - VertexBuffer.UV2Kind
  91718. * - VertexBuffer.UV3Kind
  91719. * - VertexBuffer.UV4Kind
  91720. * - VertexBuffer.UV5Kind
  91721. * - VertexBuffer.UV6Kind
  91722. * - VertexBuffer.ColorKind
  91723. * - VertexBuffer.MatricesIndicesKind
  91724. * - VertexBuffer.MatricesIndicesExtraKind
  91725. * - VertexBuffer.MatricesWeightsKind
  91726. * - VertexBuffer.MatricesWeightsExtraKind
  91727. * @returns an array of strings
  91728. */
  91729. getVerticesDataKinds(): string[];
  91730. /**
  91731. * Returns a positive integer : the total number of indices in this mesh geometry.
  91732. * @returns the numner of indices or zero if the mesh has no geometry.
  91733. */
  91734. getTotalIndices(): number;
  91735. /**
  91736. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  91737. * @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.
  91738. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  91739. * @returns the indices array or an empty array if the mesh has no geometry
  91740. */
  91741. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  91742. readonly isBlocked: boolean;
  91743. /**
  91744. * Determine if the current mesh is ready to be rendered
  91745. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91746. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  91747. * @returns true if all associated assets are ready (material, textures, shaders)
  91748. */
  91749. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  91750. /**
  91751. * 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.
  91752. */
  91753. readonly areNormalsFrozen: boolean;
  91754. /**
  91755. * 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.
  91756. * @returns the current mesh
  91757. */
  91758. freezeNormals(): Mesh;
  91759. /**
  91760. * 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
  91761. * @returns the current mesh
  91762. */
  91763. unfreezeNormals(): Mesh;
  91764. /**
  91765. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  91766. */
  91767. overridenInstanceCount: number;
  91768. /** @hidden */
  91769. _preActivate(): Mesh;
  91770. /** @hidden */
  91771. _preActivateForIntermediateRendering(renderId: number): Mesh;
  91772. /** @hidden */
  91773. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  91774. /**
  91775. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91776. * This means the mesh underlying bounding box and sphere are recomputed.
  91777. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91778. * @returns the current mesh
  91779. */
  91780. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  91781. /** @hidden */
  91782. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  91783. /**
  91784. * This function will subdivide the mesh into multiple submeshes
  91785. * @param count defines the expected number of submeshes
  91786. */
  91787. subdivide(count: number): void;
  91788. /**
  91789. * Copy a FloatArray into a specific associated vertex buffer
  91790. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91791. * - VertexBuffer.PositionKind
  91792. * - VertexBuffer.UVKind
  91793. * - VertexBuffer.UV2Kind
  91794. * - VertexBuffer.UV3Kind
  91795. * - VertexBuffer.UV4Kind
  91796. * - VertexBuffer.UV5Kind
  91797. * - VertexBuffer.UV6Kind
  91798. * - VertexBuffer.ColorKind
  91799. * - VertexBuffer.MatricesIndicesKind
  91800. * - VertexBuffer.MatricesIndicesExtraKind
  91801. * - VertexBuffer.MatricesWeightsKind
  91802. * - VertexBuffer.MatricesWeightsExtraKind
  91803. * @param data defines the data source
  91804. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91805. * @param stride defines the data stride size (can be null)
  91806. * @returns the current mesh
  91807. */
  91808. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91809. /**
  91810. * Delete a vertex buffer associated with this mesh
  91811. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  91812. * - VertexBuffer.PositionKind
  91813. * - VertexBuffer.UVKind
  91814. * - VertexBuffer.UV2Kind
  91815. * - VertexBuffer.UV3Kind
  91816. * - VertexBuffer.UV4Kind
  91817. * - VertexBuffer.UV5Kind
  91818. * - VertexBuffer.UV6Kind
  91819. * - VertexBuffer.ColorKind
  91820. * - VertexBuffer.MatricesIndicesKind
  91821. * - VertexBuffer.MatricesIndicesExtraKind
  91822. * - VertexBuffer.MatricesWeightsKind
  91823. * - VertexBuffer.MatricesWeightsExtraKind
  91824. */
  91825. removeVerticesData(kind: string): void;
  91826. /**
  91827. * Flags an associated vertex buffer as updatable
  91828. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  91829. * - VertexBuffer.PositionKind
  91830. * - VertexBuffer.UVKind
  91831. * - VertexBuffer.UV2Kind
  91832. * - VertexBuffer.UV3Kind
  91833. * - VertexBuffer.UV4Kind
  91834. * - VertexBuffer.UV5Kind
  91835. * - VertexBuffer.UV6Kind
  91836. * - VertexBuffer.ColorKind
  91837. * - VertexBuffer.MatricesIndicesKind
  91838. * - VertexBuffer.MatricesIndicesExtraKind
  91839. * - VertexBuffer.MatricesWeightsKind
  91840. * - VertexBuffer.MatricesWeightsExtraKind
  91841. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91842. */
  91843. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  91844. /**
  91845. * Sets the mesh global Vertex Buffer
  91846. * @param buffer defines the buffer to use
  91847. * @returns the current mesh
  91848. */
  91849. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  91850. /**
  91851. * Update a specific associated vertex buffer
  91852. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91853. * - VertexBuffer.PositionKind
  91854. * - VertexBuffer.UVKind
  91855. * - VertexBuffer.UV2Kind
  91856. * - VertexBuffer.UV3Kind
  91857. * - VertexBuffer.UV4Kind
  91858. * - VertexBuffer.UV5Kind
  91859. * - VertexBuffer.UV6Kind
  91860. * - VertexBuffer.ColorKind
  91861. * - VertexBuffer.MatricesIndicesKind
  91862. * - VertexBuffer.MatricesIndicesExtraKind
  91863. * - VertexBuffer.MatricesWeightsKind
  91864. * - VertexBuffer.MatricesWeightsExtraKind
  91865. * @param data defines the data source
  91866. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  91867. * @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)
  91868. * @returns the current mesh
  91869. */
  91870. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91871. /**
  91872. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  91873. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  91874. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  91875. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  91876. * @returns the current mesh
  91877. */
  91878. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  91879. /**
  91880. * Creates a un-shared specific occurence of the geometry for the mesh.
  91881. * @returns the current mesh
  91882. */
  91883. makeGeometryUnique(): Mesh;
  91884. /**
  91885. * Set the index buffer of this mesh
  91886. * @param indices defines the source data
  91887. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  91888. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  91889. * @returns the current mesh
  91890. */
  91891. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  91892. /**
  91893. * Update the current index buffer
  91894. * @param indices defines the source data
  91895. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91896. * @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)
  91897. * @returns the current mesh
  91898. */
  91899. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91900. /**
  91901. * Invert the geometry to move from a right handed system to a left handed one.
  91902. * @returns the current mesh
  91903. */
  91904. toLeftHanded(): Mesh;
  91905. /** @hidden */
  91906. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  91907. /** @hidden */
  91908. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  91909. /**
  91910. * Registers for this mesh a javascript function called just before the rendering process
  91911. * @param func defines the function to call before rendering this mesh
  91912. * @returns the current mesh
  91913. */
  91914. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91915. /**
  91916. * Disposes a previously registered javascript function called before the rendering
  91917. * @param func defines the function to remove
  91918. * @returns the current mesh
  91919. */
  91920. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91921. /**
  91922. * Registers for this mesh a javascript function called just after the rendering is complete
  91923. * @param func defines the function to call after rendering this mesh
  91924. * @returns the current mesh
  91925. */
  91926. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91927. /**
  91928. * Disposes a previously registered javascript function called after the rendering.
  91929. * @param func defines the function to remove
  91930. * @returns the current mesh
  91931. */
  91932. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91933. /** @hidden */
  91934. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  91935. /** @hidden */
  91936. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  91937. /** @hidden */
  91938. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  91939. /** @hidden */
  91940. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  91941. /** @hidden */
  91942. _rebuild(): void;
  91943. /** @hidden */
  91944. _freeze(): void;
  91945. /** @hidden */
  91946. _unFreeze(): void;
  91947. /**
  91948. * 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
  91949. * @param subMesh defines the subMesh to render
  91950. * @param enableAlphaMode defines if alpha mode can be changed
  91951. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  91952. * @returns the current mesh
  91953. */
  91954. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  91955. private _onBeforeDraw;
  91956. /**
  91957. * Renormalize the mesh and patch it up if there are no weights
  91958. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  91959. * However in the case of zero weights then we set just a single influence to 1.
  91960. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  91961. */
  91962. cleanMatrixWeights(): void;
  91963. private normalizeSkinFourWeights;
  91964. private normalizeSkinWeightsAndExtra;
  91965. /**
  91966. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  91967. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  91968. * the user know there was an issue with importing the mesh
  91969. * @returns a validation object with skinned, valid and report string
  91970. */
  91971. validateSkinning(): {
  91972. skinned: boolean;
  91973. valid: boolean;
  91974. report: string;
  91975. };
  91976. /** @hidden */
  91977. _checkDelayState(): Mesh;
  91978. private _queueLoad;
  91979. /**
  91980. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91981. * A mesh is in the frustum if its bounding box intersects the frustum
  91982. * @param frustumPlanes defines the frustum to test
  91983. * @returns true if the mesh is in the frustum planes
  91984. */
  91985. isInFrustum(frustumPlanes: Plane[]): boolean;
  91986. /**
  91987. * Sets the mesh material by the material or multiMaterial `id` property
  91988. * @param id is a string identifying the material or the multiMaterial
  91989. * @returns the current mesh
  91990. */
  91991. setMaterialByID(id: string): Mesh;
  91992. /**
  91993. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  91994. * @returns an array of IAnimatable
  91995. */
  91996. getAnimatables(): IAnimatable[];
  91997. /**
  91998. * Modifies the mesh geometry according to the passed transformation matrix.
  91999. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92000. * The mesh normals are modified using the same transformation.
  92001. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92002. * @param transform defines the transform matrix to use
  92003. * @see http://doc.babylonjs.com/resources/baking_transformations
  92004. * @returns the current mesh
  92005. */
  92006. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92007. /**
  92008. * Modifies the mesh geometry according to its own current World Matrix.
  92009. * The mesh World Matrix is then reset.
  92010. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92011. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92012. * @see http://doc.babylonjs.com/resources/baking_transformations
  92013. * @returns the current mesh
  92014. */
  92015. bakeCurrentTransformIntoVertices(): Mesh;
  92016. /** @hidden */
  92017. readonly _positions: Nullable<Vector3[]>;
  92018. /** @hidden */
  92019. _resetPointsArrayCache(): Mesh;
  92020. /** @hidden */
  92021. _generatePointsArray(): boolean;
  92022. /**
  92023. * Returns a new Mesh object generated from the current mesh properties.
  92024. * This method must not get confused with createInstance()
  92025. * @param name is a string, the name given to the new mesh
  92026. * @param newParent can be any Node object (default `null`)
  92027. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  92028. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  92029. * @returns a new mesh
  92030. */
  92031. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  92032. /**
  92033. * Releases resources associated with this mesh.
  92034. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92035. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92036. */
  92037. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92038. /** @hidden */
  92039. _disposeInstanceSpecificData(): void;
  92040. /**
  92041. * Modifies the mesh geometry according to a displacement map.
  92042. * 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.
  92043. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92044. * @param url is a string, the URL from the image file is to be downloaded.
  92045. * @param minHeight is the lower limit of the displacement.
  92046. * @param maxHeight is the upper limit of the displacement.
  92047. * @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.
  92048. * @param uvOffset is an optional vector2 used to offset UV.
  92049. * @param uvScale is an optional vector2 used to scale UV.
  92050. * @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.
  92051. * @returns the Mesh.
  92052. */
  92053. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92054. /**
  92055. * Modifies the mesh geometry according to a displacementMap buffer.
  92056. * 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.
  92057. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92058. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  92059. * @param heightMapWidth is the width of the buffer image.
  92060. * @param heightMapHeight is the height of the buffer image.
  92061. * @param minHeight is the lower limit of the displacement.
  92062. * @param maxHeight is the upper limit of the displacement.
  92063. * @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.
  92064. * @param uvOffset is an optional vector2 used to offset UV.
  92065. * @param uvScale is an optional vector2 used to scale UV.
  92066. * @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.
  92067. * @returns the Mesh.
  92068. */
  92069. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92070. /**
  92071. * Modify the mesh to get a flat shading rendering.
  92072. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92073. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92074. * @returns current mesh
  92075. */
  92076. convertToFlatShadedMesh(): Mesh;
  92077. /**
  92078. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92079. * In other words, more vertices, no more indices and a single bigger VBO.
  92080. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92081. * @returns current mesh
  92082. */
  92083. convertToUnIndexedMesh(): Mesh;
  92084. /**
  92085. * Inverses facet orientations.
  92086. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92087. * @param flipNormals will also inverts the normals
  92088. * @returns current mesh
  92089. */
  92090. flipFaces(flipNormals?: boolean): Mesh;
  92091. /**
  92092. * Increase the number of facets and hence vertices in a mesh
  92093. * Vertex normals are interpolated from existing vertex normals
  92094. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92095. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92096. */
  92097. increaseVertices(numberPerEdge: number): void;
  92098. /**
  92099. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92100. * This will undo any application of covertToFlatShadedMesh
  92101. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92102. */
  92103. forceSharedVertices(): void;
  92104. /** @hidden */
  92105. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92106. /** @hidden */
  92107. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92108. /**
  92109. * Creates a new InstancedMesh object from the mesh model.
  92110. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92111. * @param name defines the name of the new instance
  92112. * @returns a new InstancedMesh
  92113. */
  92114. createInstance(name: string): InstancedMesh;
  92115. /**
  92116. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92117. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92118. * @returns the current mesh
  92119. */
  92120. synchronizeInstances(): Mesh;
  92121. /**
  92122. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92123. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92124. * This should be used together with the simplification to avoid disappearing triangles.
  92125. * @param successCallback an optional success callback to be called after the optimization finished.
  92126. * @returns the current mesh
  92127. */
  92128. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92129. /**
  92130. * Serialize current mesh
  92131. * @param serializationObject defines the object which will receive the serialization data
  92132. */
  92133. serialize(serializationObject: any): void;
  92134. /** @hidden */
  92135. _syncGeometryWithMorphTargetManager(): void;
  92136. /** @hidden */
  92137. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  92138. /**
  92139. * Returns a new Mesh object parsed from the source provided.
  92140. * @param parsedMesh is the source
  92141. * @param scene defines the hosting scene
  92142. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  92143. * @returns a new Mesh
  92144. */
  92145. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  92146. /**
  92147. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  92148. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92149. * @param name defines the name of the mesh to create
  92150. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  92151. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  92152. * @param closePath creates a seam between the first and the last points of each path of the path array
  92153. * @param offset is taken in account only if the `pathArray` is containing a single path
  92154. * @param scene defines the hosting scene
  92155. * @param updatable defines if the mesh must be flagged as updatable
  92156. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92157. * @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)
  92158. * @returns a new Mesh
  92159. */
  92160. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92161. /**
  92162. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  92163. * @param name defines the name of the mesh to create
  92164. * @param radius sets the radius size (float) of the polygon (default 0.5)
  92165. * @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
  92166. * @param scene defines the hosting scene
  92167. * @param updatable defines if the mesh must be flagged as updatable
  92168. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92169. * @returns a new Mesh
  92170. */
  92171. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92172. /**
  92173. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  92174. * @param name defines the name of the mesh to create
  92175. * @param size sets the size (float) of each box side (default 1)
  92176. * @param scene defines the hosting scene
  92177. * @param updatable defines if the mesh must be flagged as updatable
  92178. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92179. * @returns a new Mesh
  92180. */
  92181. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92182. /**
  92183. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  92184. * @param name defines the name of the mesh to create
  92185. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92186. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92187. * @param scene defines the hosting scene
  92188. * @param updatable defines if the mesh must be flagged as updatable
  92189. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92190. * @returns a new Mesh
  92191. */
  92192. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92193. /**
  92194. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  92195. * @param name defines the name of the mesh to create
  92196. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92197. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92198. * @param scene defines the hosting scene
  92199. * @returns a new Mesh
  92200. */
  92201. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  92202. /**
  92203. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  92204. * @param name defines the name of the mesh to create
  92205. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  92206. * @param diameterTop set the top cap diameter (floats, default 1)
  92207. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  92208. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  92209. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  92210. * @param scene defines the hosting scene
  92211. * @param updatable defines if the mesh must be flagged as updatable
  92212. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92213. * @returns a new Mesh
  92214. */
  92215. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  92216. /**
  92217. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  92218. * @param name defines the name of the mesh to create
  92219. * @param diameter sets the diameter size (float) of the torus (default 1)
  92220. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  92221. * @param tessellation sets the number of torus sides (postive integer, default 16)
  92222. * @param scene defines the hosting scene
  92223. * @param updatable defines if the mesh must be flagged as updatable
  92224. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92225. * @returns a new Mesh
  92226. */
  92227. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92228. /**
  92229. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  92230. * @param name defines the name of the mesh to create
  92231. * @param radius sets the global radius size (float) of the torus knot (default 2)
  92232. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  92233. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  92234. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  92235. * @param p the number of windings on X axis (positive integers, default 2)
  92236. * @param q the number of windings on Y axis (positive integers, default 3)
  92237. * @param scene defines the hosting scene
  92238. * @param updatable defines if the mesh must be flagged as updatable
  92239. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92240. * @returns a new Mesh
  92241. */
  92242. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92243. /**
  92244. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  92245. * @param name defines the name of the mesh to create
  92246. * @param points is an array successive Vector3
  92247. * @param scene defines the hosting scene
  92248. * @param updatable defines if the mesh must be flagged as updatable
  92249. * @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).
  92250. * @returns a new Mesh
  92251. */
  92252. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  92253. /**
  92254. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  92255. * @param name defines the name of the mesh to create
  92256. * @param points is an array successive Vector3
  92257. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  92258. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  92259. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  92260. * @param scene defines the hosting scene
  92261. * @param updatable defines if the mesh must be flagged as updatable
  92262. * @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)
  92263. * @returns a new Mesh
  92264. */
  92265. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  92266. /**
  92267. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  92268. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  92269. * 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.
  92270. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92271. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  92272. * Remember you can only change the shape positions, not their number when updating a polygon.
  92273. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  92274. * @param name defines the name of the mesh to create
  92275. * @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
  92276. * @param scene defines the hosting scene
  92277. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92278. * @param updatable defines if the mesh must be flagged as updatable
  92279. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92280. * @param earcutInjection can be used to inject your own earcut reference
  92281. * @returns a new Mesh
  92282. */
  92283. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92284. /**
  92285. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  92286. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  92287. * @param name defines the name of the mesh to create
  92288. * @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
  92289. * @param depth defines the height of extrusion
  92290. * @param scene defines the hosting scene
  92291. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92292. * @param updatable defines if the mesh must be flagged as updatable
  92293. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92294. * @param earcutInjection can be used to inject your own earcut reference
  92295. * @returns a new Mesh
  92296. */
  92297. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92298. /**
  92299. * Creates an extruded shape mesh.
  92300. * 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
  92301. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92302. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92303. * @param name defines the name of the mesh to create
  92304. * @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
  92305. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92306. * @param scale is the value to scale the shape
  92307. * @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
  92308. * @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
  92309. * @param scene defines the hosting scene
  92310. * @param updatable defines if the mesh must be flagged as updatable
  92311. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92312. * @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)
  92313. * @returns a new Mesh
  92314. */
  92315. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92316. /**
  92317. * Creates an custom extruded shape mesh.
  92318. * The custom extrusion is a parametric shape.
  92319. * It has no predefined shape. Its final shape will depend on the input parameters.
  92320. * Please consider using the same method from the MeshBuilder class instead
  92321. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92322. * @param name defines the name of the mesh to create
  92323. * @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
  92324. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92325. * @param scaleFunction is a custom Javascript function called on each path point
  92326. * @param rotationFunction is a custom Javascript function called on each path point
  92327. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  92328. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  92329. * @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
  92330. * @param scene defines the hosting scene
  92331. * @param updatable defines if the mesh must be flagged as updatable
  92332. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92333. * @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)
  92334. * @returns a new Mesh
  92335. */
  92336. 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;
  92337. /**
  92338. * Creates lathe mesh.
  92339. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  92340. * Please consider using the same method from the MeshBuilder class instead
  92341. * @param name defines the name of the mesh to create
  92342. * @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
  92343. * @param radius is the radius value of the lathe
  92344. * @param tessellation is the side number of the lathe.
  92345. * @param scene defines the hosting scene
  92346. * @param updatable defines if the mesh must be flagged as updatable
  92347. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92348. * @returns a new Mesh
  92349. */
  92350. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92351. /**
  92352. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  92353. * @param name defines the name of the mesh to create
  92354. * @param size sets the size (float) of both sides of the plane at once (default 1)
  92355. * @param scene defines the hosting scene
  92356. * @param updatable defines if the mesh must be flagged as updatable
  92357. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92358. * @returns a new Mesh
  92359. */
  92360. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92361. /**
  92362. * Creates a ground mesh.
  92363. * Please consider using the same method from the MeshBuilder class instead
  92364. * @param name defines the name of the mesh to create
  92365. * @param width set the width of the ground
  92366. * @param height set the height of the ground
  92367. * @param subdivisions sets the number of subdivisions per side
  92368. * @param scene defines the hosting scene
  92369. * @param updatable defines if the mesh must be flagged as updatable
  92370. * @returns a new Mesh
  92371. */
  92372. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  92373. /**
  92374. * Creates a tiled ground mesh.
  92375. * Please consider using the same method from the MeshBuilder class instead
  92376. * @param name defines the name of the mesh to create
  92377. * @param xmin set the ground minimum X coordinate
  92378. * @param zmin set the ground minimum Y coordinate
  92379. * @param xmax set the ground maximum X coordinate
  92380. * @param zmax set the ground maximum Z coordinate
  92381. * @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
  92382. * @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
  92383. * @param scene defines the hosting scene
  92384. * @param updatable defines if the mesh must be flagged as updatable
  92385. * @returns a new Mesh
  92386. */
  92387. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  92388. w: number;
  92389. h: number;
  92390. }, precision: {
  92391. w: number;
  92392. h: number;
  92393. }, scene: Scene, updatable?: boolean): Mesh;
  92394. /**
  92395. * Creates a ground mesh from a height map.
  92396. * Please consider using the same method from the MeshBuilder class instead
  92397. * @see http://doc.babylonjs.com/babylon101/height_map
  92398. * @param name defines the name of the mesh to create
  92399. * @param url sets the URL of the height map image resource
  92400. * @param width set the ground width size
  92401. * @param height set the ground height size
  92402. * @param subdivisions sets the number of subdivision per side
  92403. * @param minHeight is the minimum altitude on the ground
  92404. * @param maxHeight is the maximum altitude on the ground
  92405. * @param scene defines the hosting scene
  92406. * @param updatable defines if the mesh must be flagged as updatable
  92407. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  92408. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  92409. * @returns a new Mesh
  92410. */
  92411. 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;
  92412. /**
  92413. * Creates a tube mesh.
  92414. * The tube is a parametric shape.
  92415. * It has no predefined shape. Its final shape will depend on the input parameters.
  92416. * Please consider using the same method from the MeshBuilder class instead
  92417. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92418. * @param name defines the name of the mesh to create
  92419. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  92420. * @param radius sets the tube radius size
  92421. * @param tessellation is the number of sides on the tubular surface
  92422. * @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
  92423. * @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
  92424. * @param scene defines the hosting scene
  92425. * @param updatable defines if the mesh must be flagged as updatable
  92426. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92427. * @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)
  92428. * @returns a new Mesh
  92429. */
  92430. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  92431. (i: number, distance: number): number;
  92432. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92433. /**
  92434. * Creates a polyhedron mesh.
  92435. * Please consider using the same method from the MeshBuilder class instead.
  92436. * * 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
  92437. * * The parameter `size` (positive float, default 1) sets the polygon size
  92438. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  92439. * * 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`
  92440. * * 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
  92441. * * 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)`)
  92442. * * 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
  92443. * * 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
  92444. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92445. * * If you create a double-sided mesh, you can choose what parts of 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
  92446. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92447. * @param name defines the name of the mesh to create
  92448. * @param options defines the options used to create the mesh
  92449. * @param scene defines the hosting scene
  92450. * @returns a new Mesh
  92451. */
  92452. static CreatePolyhedron(name: string, options: {
  92453. type?: number;
  92454. size?: number;
  92455. sizeX?: number;
  92456. sizeY?: number;
  92457. sizeZ?: number;
  92458. custom?: any;
  92459. faceUV?: Vector4[];
  92460. faceColors?: Color4[];
  92461. updatable?: boolean;
  92462. sideOrientation?: number;
  92463. }, scene: Scene): Mesh;
  92464. /**
  92465. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  92466. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  92467. * * 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`)
  92468. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  92469. * * 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
  92470. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92471. * * If you create a double-sided mesh, you can choose what parts of 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
  92472. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92473. * @param name defines the name of the mesh
  92474. * @param options defines the options used to create the mesh
  92475. * @param scene defines the hosting scene
  92476. * @returns a new Mesh
  92477. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  92478. */
  92479. static CreateIcoSphere(name: string, options: {
  92480. radius?: number;
  92481. flat?: boolean;
  92482. subdivisions?: number;
  92483. sideOrientation?: number;
  92484. updatable?: boolean;
  92485. }, scene: Scene): Mesh;
  92486. /**
  92487. * Creates a decal mesh.
  92488. * Please consider using the same method from the MeshBuilder class instead.
  92489. * A decal is a mesh usually applied as a model onto the surface of another mesh
  92490. * @param name defines the name of the mesh
  92491. * @param sourceMesh defines the mesh receiving the decal
  92492. * @param position sets the position of the decal in world coordinates
  92493. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  92494. * @param size sets the decal scaling
  92495. * @param angle sets the angle to rotate the decal
  92496. * @returns a new Mesh
  92497. */
  92498. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  92499. /**
  92500. * Prepare internal position array for software CPU skinning
  92501. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  92502. */
  92503. setPositionsForCPUSkinning(): Float32Array;
  92504. /**
  92505. * Prepare internal normal array for software CPU skinning
  92506. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  92507. */
  92508. setNormalsForCPUSkinning(): Float32Array;
  92509. /**
  92510. * Updates the vertex buffer by applying transformation from the bones
  92511. * @param skeleton defines the skeleton to apply to current mesh
  92512. * @returns the current mesh
  92513. */
  92514. applySkeleton(skeleton: Skeleton): Mesh;
  92515. /**
  92516. * 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
  92517. * @param meshes defines the list of meshes to scan
  92518. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  92519. */
  92520. static MinMax(meshes: AbstractMesh[]): {
  92521. min: Vector3;
  92522. max: Vector3;
  92523. };
  92524. /**
  92525. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  92526. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  92527. * @returns a vector3
  92528. */
  92529. static Center(meshesOrMinMaxVector: {
  92530. min: Vector3;
  92531. max: Vector3;
  92532. } | AbstractMesh[]): Vector3;
  92533. /**
  92534. * Merge the array of meshes into a single mesh for performance reasons.
  92535. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  92536. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  92537. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  92538. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  92539. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  92540. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  92541. * @returns a new mesh
  92542. */
  92543. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  92544. /** @hidden */
  92545. addInstance(instance: InstancedMesh): void;
  92546. /** @hidden */
  92547. removeInstance(instance: InstancedMesh): void;
  92548. }
  92549. }
  92550. declare module BABYLON {
  92551. /**
  92552. * This is the base class of all the camera used in the application.
  92553. * @see http://doc.babylonjs.com/features/cameras
  92554. */
  92555. export class Camera extends Node {
  92556. /** @hidden */
  92557. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  92558. /**
  92559. * This is the default projection mode used by the cameras.
  92560. * It helps recreating a feeling of perspective and better appreciate depth.
  92561. * This is the best way to simulate real life cameras.
  92562. */
  92563. static readonly PERSPECTIVE_CAMERA: number;
  92564. /**
  92565. * This helps creating camera with an orthographic mode.
  92566. * 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.
  92567. */
  92568. static readonly ORTHOGRAPHIC_CAMERA: number;
  92569. /**
  92570. * This is the default FOV mode for perspective cameras.
  92571. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  92572. */
  92573. static readonly FOVMODE_VERTICAL_FIXED: number;
  92574. /**
  92575. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  92576. */
  92577. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  92578. /**
  92579. * This specifies ther is no need for a camera rig.
  92580. * Basically only one eye is rendered corresponding to the camera.
  92581. */
  92582. static readonly RIG_MODE_NONE: number;
  92583. /**
  92584. * Simulates a camera Rig with one blue eye and one red eye.
  92585. * This can be use with 3d blue and red glasses.
  92586. */
  92587. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  92588. /**
  92589. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  92590. */
  92591. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  92592. /**
  92593. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  92594. */
  92595. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  92596. /**
  92597. * Defines that both eyes of the camera will be rendered over under each other.
  92598. */
  92599. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  92600. /**
  92601. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  92602. */
  92603. static readonly RIG_MODE_VR: number;
  92604. /**
  92605. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  92606. */
  92607. static readonly RIG_MODE_WEBVR: number;
  92608. /**
  92609. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  92610. */
  92611. static readonly RIG_MODE_CUSTOM: number;
  92612. /**
  92613. * Defines if by default attaching controls should prevent the default javascript event to continue.
  92614. */
  92615. static ForceAttachControlToAlwaysPreventDefault: boolean;
  92616. /**
  92617. * Define the input manager associated with the camera.
  92618. */
  92619. inputs: CameraInputsManager<Camera>;
  92620. /** @hidden */
  92621. _position: Vector3;
  92622. /**
  92623. * Define the current local position of the camera in the scene
  92624. */
  92625. position: Vector3;
  92626. /**
  92627. * The vector the camera should consider as up.
  92628. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  92629. */
  92630. upVector: Vector3;
  92631. /**
  92632. * Define the current limit on the left side for an orthographic camera
  92633. * In scene unit
  92634. */
  92635. orthoLeft: Nullable<number>;
  92636. /**
  92637. * Define the current limit on the right side for an orthographic camera
  92638. * In scene unit
  92639. */
  92640. orthoRight: Nullable<number>;
  92641. /**
  92642. * Define the current limit on the bottom side for an orthographic camera
  92643. * In scene unit
  92644. */
  92645. orthoBottom: Nullable<number>;
  92646. /**
  92647. * Define the current limit on the top side for an orthographic camera
  92648. * In scene unit
  92649. */
  92650. orthoTop: Nullable<number>;
  92651. /**
  92652. * Field Of View is set in Radians. (default is 0.8)
  92653. */
  92654. fov: number;
  92655. /**
  92656. * Define the minimum distance the camera can see from.
  92657. * This is important to note that the depth buffer are not infinite and the closer it starts
  92658. * the more your scene might encounter depth fighting issue.
  92659. */
  92660. minZ: number;
  92661. /**
  92662. * Define the maximum distance the camera can see to.
  92663. * This is important to note that the depth buffer are not infinite and the further it end
  92664. * the more your scene might encounter depth fighting issue.
  92665. */
  92666. maxZ: number;
  92667. /**
  92668. * Define the default inertia of the camera.
  92669. * This helps giving a smooth feeling to the camera movement.
  92670. */
  92671. inertia: number;
  92672. /**
  92673. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  92674. */
  92675. mode: number;
  92676. /**
  92677. * Define wether the camera is intermediate.
  92678. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  92679. */
  92680. isIntermediate: boolean;
  92681. /**
  92682. * Define the viewport of the camera.
  92683. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  92684. */
  92685. viewport: Viewport;
  92686. /**
  92687. * Restricts the camera to viewing objects with the same layerMask.
  92688. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  92689. */
  92690. layerMask: number;
  92691. /**
  92692. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  92693. */
  92694. fovMode: number;
  92695. /**
  92696. * Rig mode of the camera.
  92697. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  92698. * This is normally controlled byt the camera themselves as internal use.
  92699. */
  92700. cameraRigMode: number;
  92701. /**
  92702. * Defines the distance between both "eyes" in case of a RIG
  92703. */
  92704. interaxialDistance: number;
  92705. /**
  92706. * Defines if stereoscopic rendering is done side by side or over under.
  92707. */
  92708. isStereoscopicSideBySide: boolean;
  92709. /**
  92710. * 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
  92711. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  92712. * else in the scene. (Eg. security camera)
  92713. *
  92714. * 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)
  92715. */
  92716. customRenderTargets: RenderTargetTexture[];
  92717. /**
  92718. * When set, the camera will render to this render target instead of the default canvas
  92719. *
  92720. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  92721. */
  92722. outputRenderTarget: Nullable<RenderTargetTexture>;
  92723. /**
  92724. * Observable triggered when the camera view matrix has changed.
  92725. */
  92726. onViewMatrixChangedObservable: Observable<Camera>;
  92727. /**
  92728. * Observable triggered when the camera Projection matrix has changed.
  92729. */
  92730. onProjectionMatrixChangedObservable: Observable<Camera>;
  92731. /**
  92732. * Observable triggered when the inputs have been processed.
  92733. */
  92734. onAfterCheckInputsObservable: Observable<Camera>;
  92735. /**
  92736. * Observable triggered when reset has been called and applied to the camera.
  92737. */
  92738. onRestoreStateObservable: Observable<Camera>;
  92739. /** @hidden */
  92740. _cameraRigParams: any;
  92741. /** @hidden */
  92742. _rigCameras: Camera[];
  92743. /** @hidden */
  92744. _rigPostProcess: Nullable<PostProcess>;
  92745. protected _webvrViewMatrix: Matrix;
  92746. /** @hidden */
  92747. _skipRendering: boolean;
  92748. /** @hidden */
  92749. _projectionMatrix: Matrix;
  92750. /** @hidden */
  92751. _postProcesses: Nullable<PostProcess>[];
  92752. /** @hidden */
  92753. _activeMeshes: SmartArray<AbstractMesh>;
  92754. protected _globalPosition: Vector3;
  92755. /** @hidden */
  92756. _computedViewMatrix: Matrix;
  92757. private _doNotComputeProjectionMatrix;
  92758. private _transformMatrix;
  92759. private _frustumPlanes;
  92760. private _refreshFrustumPlanes;
  92761. private _storedFov;
  92762. private _stateStored;
  92763. /**
  92764. * Instantiates a new camera object.
  92765. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  92766. * @see http://doc.babylonjs.com/features/cameras
  92767. * @param name Defines the name of the camera in the scene
  92768. * @param position Defines the position of the camera
  92769. * @param scene Defines the scene the camera belongs too
  92770. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  92771. */
  92772. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  92773. /**
  92774. * Store current camera state (fov, position, etc..)
  92775. * @returns the camera
  92776. */
  92777. storeState(): Camera;
  92778. /**
  92779. * Restores the camera state values if it has been stored. You must call storeState() first
  92780. */
  92781. protected _restoreStateValues(): boolean;
  92782. /**
  92783. * Restored camera state. You must call storeState() first.
  92784. * @returns true if restored and false otherwise
  92785. */
  92786. restoreState(): boolean;
  92787. /**
  92788. * Gets the class name of the camera.
  92789. * @returns the class name
  92790. */
  92791. getClassName(): string;
  92792. /** @hidden */
  92793. readonly _isCamera: boolean;
  92794. /**
  92795. * Gets a string representation of the camera useful for debug purpose.
  92796. * @param fullDetails Defines that a more verboe level of logging is required
  92797. * @returns the string representation
  92798. */
  92799. toString(fullDetails?: boolean): string;
  92800. /**
  92801. * Gets the current world space position of the camera.
  92802. */
  92803. readonly globalPosition: Vector3;
  92804. /**
  92805. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  92806. * @returns the active meshe list
  92807. */
  92808. getActiveMeshes(): SmartArray<AbstractMesh>;
  92809. /**
  92810. * Check wether a mesh is part of the current active mesh list of the camera
  92811. * @param mesh Defines the mesh to check
  92812. * @returns true if active, false otherwise
  92813. */
  92814. isActiveMesh(mesh: Mesh): boolean;
  92815. /**
  92816. * Is this camera ready to be used/rendered
  92817. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  92818. * @return true if the camera is ready
  92819. */
  92820. isReady(completeCheck?: boolean): boolean;
  92821. /** @hidden */
  92822. _initCache(): void;
  92823. /** @hidden */
  92824. _updateCache(ignoreParentClass?: boolean): void;
  92825. /** @hidden */
  92826. _isSynchronized(): boolean;
  92827. /** @hidden */
  92828. _isSynchronizedViewMatrix(): boolean;
  92829. /** @hidden */
  92830. _isSynchronizedProjectionMatrix(): boolean;
  92831. /**
  92832. * Attach the input controls to a specific dom element to get the input from.
  92833. * @param element Defines the element the controls should be listened from
  92834. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  92835. */
  92836. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  92837. /**
  92838. * Detach the current controls from the specified dom element.
  92839. * @param element Defines the element to stop listening the inputs from
  92840. */
  92841. detachControl(element: HTMLElement): void;
  92842. /**
  92843. * Update the camera state according to the different inputs gathered during the frame.
  92844. */
  92845. update(): void;
  92846. /** @hidden */
  92847. _checkInputs(): void;
  92848. /** @hidden */
  92849. readonly rigCameras: Camera[];
  92850. /**
  92851. * Gets the post process used by the rig cameras
  92852. */
  92853. readonly rigPostProcess: Nullable<PostProcess>;
  92854. /**
  92855. * Internal, gets the first post proces.
  92856. * @returns the first post process to be run on this camera.
  92857. */
  92858. _getFirstPostProcess(): Nullable<PostProcess>;
  92859. private _cascadePostProcessesToRigCams;
  92860. /**
  92861. * Attach a post process to the camera.
  92862. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92863. * @param postProcess The post process to attach to the camera
  92864. * @param insertAt The position of the post process in case several of them are in use in the scene
  92865. * @returns the position the post process has been inserted at
  92866. */
  92867. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  92868. /**
  92869. * Detach a post process to the camera.
  92870. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92871. * @param postProcess The post process to detach from the camera
  92872. */
  92873. detachPostProcess(postProcess: PostProcess): void;
  92874. /**
  92875. * Gets the current world matrix of the camera
  92876. */
  92877. getWorldMatrix(): Matrix;
  92878. /** @hidden */
  92879. _getViewMatrix(): Matrix;
  92880. /**
  92881. * Gets the current view matrix of the camera.
  92882. * @param force forces the camera to recompute the matrix without looking at the cached state
  92883. * @returns the view matrix
  92884. */
  92885. getViewMatrix(force?: boolean): Matrix;
  92886. /**
  92887. * Freeze the projection matrix.
  92888. * It will prevent the cache check of the camera projection compute and can speed up perf
  92889. * if no parameter of the camera are meant to change
  92890. * @param projection Defines manually a projection if necessary
  92891. */
  92892. freezeProjectionMatrix(projection?: Matrix): void;
  92893. /**
  92894. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  92895. */
  92896. unfreezeProjectionMatrix(): void;
  92897. /**
  92898. * Gets the current projection matrix of the camera.
  92899. * @param force forces the camera to recompute the matrix without looking at the cached state
  92900. * @returns the projection matrix
  92901. */
  92902. getProjectionMatrix(force?: boolean): Matrix;
  92903. /**
  92904. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  92905. * @returns a Matrix
  92906. */
  92907. getTransformationMatrix(): Matrix;
  92908. private _updateFrustumPlanes;
  92909. /**
  92910. * Checks if a cullable object (mesh...) is in the camera frustum
  92911. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  92912. * @param target The object to check
  92913. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  92914. * @returns true if the object is in frustum otherwise false
  92915. */
  92916. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  92917. /**
  92918. * Checks if a cullable object (mesh...) is in the camera frustum
  92919. * Unlike isInFrustum this cheks the full bounding box
  92920. * @param target The object to check
  92921. * @returns true if the object is in frustum otherwise false
  92922. */
  92923. isCompletelyInFrustum(target: ICullable): boolean;
  92924. /**
  92925. * Gets a ray in the forward direction from the camera.
  92926. * @param length Defines the length of the ray to create
  92927. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  92928. * @param origin Defines the start point of the ray which defaults to the camera position
  92929. * @returns the forward ray
  92930. */
  92931. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  92932. /**
  92933. * Releases resources associated with this node.
  92934. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92935. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92936. */
  92937. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92938. /** @hidden */
  92939. _isLeftCamera: boolean;
  92940. /**
  92941. * Gets the left camera of a rig setup in case of Rigged Camera
  92942. */
  92943. readonly isLeftCamera: boolean;
  92944. /** @hidden */
  92945. _isRightCamera: boolean;
  92946. /**
  92947. * Gets the right camera of a rig setup in case of Rigged Camera
  92948. */
  92949. readonly isRightCamera: boolean;
  92950. /**
  92951. * Gets the left camera of a rig setup in case of Rigged Camera
  92952. */
  92953. readonly leftCamera: Nullable<FreeCamera>;
  92954. /**
  92955. * Gets the right camera of a rig setup in case of Rigged Camera
  92956. */
  92957. readonly rightCamera: Nullable<FreeCamera>;
  92958. /**
  92959. * Gets the left camera target of a rig setup in case of Rigged Camera
  92960. * @returns the target position
  92961. */
  92962. getLeftTarget(): Nullable<Vector3>;
  92963. /**
  92964. * Gets the right camera target of a rig setup in case of Rigged Camera
  92965. * @returns the target position
  92966. */
  92967. getRightTarget(): Nullable<Vector3>;
  92968. /**
  92969. * @hidden
  92970. */
  92971. setCameraRigMode(mode: number, rigParams: any): void;
  92972. /** @hidden */
  92973. static _setStereoscopicRigMode(camera: Camera): void;
  92974. /** @hidden */
  92975. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  92976. /** @hidden */
  92977. static _setVRRigMode(camera: Camera, rigParams: any): void;
  92978. /** @hidden */
  92979. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  92980. /** @hidden */
  92981. _getVRProjectionMatrix(): Matrix;
  92982. protected _updateCameraRotationMatrix(): void;
  92983. protected _updateWebVRCameraRotationMatrix(): void;
  92984. /**
  92985. * This function MUST be overwritten by the different WebVR cameras available.
  92986. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92987. * @hidden
  92988. */
  92989. _getWebVRProjectionMatrix(): Matrix;
  92990. /**
  92991. * This function MUST be overwritten by the different WebVR cameras available.
  92992. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92993. * @hidden
  92994. */
  92995. _getWebVRViewMatrix(): Matrix;
  92996. /** @hidden */
  92997. setCameraRigParameter(name: string, value: any): void;
  92998. /**
  92999. * needs to be overridden by children so sub has required properties to be copied
  93000. * @hidden
  93001. */
  93002. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93003. /**
  93004. * May need to be overridden by children
  93005. * @hidden
  93006. */
  93007. _updateRigCameras(): void;
  93008. /** @hidden */
  93009. _setupInputs(): void;
  93010. /**
  93011. * Serialiaze the camera setup to a json represention
  93012. * @returns the JSON representation
  93013. */
  93014. serialize(): any;
  93015. /**
  93016. * Clones the current camera.
  93017. * @param name The cloned camera name
  93018. * @returns the cloned camera
  93019. */
  93020. clone(name: string): Camera;
  93021. /**
  93022. * Gets the direction of the camera relative to a given local axis.
  93023. * @param localAxis Defines the reference axis to provide a relative direction.
  93024. * @return the direction
  93025. */
  93026. getDirection(localAxis: Vector3): Vector3;
  93027. /**
  93028. * Returns the current camera absolute rotation
  93029. */
  93030. readonly absoluteRotation: Quaternion;
  93031. /**
  93032. * Gets the direction of the camera relative to a given local axis into a passed vector.
  93033. * @param localAxis Defines the reference axis to provide a relative direction.
  93034. * @param result Defines the vector to store the result in
  93035. */
  93036. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  93037. /**
  93038. * Gets a camera constructor for a given camera type
  93039. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  93040. * @param name The name of the camera the result will be able to instantiate
  93041. * @param scene The scene the result will construct the camera in
  93042. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  93043. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  93044. * @returns a factory method to construc the camera
  93045. */
  93046. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  93047. /**
  93048. * Compute the world matrix of the camera.
  93049. * @returns the camera world matrix
  93050. */
  93051. computeWorldMatrix(): Matrix;
  93052. /**
  93053. * Parse a JSON and creates the camera from the parsed information
  93054. * @param parsedCamera The JSON to parse
  93055. * @param scene The scene to instantiate the camera in
  93056. * @returns the newly constructed camera
  93057. */
  93058. static Parse(parsedCamera: any, scene: Scene): Camera;
  93059. }
  93060. }
  93061. declare module BABYLON {
  93062. /**
  93063. * Class containing static functions to help procedurally build meshes
  93064. */
  93065. export class DiscBuilder {
  93066. /**
  93067. * Creates a plane polygonal mesh. By default, this is a disc
  93068. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93069. * * 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
  93070. * * 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
  93071. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93072. * * If you create a double-sided mesh, you can choose what parts of 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
  93073. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93074. * @param name defines the name of the mesh
  93075. * @param options defines the options used to create the mesh
  93076. * @param scene defines the hosting scene
  93077. * @returns the plane polygonal mesh
  93078. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93079. */
  93080. static CreateDisc(name: string, options: {
  93081. radius?: number;
  93082. tessellation?: number;
  93083. arc?: number;
  93084. updatable?: boolean;
  93085. sideOrientation?: number;
  93086. frontUVs?: Vector4;
  93087. backUVs?: Vector4;
  93088. }, scene?: Nullable<Scene>): Mesh;
  93089. }
  93090. }
  93091. declare module BABYLON {
  93092. /**
  93093. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93094. *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.
  93095. * The SPS is also a particle system. It provides some methods to manage the particles.
  93096. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93097. *
  93098. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93099. */
  93100. export class SolidParticleSystem implements IDisposable {
  93101. /**
  93102. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93103. * Example : var p = SPS.particles[i];
  93104. */
  93105. particles: SolidParticle[];
  93106. /**
  93107. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93108. */
  93109. nbParticles: number;
  93110. /**
  93111. * If the particles must ever face the camera (default false). Useful for planar particles.
  93112. */
  93113. billboard: boolean;
  93114. /**
  93115. * Recompute normals when adding a shape
  93116. */
  93117. recomputeNormals: boolean;
  93118. /**
  93119. * This a counter ofr your own usage. It's not set by any SPS functions.
  93120. */
  93121. counter: number;
  93122. /**
  93123. * The SPS name. This name is also given to the underlying mesh.
  93124. */
  93125. name: string;
  93126. /**
  93127. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93128. */
  93129. mesh: Mesh;
  93130. /**
  93131. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93132. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93133. */
  93134. vars: any;
  93135. /**
  93136. * This array is populated when the SPS is set as 'pickable'.
  93137. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  93138. * Each element of this array is an object `{idx: int, faceId: int}`.
  93139. * `idx` is the picked particle index in the `SPS.particles` array
  93140. * `faceId` is the picked face index counted within this particle.
  93141. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  93142. */
  93143. pickedParticles: {
  93144. idx: number;
  93145. faceId: number;
  93146. }[];
  93147. /**
  93148. * This array is populated when `enableDepthSort` is set to true.
  93149. * Each element of this array is an instance of the class DepthSortedParticle.
  93150. */
  93151. depthSortedParticles: DepthSortedParticle[];
  93152. /**
  93153. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  93154. * @hidden
  93155. */
  93156. _bSphereOnly: boolean;
  93157. /**
  93158. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  93159. * @hidden
  93160. */
  93161. _bSphereRadiusFactor: number;
  93162. private _scene;
  93163. private _positions;
  93164. private _indices;
  93165. private _normals;
  93166. private _colors;
  93167. private _uvs;
  93168. private _indices32;
  93169. private _positions32;
  93170. private _normals32;
  93171. private _fixedNormal32;
  93172. private _colors32;
  93173. private _uvs32;
  93174. private _index;
  93175. private _updatable;
  93176. private _pickable;
  93177. private _isVisibilityBoxLocked;
  93178. private _alwaysVisible;
  93179. private _depthSort;
  93180. private _expandable;
  93181. private _shapeCounter;
  93182. private _copy;
  93183. private _color;
  93184. private _computeParticleColor;
  93185. private _computeParticleTexture;
  93186. private _computeParticleRotation;
  93187. private _computeParticleVertex;
  93188. private _computeBoundingBox;
  93189. private _depthSortParticles;
  93190. private _camera;
  93191. private _mustUnrotateFixedNormals;
  93192. private _particlesIntersect;
  93193. private _needs32Bits;
  93194. private _isNotBuilt;
  93195. /**
  93196. * Creates a SPS (Solid Particle System) object.
  93197. * @param name (String) is the SPS name, this will be the underlying mesh name.
  93198. * @param scene (Scene) is the scene in which the SPS is added.
  93199. * @param options defines the options of the sps e.g.
  93200. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  93201. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  93202. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  93203. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  93204. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  93205. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  93206. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  93207. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  93208. */
  93209. constructor(name: string, scene: Scene, options?: {
  93210. updatable?: boolean;
  93211. isPickable?: boolean;
  93212. enableDepthSort?: boolean;
  93213. particleIntersection?: boolean;
  93214. boundingSphereOnly?: boolean;
  93215. bSphereRadiusFactor?: number;
  93216. expandable?: boolean;
  93217. });
  93218. /**
  93219. * Builds the SPS underlying mesh. Returns a standard Mesh.
  93220. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  93221. * @returns the created mesh
  93222. */
  93223. buildMesh(): Mesh;
  93224. /**
  93225. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  93226. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  93227. * Thus the particles generated from `digest()` have their property `position` set yet.
  93228. * @param mesh ( Mesh ) is the mesh to be digested
  93229. * @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
  93230. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  93231. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  93232. * @returns the current SPS
  93233. */
  93234. digest(mesh: Mesh, options?: {
  93235. facetNb?: number;
  93236. number?: number;
  93237. delta?: number;
  93238. }): SolidParticleSystem;
  93239. private _unrotateFixedNormals;
  93240. private _resetCopy;
  93241. private _meshBuilder;
  93242. private _posToShape;
  93243. private _uvsToShapeUV;
  93244. private _addParticle;
  93245. /**
  93246. * Adds some particles to the SPS from the model shape. Returns the shape id.
  93247. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  93248. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  93249. * @param nb (positive integer) the number of particles to be created from this model
  93250. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  93251. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  93252. * @returns the number of shapes in the system
  93253. */
  93254. addShape(mesh: Mesh, nb: number, options?: {
  93255. positionFunction?: any;
  93256. vertexFunction?: any;
  93257. }): number;
  93258. private _rebuildParticle;
  93259. /**
  93260. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  93261. * @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.
  93262. * @returns the SPS.
  93263. */
  93264. rebuildMesh(reset?: boolean): SolidParticleSystem;
  93265. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  93266. * Returns an array with the removed particles.
  93267. * 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.
  93268. * The SPS can't be empty so at least one particle needs to remain in place.
  93269. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  93270. * @param start index of the first particle to remove
  93271. * @param end index of the last particle to remove (included)
  93272. * @returns an array populated with the removed particles
  93273. */
  93274. removeParticles(start: number, end: number): SolidParticle[];
  93275. /**
  93276. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  93277. * This method calls `updateParticle()` for each particle of the SPS.
  93278. * For an animated SPS, it is usually called within the render loop.
  93279. * 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.
  93280. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  93281. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  93282. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  93283. * @returns the SPS.
  93284. */
  93285. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  93286. /**
  93287. * Disposes the SPS.
  93288. */
  93289. dispose(): void;
  93290. /**
  93291. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  93292. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93293. * @returns the SPS.
  93294. */
  93295. refreshVisibleSize(): SolidParticleSystem;
  93296. /**
  93297. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  93298. * @param size the size (float) of the visibility box
  93299. * note : this doesn't lock the SPS mesh bounding box.
  93300. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93301. */
  93302. setVisibilityBox(size: number): void;
  93303. /**
  93304. * Gets whether the SPS as always visible or not
  93305. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93306. */
  93307. /**
  93308. * Sets the SPS as always visible or not
  93309. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93310. */
  93311. isAlwaysVisible: boolean;
  93312. /**
  93313. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93314. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93315. */
  93316. /**
  93317. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93318. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93319. */
  93320. isVisibilityBoxLocked: boolean;
  93321. /**
  93322. * Tells to `setParticles()` to compute the particle rotations or not.
  93323. * Default value : true. The SPS is faster when it's set to false.
  93324. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93325. */
  93326. /**
  93327. * Gets if `setParticles()` computes the particle rotations or not.
  93328. * Default value : true. The SPS is faster when it's set to false.
  93329. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93330. */
  93331. computeParticleRotation: boolean;
  93332. /**
  93333. * Tells to `setParticles()` to compute the particle colors or not.
  93334. * Default value : true. The SPS is faster when it's set to false.
  93335. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93336. */
  93337. /**
  93338. * Gets if `setParticles()` computes the particle colors or not.
  93339. * Default value : true. The SPS is faster when it's set to false.
  93340. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93341. */
  93342. computeParticleColor: boolean;
  93343. /**
  93344. * Gets if `setParticles()` computes the particle textures or not.
  93345. * Default value : true. The SPS is faster when it's set to false.
  93346. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  93347. */
  93348. computeParticleTexture: boolean;
  93349. /**
  93350. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  93351. * Default value : false. The SPS is faster when it's set to false.
  93352. * Note : the particle custom vertex positions aren't stored values.
  93353. */
  93354. /**
  93355. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  93356. * Default value : false. The SPS is faster when it's set to false.
  93357. * Note : the particle custom vertex positions aren't stored values.
  93358. */
  93359. computeParticleVertex: boolean;
  93360. /**
  93361. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  93362. */
  93363. /**
  93364. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  93365. */
  93366. computeBoundingBox: boolean;
  93367. /**
  93368. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  93369. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93370. * Default : `true`
  93371. */
  93372. /**
  93373. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  93374. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93375. * Default : `true`
  93376. */
  93377. depthSortParticles: boolean;
  93378. /**
  93379. * Gets if the SPS is created as expandable at construction time.
  93380. * Default : `false`
  93381. */
  93382. readonly expandable: boolean;
  93383. /**
  93384. * This function does nothing. It may be overwritten to set all the particle first values.
  93385. * The SPS doesn't call this function, you may have to call it by your own.
  93386. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93387. */
  93388. initParticles(): void;
  93389. /**
  93390. * This function does nothing. It may be overwritten to recycle a particle.
  93391. * The SPS doesn't call this function, you may have to call it by your own.
  93392. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93393. * @param particle The particle to recycle
  93394. * @returns the recycled particle
  93395. */
  93396. recycleParticle(particle: SolidParticle): SolidParticle;
  93397. /**
  93398. * Updates a particle : this function should be overwritten by the user.
  93399. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  93400. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93401. * @example : just set a particle position or velocity and recycle conditions
  93402. * @param particle The particle to update
  93403. * @returns the updated particle
  93404. */
  93405. updateParticle(particle: SolidParticle): SolidParticle;
  93406. /**
  93407. * Updates a vertex of a particle : it can be overwritten by the user.
  93408. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  93409. * @param particle the current particle
  93410. * @param vertex the current index of the current particle
  93411. * @param pt the index of the current vertex in the particle shape
  93412. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  93413. * @example : just set a vertex particle position
  93414. * @returns the updated vertex
  93415. */
  93416. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  93417. /**
  93418. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  93419. * This does nothing and may be overwritten by the user.
  93420. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93421. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93422. * @param update the boolean update value actually passed to setParticles()
  93423. */
  93424. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93425. /**
  93426. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  93427. * This will be passed three parameters.
  93428. * This does nothing and may be overwritten by the user.
  93429. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93430. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93431. * @param update the boolean update value actually passed to setParticles()
  93432. */
  93433. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93434. }
  93435. }
  93436. declare module BABYLON {
  93437. /**
  93438. * Represents one particle of a solid particle system.
  93439. */
  93440. export class SolidParticle {
  93441. /**
  93442. * particle global index
  93443. */
  93444. idx: number;
  93445. /**
  93446. * The color of the particle
  93447. */
  93448. color: Nullable<Color4>;
  93449. /**
  93450. * The world space position of the particle.
  93451. */
  93452. position: Vector3;
  93453. /**
  93454. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  93455. */
  93456. rotation: Vector3;
  93457. /**
  93458. * The world space rotation quaternion of the particle.
  93459. */
  93460. rotationQuaternion: Nullable<Quaternion>;
  93461. /**
  93462. * The scaling of the particle.
  93463. */
  93464. scaling: Vector3;
  93465. /**
  93466. * The uvs of the particle.
  93467. */
  93468. uvs: Vector4;
  93469. /**
  93470. * The current speed of the particle.
  93471. */
  93472. velocity: Vector3;
  93473. /**
  93474. * The pivot point in the particle local space.
  93475. */
  93476. pivot: Vector3;
  93477. /**
  93478. * Must the particle be translated from its pivot point in its local space ?
  93479. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  93480. * Default : false
  93481. */
  93482. translateFromPivot: boolean;
  93483. /**
  93484. * Is the particle active or not ?
  93485. */
  93486. alive: boolean;
  93487. /**
  93488. * Is the particle visible or not ?
  93489. */
  93490. isVisible: boolean;
  93491. /**
  93492. * Index of this particle in the global "positions" array (Internal use)
  93493. * @hidden
  93494. */
  93495. _pos: number;
  93496. /**
  93497. * @hidden Index of this particle in the global "indices" array (Internal use)
  93498. */
  93499. _ind: number;
  93500. /**
  93501. * @hidden ModelShape of this particle (Internal use)
  93502. */
  93503. _model: ModelShape;
  93504. /**
  93505. * ModelShape id of this particle
  93506. */
  93507. shapeId: number;
  93508. /**
  93509. * Index of the particle in its shape id
  93510. */
  93511. idxInShape: number;
  93512. /**
  93513. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  93514. */
  93515. _modelBoundingInfo: BoundingInfo;
  93516. /**
  93517. * @hidden Particle BoundingInfo object (Internal use)
  93518. */
  93519. _boundingInfo: BoundingInfo;
  93520. /**
  93521. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  93522. */
  93523. _sps: SolidParticleSystem;
  93524. /**
  93525. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  93526. */
  93527. _stillInvisible: boolean;
  93528. /**
  93529. * @hidden Last computed particle rotation matrix
  93530. */
  93531. _rotationMatrix: number[];
  93532. /**
  93533. * Parent particle Id, if any.
  93534. * Default null.
  93535. */
  93536. parentId: Nullable<number>;
  93537. /**
  93538. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  93539. * The possible values are :
  93540. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93541. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93542. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93543. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93544. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93545. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  93546. * */
  93547. cullingStrategy: number;
  93548. /**
  93549. * @hidden Internal global position in the SPS.
  93550. */
  93551. _globalPosition: Vector3;
  93552. /**
  93553. * Creates a Solid Particle object.
  93554. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  93555. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  93556. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  93557. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  93558. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  93559. * @param shapeId (integer) is the model shape identifier in the SPS.
  93560. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  93561. * @param sps defines the sps it is associated to
  93562. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  93563. */
  93564. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  93565. /**
  93566. * Legacy support, changed scale to scaling
  93567. */
  93568. /**
  93569. * Legacy support, changed scale to scaling
  93570. */
  93571. scale: Vector3;
  93572. /**
  93573. * Legacy support, changed quaternion to rotationQuaternion
  93574. */
  93575. /**
  93576. * Legacy support, changed quaternion to rotationQuaternion
  93577. */
  93578. quaternion: Nullable<Quaternion>;
  93579. /**
  93580. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  93581. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  93582. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  93583. * @returns true if it intersects
  93584. */
  93585. intersectsMesh(target: Mesh | SolidParticle): boolean;
  93586. /**
  93587. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  93588. * A particle is in the frustum if its bounding box intersects the frustum
  93589. * @param frustumPlanes defines the frustum to test
  93590. * @returns true if the particle is in the frustum planes
  93591. */
  93592. isInFrustum(frustumPlanes: Plane[]): boolean;
  93593. /**
  93594. * get the rotation matrix of the particle
  93595. * @hidden
  93596. */
  93597. getRotationMatrix(m: Matrix): void;
  93598. }
  93599. /**
  93600. * Represents the shape of the model used by one particle of a solid particle system.
  93601. * SPS internal tool, don't use it manually.
  93602. */
  93603. export class ModelShape {
  93604. /**
  93605. * The shape id
  93606. * @hidden
  93607. */
  93608. shapeID: number;
  93609. /**
  93610. * flat array of model positions (internal use)
  93611. * @hidden
  93612. */
  93613. _shape: Vector3[];
  93614. /**
  93615. * flat array of model UVs (internal use)
  93616. * @hidden
  93617. */
  93618. _shapeUV: number[];
  93619. /**
  93620. * color array of the model
  93621. * @hidden
  93622. */
  93623. _shapeColors: number[];
  93624. /**
  93625. * indices array of the model
  93626. * @hidden
  93627. */
  93628. _indices: number[];
  93629. /**
  93630. * normals array of the model
  93631. * @hidden
  93632. */
  93633. _normals: number[];
  93634. /**
  93635. * length of the shape in the model indices array (internal use)
  93636. * @hidden
  93637. */
  93638. _indicesLength: number;
  93639. /**
  93640. * Custom position function (internal use)
  93641. * @hidden
  93642. */
  93643. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  93644. /**
  93645. * Custom vertex function (internal use)
  93646. * @hidden
  93647. */
  93648. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  93649. /**
  93650. * 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.
  93651. * SPS internal tool, don't use it manually.
  93652. * @hidden
  93653. */
  93654. 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>);
  93655. }
  93656. /**
  93657. * Represents a Depth Sorted Particle in the solid particle system.
  93658. */
  93659. export class DepthSortedParticle {
  93660. /**
  93661. * Index of the particle in the "indices" array
  93662. */
  93663. ind: number;
  93664. /**
  93665. * Length of the particle shape in the "indices" array
  93666. */
  93667. indicesLength: number;
  93668. /**
  93669. * Squared distance from the particle to the camera
  93670. */
  93671. sqDistance: number;
  93672. }
  93673. }
  93674. declare module BABYLON {
  93675. /**
  93676. * @hidden
  93677. */
  93678. export class _MeshCollisionData {
  93679. _checkCollisions: boolean;
  93680. _collisionMask: number;
  93681. _collisionGroup: number;
  93682. _collider: Nullable<Collider>;
  93683. _oldPositionForCollisions: Vector3;
  93684. _diffPositionForCollisions: Vector3;
  93685. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  93686. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  93687. }
  93688. }
  93689. declare module BABYLON {
  93690. /** @hidden */
  93691. class _FacetDataStorage {
  93692. facetPositions: Vector3[];
  93693. facetNormals: Vector3[];
  93694. facetPartitioning: number[][];
  93695. facetNb: number;
  93696. partitioningSubdivisions: number;
  93697. partitioningBBoxRatio: number;
  93698. facetDataEnabled: boolean;
  93699. facetParameters: any;
  93700. bbSize: Vector3;
  93701. subDiv: {
  93702. max: number;
  93703. X: number;
  93704. Y: number;
  93705. Z: number;
  93706. };
  93707. facetDepthSort: boolean;
  93708. facetDepthSortEnabled: boolean;
  93709. depthSortedIndices: IndicesArray;
  93710. depthSortedFacets: {
  93711. ind: number;
  93712. sqDistance: number;
  93713. }[];
  93714. facetDepthSortFunction: (f1: {
  93715. ind: number;
  93716. sqDistance: number;
  93717. }, f2: {
  93718. ind: number;
  93719. sqDistance: number;
  93720. }) => number;
  93721. facetDepthSortFrom: Vector3;
  93722. facetDepthSortOrigin: Vector3;
  93723. invertedMatrix: Matrix;
  93724. }
  93725. /**
  93726. * @hidden
  93727. **/
  93728. class _InternalAbstractMeshDataInfo {
  93729. _hasVertexAlpha: boolean;
  93730. _useVertexColors: boolean;
  93731. _numBoneInfluencers: number;
  93732. _applyFog: boolean;
  93733. _receiveShadows: boolean;
  93734. _facetData: _FacetDataStorage;
  93735. _visibility: number;
  93736. _skeleton: Nullable<Skeleton>;
  93737. _layerMask: number;
  93738. _computeBonesUsingShaders: boolean;
  93739. _isActive: boolean;
  93740. _onlyForInstances: boolean;
  93741. _isActiveIntermediate: boolean;
  93742. _onlyForInstancesIntermediate: boolean;
  93743. _actAsRegularMesh: boolean;
  93744. }
  93745. /**
  93746. * Class used to store all common mesh properties
  93747. */
  93748. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  93749. /** No occlusion */
  93750. static OCCLUSION_TYPE_NONE: number;
  93751. /** Occlusion set to optimisitic */
  93752. static OCCLUSION_TYPE_OPTIMISTIC: number;
  93753. /** Occlusion set to strict */
  93754. static OCCLUSION_TYPE_STRICT: number;
  93755. /** Use an accurante occlusion algorithm */
  93756. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  93757. /** Use a conservative occlusion algorithm */
  93758. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  93759. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  93760. * Test order :
  93761. * Is the bounding sphere outside the frustum ?
  93762. * If not, are the bounding box vertices outside the frustum ?
  93763. * It not, then the cullable object is in the frustum.
  93764. */
  93765. static readonly CULLINGSTRATEGY_STANDARD: number;
  93766. /** Culling strategy : Bounding Sphere Only.
  93767. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  93768. * It's also less accurate than the standard because some not visible objects can still be selected.
  93769. * Test : is the bounding sphere outside the frustum ?
  93770. * If not, then the cullable object is in the frustum.
  93771. */
  93772. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  93773. /** Culling strategy : Optimistic Inclusion.
  93774. * This in an inclusion test first, then the standard exclusion test.
  93775. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  93776. * 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.
  93777. * Anyway, it's as accurate as the standard strategy.
  93778. * Test :
  93779. * Is the cullable object bounding sphere center in the frustum ?
  93780. * If not, apply the default culling strategy.
  93781. */
  93782. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  93783. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  93784. * This in an inclusion test first, then the bounding sphere only exclusion test.
  93785. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  93786. * 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.
  93787. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  93788. * Test :
  93789. * Is the cullable object bounding sphere center in the frustum ?
  93790. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  93791. */
  93792. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  93793. /**
  93794. * No billboard
  93795. */
  93796. static readonly BILLBOARDMODE_NONE: number;
  93797. /** Billboard on X axis */
  93798. static readonly BILLBOARDMODE_X: number;
  93799. /** Billboard on Y axis */
  93800. static readonly BILLBOARDMODE_Y: number;
  93801. /** Billboard on Z axis */
  93802. static readonly BILLBOARDMODE_Z: number;
  93803. /** Billboard on all axes */
  93804. static readonly BILLBOARDMODE_ALL: number;
  93805. /** Billboard on using position instead of orientation */
  93806. static readonly BILLBOARDMODE_USE_POSITION: number;
  93807. /** @hidden */
  93808. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  93809. /**
  93810. * The culling strategy to use to check whether the mesh must be rendered or not.
  93811. * This value can be changed at any time and will be used on the next render mesh selection.
  93812. * The possible values are :
  93813. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93814. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93815. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93816. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93817. * Please read each static variable documentation to get details about the culling process.
  93818. * */
  93819. cullingStrategy: number;
  93820. /**
  93821. * Gets the number of facets in the mesh
  93822. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93823. */
  93824. readonly facetNb: number;
  93825. /**
  93826. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  93827. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93828. */
  93829. partitioningSubdivisions: number;
  93830. /**
  93831. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  93832. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  93833. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93834. */
  93835. partitioningBBoxRatio: number;
  93836. /**
  93837. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  93838. * Works only for updatable meshes.
  93839. * Doesn't work with multi-materials
  93840. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93841. */
  93842. mustDepthSortFacets: boolean;
  93843. /**
  93844. * The location (Vector3) where the facet depth sort must be computed from.
  93845. * By default, the active camera position.
  93846. * Used only when facet depth sort is enabled
  93847. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93848. */
  93849. facetDepthSortFrom: Vector3;
  93850. /**
  93851. * gets a boolean indicating if facetData is enabled
  93852. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93853. */
  93854. readonly isFacetDataEnabled: boolean;
  93855. /** @hidden */
  93856. _updateNonUniformScalingState(value: boolean): boolean;
  93857. /**
  93858. * An event triggered when this mesh collides with another one
  93859. */
  93860. onCollideObservable: Observable<AbstractMesh>;
  93861. /** Set a function to call when this mesh collides with another one */
  93862. onCollide: () => void;
  93863. /**
  93864. * An event triggered when the collision's position changes
  93865. */
  93866. onCollisionPositionChangeObservable: Observable<Vector3>;
  93867. /** Set a function to call when the collision's position changes */
  93868. onCollisionPositionChange: () => void;
  93869. /**
  93870. * An event triggered when material is changed
  93871. */
  93872. onMaterialChangedObservable: Observable<AbstractMesh>;
  93873. /**
  93874. * Gets or sets the orientation for POV movement & rotation
  93875. */
  93876. definedFacingForward: boolean;
  93877. /** @hidden */
  93878. _occlusionQuery: Nullable<WebGLQuery>;
  93879. /** @hidden */
  93880. _renderingGroup: Nullable<RenderingGroup>;
  93881. /**
  93882. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93883. */
  93884. /**
  93885. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93886. */
  93887. visibility: number;
  93888. /** Gets or sets the alpha index used to sort transparent meshes
  93889. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  93890. */
  93891. alphaIndex: number;
  93892. /**
  93893. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  93894. */
  93895. isVisible: boolean;
  93896. /**
  93897. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  93898. */
  93899. isPickable: boolean;
  93900. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  93901. showSubMeshesBoundingBox: boolean;
  93902. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  93903. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  93904. */
  93905. isBlocker: boolean;
  93906. /**
  93907. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  93908. */
  93909. enablePointerMoveEvents: boolean;
  93910. /**
  93911. * Specifies the rendering group id for this mesh (0 by default)
  93912. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  93913. */
  93914. renderingGroupId: number;
  93915. private _material;
  93916. /** Gets or sets current material */
  93917. material: Nullable<Material>;
  93918. /**
  93919. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  93920. * @see http://doc.babylonjs.com/babylon101/shadows
  93921. */
  93922. receiveShadows: boolean;
  93923. /** Defines color to use when rendering outline */
  93924. outlineColor: Color3;
  93925. /** Define width to use when rendering outline */
  93926. outlineWidth: number;
  93927. /** Defines color to use when rendering overlay */
  93928. overlayColor: Color3;
  93929. /** Defines alpha to use when rendering overlay */
  93930. overlayAlpha: number;
  93931. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  93932. hasVertexAlpha: boolean;
  93933. /** 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) */
  93934. useVertexColors: boolean;
  93935. /**
  93936. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  93937. */
  93938. computeBonesUsingShaders: boolean;
  93939. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  93940. numBoneInfluencers: number;
  93941. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  93942. applyFog: boolean;
  93943. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  93944. useOctreeForRenderingSelection: boolean;
  93945. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  93946. useOctreeForPicking: boolean;
  93947. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  93948. useOctreeForCollisions: boolean;
  93949. /**
  93950. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  93951. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  93952. */
  93953. layerMask: number;
  93954. /**
  93955. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  93956. */
  93957. alwaysSelectAsActiveMesh: boolean;
  93958. /**
  93959. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  93960. */
  93961. doNotSyncBoundingInfo: boolean;
  93962. /**
  93963. * Gets or sets the current action manager
  93964. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  93965. */
  93966. actionManager: Nullable<AbstractActionManager>;
  93967. private _meshCollisionData;
  93968. /**
  93969. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  93970. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93971. */
  93972. ellipsoid: Vector3;
  93973. /**
  93974. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  93975. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93976. */
  93977. ellipsoidOffset: Vector3;
  93978. /**
  93979. * Gets or sets a collision mask used to mask collisions (default is -1).
  93980. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93981. */
  93982. collisionMask: number;
  93983. /**
  93984. * Gets or sets the current collision group mask (-1 by default).
  93985. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93986. */
  93987. collisionGroup: number;
  93988. /**
  93989. * Defines edge width used when edgesRenderer is enabled
  93990. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93991. */
  93992. edgesWidth: number;
  93993. /**
  93994. * Defines edge color used when edgesRenderer is enabled
  93995. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93996. */
  93997. edgesColor: Color4;
  93998. /** @hidden */
  93999. _edgesRenderer: Nullable<IEdgesRenderer>;
  94000. /** @hidden */
  94001. _masterMesh: Nullable<AbstractMesh>;
  94002. /** @hidden */
  94003. _boundingInfo: Nullable<BoundingInfo>;
  94004. /** @hidden */
  94005. _renderId: number;
  94006. /**
  94007. * Gets or sets the list of subMeshes
  94008. * @see http://doc.babylonjs.com/how_to/multi_materials
  94009. */
  94010. subMeshes: SubMesh[];
  94011. /** @hidden */
  94012. _intersectionsInProgress: AbstractMesh[];
  94013. /** @hidden */
  94014. _unIndexed: boolean;
  94015. /** @hidden */
  94016. _lightSources: Light[];
  94017. /** Gets the list of lights affecting that mesh */
  94018. readonly lightSources: Light[];
  94019. /** @hidden */
  94020. readonly _positions: Nullable<Vector3[]>;
  94021. /** @hidden */
  94022. _waitingData: {
  94023. lods: Nullable<any>;
  94024. actions: Nullable<any>;
  94025. freezeWorldMatrix: Nullable<boolean>;
  94026. };
  94027. /** @hidden */
  94028. _bonesTransformMatrices: Nullable<Float32Array>;
  94029. /** @hidden */
  94030. _transformMatrixTexture: Nullable<RawTexture>;
  94031. /**
  94032. * Gets or sets a skeleton to apply skining transformations
  94033. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  94034. */
  94035. skeleton: Nullable<Skeleton>;
  94036. /**
  94037. * An event triggered when the mesh is rebuilt.
  94038. */
  94039. onRebuildObservable: Observable<AbstractMesh>;
  94040. /**
  94041. * Creates a new AbstractMesh
  94042. * @param name defines the name of the mesh
  94043. * @param scene defines the hosting scene
  94044. */
  94045. constructor(name: string, scene?: Nullable<Scene>);
  94046. /**
  94047. * Returns the string "AbstractMesh"
  94048. * @returns "AbstractMesh"
  94049. */
  94050. getClassName(): string;
  94051. /**
  94052. * Gets a string representation of the current mesh
  94053. * @param fullDetails defines a boolean indicating if full details must be included
  94054. * @returns a string representation of the current mesh
  94055. */
  94056. toString(fullDetails?: boolean): string;
  94057. /**
  94058. * @hidden
  94059. */
  94060. protected _getEffectiveParent(): Nullable<Node>;
  94061. /** @hidden */
  94062. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94063. /** @hidden */
  94064. _rebuild(): void;
  94065. /** @hidden */
  94066. _resyncLightSources(): void;
  94067. /** @hidden */
  94068. _resyncLighSource(light: Light): void;
  94069. /** @hidden */
  94070. _unBindEffect(): void;
  94071. /** @hidden */
  94072. _removeLightSource(light: Light, dispose: boolean): void;
  94073. private _markSubMeshesAsDirty;
  94074. /** @hidden */
  94075. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  94076. /** @hidden */
  94077. _markSubMeshesAsAttributesDirty(): void;
  94078. /** @hidden */
  94079. _markSubMeshesAsMiscDirty(): void;
  94080. /**
  94081. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  94082. */
  94083. scaling: Vector3;
  94084. /**
  94085. * Returns true if the mesh is blocked. Implemented by child classes
  94086. */
  94087. readonly isBlocked: boolean;
  94088. /**
  94089. * Returns the mesh itself by default. Implemented by child classes
  94090. * @param camera defines the camera to use to pick the right LOD level
  94091. * @returns the currentAbstractMesh
  94092. */
  94093. getLOD(camera: Camera): Nullable<AbstractMesh>;
  94094. /**
  94095. * Returns 0 by default. Implemented by child classes
  94096. * @returns an integer
  94097. */
  94098. getTotalVertices(): number;
  94099. /**
  94100. * Returns a positive integer : the total number of indices in this mesh geometry.
  94101. * @returns the numner of indices or zero if the mesh has no geometry.
  94102. */
  94103. getTotalIndices(): number;
  94104. /**
  94105. * Returns null by default. Implemented by child classes
  94106. * @returns null
  94107. */
  94108. getIndices(): Nullable<IndicesArray>;
  94109. /**
  94110. * Returns the array of the requested vertex data kind. Implemented by child classes
  94111. * @param kind defines the vertex data kind to use
  94112. * @returns null
  94113. */
  94114. getVerticesData(kind: string): Nullable<FloatArray>;
  94115. /**
  94116. * Sets the vertex data of the mesh geometry for the requested `kind`.
  94117. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  94118. * Note that a new underlying VertexBuffer object is created each call.
  94119. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  94120. * @param kind defines vertex data kind:
  94121. * * VertexBuffer.PositionKind
  94122. * * VertexBuffer.UVKind
  94123. * * VertexBuffer.UV2Kind
  94124. * * VertexBuffer.UV3Kind
  94125. * * VertexBuffer.UV4Kind
  94126. * * VertexBuffer.UV5Kind
  94127. * * VertexBuffer.UV6Kind
  94128. * * VertexBuffer.ColorKind
  94129. * * VertexBuffer.MatricesIndicesKind
  94130. * * VertexBuffer.MatricesIndicesExtraKind
  94131. * * VertexBuffer.MatricesWeightsKind
  94132. * * VertexBuffer.MatricesWeightsExtraKind
  94133. * @param data defines the data source
  94134. * @param updatable defines if the data must be flagged as updatable (or static)
  94135. * @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
  94136. * @returns the current mesh
  94137. */
  94138. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  94139. /**
  94140. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  94141. * If the mesh has no geometry, it is simply returned as it is.
  94142. * @param kind defines vertex data kind:
  94143. * * VertexBuffer.PositionKind
  94144. * * VertexBuffer.UVKind
  94145. * * VertexBuffer.UV2Kind
  94146. * * VertexBuffer.UV3Kind
  94147. * * VertexBuffer.UV4Kind
  94148. * * VertexBuffer.UV5Kind
  94149. * * VertexBuffer.UV6Kind
  94150. * * VertexBuffer.ColorKind
  94151. * * VertexBuffer.MatricesIndicesKind
  94152. * * VertexBuffer.MatricesIndicesExtraKind
  94153. * * VertexBuffer.MatricesWeightsKind
  94154. * * VertexBuffer.MatricesWeightsExtraKind
  94155. * @param data defines the data source
  94156. * @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
  94157. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  94158. * @returns the current mesh
  94159. */
  94160. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  94161. /**
  94162. * Sets the mesh indices,
  94163. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  94164. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  94165. * @param totalVertices Defines the total number of vertices
  94166. * @returns the current mesh
  94167. */
  94168. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  94169. /**
  94170. * Gets a boolean indicating if specific vertex data is present
  94171. * @param kind defines the vertex data kind to use
  94172. * @returns true is data kind is present
  94173. */
  94174. isVerticesDataPresent(kind: string): boolean;
  94175. /**
  94176. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  94177. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  94178. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  94179. * @returns a BoundingInfo
  94180. */
  94181. getBoundingInfo(): BoundingInfo;
  94182. /**
  94183. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  94184. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  94185. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  94186. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  94187. * @returns the current mesh
  94188. */
  94189. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  94190. /**
  94191. * Overwrite the current bounding info
  94192. * @param boundingInfo defines the new bounding info
  94193. * @returns the current mesh
  94194. */
  94195. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  94196. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  94197. readonly useBones: boolean;
  94198. /** @hidden */
  94199. _preActivate(): void;
  94200. /** @hidden */
  94201. _preActivateForIntermediateRendering(renderId: number): void;
  94202. /** @hidden */
  94203. _activate(renderId: number, intermediateRendering: boolean): boolean;
  94204. /** @hidden */
  94205. _postActivate(): void;
  94206. /** @hidden */
  94207. _freeze(): void;
  94208. /** @hidden */
  94209. _unFreeze(): void;
  94210. /**
  94211. * Gets the current world matrix
  94212. * @returns a Matrix
  94213. */
  94214. getWorldMatrix(): Matrix;
  94215. /** @hidden */
  94216. _getWorldMatrixDeterminant(): number;
  94217. /**
  94218. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  94219. */
  94220. readonly isAnInstance: boolean;
  94221. /**
  94222. * Gets a boolean indicating if this mesh has instances
  94223. */
  94224. readonly hasInstances: boolean;
  94225. /**
  94226. * Perform relative position change from the point of view of behind the front of the mesh.
  94227. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94228. * Supports definition of mesh facing forward or backward
  94229. * @param amountRight defines the distance on the right axis
  94230. * @param amountUp defines the distance on the up axis
  94231. * @param amountForward defines the distance on the forward axis
  94232. * @returns the current mesh
  94233. */
  94234. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  94235. /**
  94236. * Calculate relative position change from the point of view of behind the front of the mesh.
  94237. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94238. * Supports definition of mesh facing forward or backward
  94239. * @param amountRight defines the distance on the right axis
  94240. * @param amountUp defines the distance on the up axis
  94241. * @param amountForward defines the distance on the forward axis
  94242. * @returns the new displacement vector
  94243. */
  94244. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  94245. /**
  94246. * Perform relative rotation change from the point of view of behind the front of the mesh.
  94247. * Supports definition of mesh facing forward or backward
  94248. * @param flipBack defines the flip
  94249. * @param twirlClockwise defines the twirl
  94250. * @param tiltRight defines the tilt
  94251. * @returns the current mesh
  94252. */
  94253. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  94254. /**
  94255. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  94256. * Supports definition of mesh facing forward or backward.
  94257. * @param flipBack defines the flip
  94258. * @param twirlClockwise defines the twirl
  94259. * @param tiltRight defines the tilt
  94260. * @returns the new rotation vector
  94261. */
  94262. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  94263. /**
  94264. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  94265. * This means the mesh underlying bounding box and sphere are recomputed.
  94266. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  94267. * @returns the current mesh
  94268. */
  94269. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  94270. /** @hidden */
  94271. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  94272. /** @hidden */
  94273. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  94274. /** @hidden */
  94275. _updateBoundingInfo(): AbstractMesh;
  94276. /** @hidden */
  94277. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  94278. /** @hidden */
  94279. protected _afterComputeWorldMatrix(): void;
  94280. /** @hidden */
  94281. readonly _effectiveMesh: AbstractMesh;
  94282. /**
  94283. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  94284. * A mesh is in the frustum if its bounding box intersects the frustum
  94285. * @param frustumPlanes defines the frustum to test
  94286. * @returns true if the mesh is in the frustum planes
  94287. */
  94288. isInFrustum(frustumPlanes: Plane[]): boolean;
  94289. /**
  94290. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  94291. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  94292. * @param frustumPlanes defines the frustum to test
  94293. * @returns true if the mesh is completely in the frustum planes
  94294. */
  94295. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  94296. /**
  94297. * True if the mesh intersects another mesh or a SolidParticle object
  94298. * @param mesh defines a target mesh or SolidParticle to test
  94299. * @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)
  94300. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  94301. * @returns true if there is an intersection
  94302. */
  94303. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  94304. /**
  94305. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  94306. * @param point defines the point to test
  94307. * @returns true if there is an intersection
  94308. */
  94309. intersectsPoint(point: Vector3): boolean;
  94310. /**
  94311. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  94312. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94313. */
  94314. checkCollisions: boolean;
  94315. /**
  94316. * Gets Collider object used to compute collisions (not physics)
  94317. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94318. */
  94319. readonly collider: Nullable<Collider>;
  94320. /**
  94321. * Move the mesh using collision engine
  94322. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94323. * @param displacement defines the requested displacement vector
  94324. * @returns the current mesh
  94325. */
  94326. moveWithCollisions(displacement: Vector3): AbstractMesh;
  94327. private _onCollisionPositionChange;
  94328. /** @hidden */
  94329. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  94330. /** @hidden */
  94331. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  94332. /** @hidden */
  94333. _checkCollision(collider: Collider): AbstractMesh;
  94334. /** @hidden */
  94335. _generatePointsArray(): boolean;
  94336. /**
  94337. * Checks if the passed Ray intersects with the mesh
  94338. * @param ray defines the ray to use
  94339. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  94340. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  94341. * @returns the picking info
  94342. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  94343. */
  94344. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  94345. /**
  94346. * Clones the current mesh
  94347. * @param name defines the mesh name
  94348. * @param newParent defines the new mesh parent
  94349. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  94350. * @returns the new mesh
  94351. */
  94352. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  94353. /**
  94354. * Disposes all the submeshes of the current meshnp
  94355. * @returns the current mesh
  94356. */
  94357. releaseSubMeshes(): AbstractMesh;
  94358. /**
  94359. * Releases resources associated with this abstract mesh.
  94360. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94361. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94362. */
  94363. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94364. /**
  94365. * Adds the passed mesh as a child to the current mesh
  94366. * @param mesh defines the child mesh
  94367. * @returns the current mesh
  94368. */
  94369. addChild(mesh: AbstractMesh): AbstractMesh;
  94370. /**
  94371. * Removes the passed mesh from the current mesh children list
  94372. * @param mesh defines the child mesh
  94373. * @returns the current mesh
  94374. */
  94375. removeChild(mesh: AbstractMesh): AbstractMesh;
  94376. /** @hidden */
  94377. private _initFacetData;
  94378. /**
  94379. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  94380. * This method can be called within the render loop.
  94381. * 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
  94382. * @returns the current mesh
  94383. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94384. */
  94385. updateFacetData(): AbstractMesh;
  94386. /**
  94387. * Returns the facetLocalNormals array.
  94388. * The normals are expressed in the mesh local spac
  94389. * @returns an array of Vector3
  94390. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94391. */
  94392. getFacetLocalNormals(): Vector3[];
  94393. /**
  94394. * Returns the facetLocalPositions array.
  94395. * The facet positions are expressed in the mesh local space
  94396. * @returns an array of Vector3
  94397. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94398. */
  94399. getFacetLocalPositions(): Vector3[];
  94400. /**
  94401. * Returns the facetLocalPartioning array
  94402. * @returns an array of array of numbers
  94403. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94404. */
  94405. getFacetLocalPartitioning(): number[][];
  94406. /**
  94407. * Returns the i-th facet position in the world system.
  94408. * This method allocates a new Vector3 per call
  94409. * @param i defines the facet index
  94410. * @returns a new Vector3
  94411. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94412. */
  94413. getFacetPosition(i: number): Vector3;
  94414. /**
  94415. * Sets the reference Vector3 with the i-th facet position in the world system
  94416. * @param i defines the facet index
  94417. * @param ref defines the target vector
  94418. * @returns the current mesh
  94419. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94420. */
  94421. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  94422. /**
  94423. * Returns the i-th facet normal in the world system.
  94424. * This method allocates a new Vector3 per call
  94425. * @param i defines the facet index
  94426. * @returns a new Vector3
  94427. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94428. */
  94429. getFacetNormal(i: number): Vector3;
  94430. /**
  94431. * Sets the reference Vector3 with the i-th facet normal in the world system
  94432. * @param i defines the facet index
  94433. * @param ref defines the target vector
  94434. * @returns the current mesh
  94435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94436. */
  94437. getFacetNormalToRef(i: number, ref: Vector3): this;
  94438. /**
  94439. * 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)
  94440. * @param x defines x coordinate
  94441. * @param y defines y coordinate
  94442. * @param z defines z coordinate
  94443. * @returns the array of facet indexes
  94444. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94445. */
  94446. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  94447. /**
  94448. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  94449. * @param projected sets as the (x,y,z) world projection on the facet
  94450. * @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
  94451. * @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
  94452. * @param x defines x coordinate
  94453. * @param y defines y coordinate
  94454. * @param z defines z coordinate
  94455. * @returns the face index if found (or null instead)
  94456. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94457. */
  94458. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94459. /**
  94460. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  94461. * @param projected sets as the (x,y,z) local projection on the facet
  94462. * @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
  94463. * @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
  94464. * @param x defines x coordinate
  94465. * @param y defines y coordinate
  94466. * @param z defines z coordinate
  94467. * @returns the face index if found (or null instead)
  94468. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94469. */
  94470. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94471. /**
  94472. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  94473. * @returns the parameters
  94474. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94475. */
  94476. getFacetDataParameters(): any;
  94477. /**
  94478. * Disables the feature FacetData and frees the related memory
  94479. * @returns the current mesh
  94480. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94481. */
  94482. disableFacetData(): AbstractMesh;
  94483. /**
  94484. * Updates the AbstractMesh indices array
  94485. * @param indices defines the data source
  94486. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  94487. * @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)
  94488. * @returns the current mesh
  94489. */
  94490. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  94491. /**
  94492. * Creates new normals data for the mesh
  94493. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  94494. * @returns the current mesh
  94495. */
  94496. createNormals(updatable: boolean): AbstractMesh;
  94497. /**
  94498. * Align the mesh with a normal
  94499. * @param normal defines the normal to use
  94500. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  94501. * @returns the current mesh
  94502. */
  94503. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  94504. /** @hidden */
  94505. _checkOcclusionQuery(): boolean;
  94506. /**
  94507. * Disables the mesh edge rendering mode
  94508. * @returns the currentAbstractMesh
  94509. */
  94510. disableEdgesRendering(): AbstractMesh;
  94511. /**
  94512. * Enables the edge rendering mode on the mesh.
  94513. * This mode makes the mesh edges visible
  94514. * @param epsilon defines the maximal distance between two angles to detect a face
  94515. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  94516. * @returns the currentAbstractMesh
  94517. * @see https://www.babylonjs-playground.com/#19O9TU#0
  94518. */
  94519. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  94520. }
  94521. }
  94522. declare module BABYLON {
  94523. /**
  94524. * Interface used to define ActionEvent
  94525. */
  94526. export interface IActionEvent {
  94527. /** The mesh or sprite that triggered the action */
  94528. source: any;
  94529. /** The X mouse cursor position at the time of the event */
  94530. pointerX: number;
  94531. /** The Y mouse cursor position at the time of the event */
  94532. pointerY: number;
  94533. /** The mesh that is currently pointed at (can be null) */
  94534. meshUnderPointer: Nullable<AbstractMesh>;
  94535. /** the original (browser) event that triggered the ActionEvent */
  94536. sourceEvent?: any;
  94537. /** additional data for the event */
  94538. additionalData?: any;
  94539. }
  94540. /**
  94541. * ActionEvent is the event being sent when an action is triggered.
  94542. */
  94543. export class ActionEvent implements IActionEvent {
  94544. /** The mesh or sprite that triggered the action */
  94545. source: any;
  94546. /** The X mouse cursor position at the time of the event */
  94547. pointerX: number;
  94548. /** The Y mouse cursor position at the time of the event */
  94549. pointerY: number;
  94550. /** The mesh that is currently pointed at (can be null) */
  94551. meshUnderPointer: Nullable<AbstractMesh>;
  94552. /** the original (browser) event that triggered the ActionEvent */
  94553. sourceEvent?: any;
  94554. /** additional data for the event */
  94555. additionalData?: any;
  94556. /**
  94557. * Creates a new ActionEvent
  94558. * @param source The mesh or sprite that triggered the action
  94559. * @param pointerX The X mouse cursor position at the time of the event
  94560. * @param pointerY The Y mouse cursor position at the time of the event
  94561. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  94562. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  94563. * @param additionalData additional data for the event
  94564. */
  94565. constructor(
  94566. /** The mesh or sprite that triggered the action */
  94567. source: any,
  94568. /** The X mouse cursor position at the time of the event */
  94569. pointerX: number,
  94570. /** The Y mouse cursor position at the time of the event */
  94571. pointerY: number,
  94572. /** The mesh that is currently pointed at (can be null) */
  94573. meshUnderPointer: Nullable<AbstractMesh>,
  94574. /** the original (browser) event that triggered the ActionEvent */
  94575. sourceEvent?: any,
  94576. /** additional data for the event */
  94577. additionalData?: any);
  94578. /**
  94579. * Helper function to auto-create an ActionEvent from a source mesh.
  94580. * @param source The source mesh that triggered the event
  94581. * @param evt The original (browser) event
  94582. * @param additionalData additional data for the event
  94583. * @returns the new ActionEvent
  94584. */
  94585. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  94586. /**
  94587. * Helper function to auto-create an ActionEvent from a source sprite
  94588. * @param source The source sprite that triggered the event
  94589. * @param scene Scene associated with the sprite
  94590. * @param evt The original (browser) event
  94591. * @param additionalData additional data for the event
  94592. * @returns the new ActionEvent
  94593. */
  94594. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  94595. /**
  94596. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  94597. * @param scene the scene where the event occurred
  94598. * @param evt The original (browser) event
  94599. * @returns the new ActionEvent
  94600. */
  94601. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  94602. /**
  94603. * Helper function to auto-create an ActionEvent from a primitive
  94604. * @param prim defines the target primitive
  94605. * @param pointerPos defines the pointer position
  94606. * @param evt The original (browser) event
  94607. * @param additionalData additional data for the event
  94608. * @returns the new ActionEvent
  94609. */
  94610. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  94611. }
  94612. }
  94613. declare module BABYLON {
  94614. /**
  94615. * Abstract class used to decouple action Manager from scene and meshes.
  94616. * Do not instantiate.
  94617. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94618. */
  94619. export abstract class AbstractActionManager implements IDisposable {
  94620. /** Gets the list of active triggers */
  94621. static Triggers: {
  94622. [key: string]: number;
  94623. };
  94624. /** Gets the cursor to use when hovering items */
  94625. hoverCursor: string;
  94626. /** Gets the list of actions */
  94627. actions: IAction[];
  94628. /**
  94629. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  94630. */
  94631. isRecursive: boolean;
  94632. /**
  94633. * Releases all associated resources
  94634. */
  94635. abstract dispose(): void;
  94636. /**
  94637. * Does this action manager has pointer triggers
  94638. */
  94639. abstract readonly hasPointerTriggers: boolean;
  94640. /**
  94641. * Does this action manager has pick triggers
  94642. */
  94643. abstract readonly hasPickTriggers: boolean;
  94644. /**
  94645. * Process a specific trigger
  94646. * @param trigger defines the trigger to process
  94647. * @param evt defines the event details to be processed
  94648. */
  94649. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  94650. /**
  94651. * Does this action manager handles actions of any of the given triggers
  94652. * @param triggers defines the triggers to be tested
  94653. * @return a boolean indicating whether one (or more) of the triggers is handled
  94654. */
  94655. abstract hasSpecificTriggers(triggers: number[]): boolean;
  94656. /**
  94657. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  94658. * speed.
  94659. * @param triggerA defines the trigger to be tested
  94660. * @param triggerB defines the trigger to be tested
  94661. * @return a boolean indicating whether one (or more) of the triggers is handled
  94662. */
  94663. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  94664. /**
  94665. * Does this action manager handles actions of a given trigger
  94666. * @param trigger defines the trigger to be tested
  94667. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  94668. * @return whether the trigger is handled
  94669. */
  94670. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  94671. /**
  94672. * Serialize this manager to a JSON object
  94673. * @param name defines the property name to store this manager
  94674. * @returns a JSON representation of this manager
  94675. */
  94676. abstract serialize(name: string): any;
  94677. /**
  94678. * Registers an action to this action manager
  94679. * @param action defines the action to be registered
  94680. * @return the action amended (prepared) after registration
  94681. */
  94682. abstract registerAction(action: IAction): Nullable<IAction>;
  94683. /**
  94684. * Unregisters an action to this action manager
  94685. * @param action defines the action to be unregistered
  94686. * @return a boolean indicating whether the action has been unregistered
  94687. */
  94688. abstract unregisterAction(action: IAction): Boolean;
  94689. /**
  94690. * Does exist one action manager with at least one trigger
  94691. **/
  94692. static readonly HasTriggers: boolean;
  94693. /**
  94694. * Does exist one action manager with at least one pick trigger
  94695. **/
  94696. static readonly HasPickTriggers: boolean;
  94697. /**
  94698. * Does exist one action manager that handles actions of a given trigger
  94699. * @param trigger defines the trigger to be tested
  94700. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  94701. **/
  94702. static HasSpecificTrigger(trigger: number): boolean;
  94703. }
  94704. }
  94705. declare module BABYLON {
  94706. /**
  94707. * Defines how a node can be built from a string name.
  94708. */
  94709. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  94710. /**
  94711. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  94712. */
  94713. export class Node implements IBehaviorAware<Node> {
  94714. /** @hidden */
  94715. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  94716. private static _NodeConstructors;
  94717. /**
  94718. * Add a new node constructor
  94719. * @param type defines the type name of the node to construct
  94720. * @param constructorFunc defines the constructor function
  94721. */
  94722. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  94723. /**
  94724. * Returns a node constructor based on type name
  94725. * @param type defines the type name
  94726. * @param name defines the new node name
  94727. * @param scene defines the hosting scene
  94728. * @param options defines optional options to transmit to constructors
  94729. * @returns the new constructor or null
  94730. */
  94731. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  94732. /**
  94733. * Gets or sets the name of the node
  94734. */
  94735. name: string;
  94736. /**
  94737. * Gets or sets the id of the node
  94738. */
  94739. id: string;
  94740. /**
  94741. * Gets or sets the unique id of the node
  94742. */
  94743. uniqueId: number;
  94744. /**
  94745. * Gets or sets a string used to store user defined state for the node
  94746. */
  94747. state: string;
  94748. /**
  94749. * Gets or sets an object used to store user defined information for the node
  94750. */
  94751. metadata: any;
  94752. /**
  94753. * For internal use only. Please do not use.
  94754. */
  94755. reservedDataStore: any;
  94756. /**
  94757. * List of inspectable custom properties (used by the Inspector)
  94758. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  94759. */
  94760. inspectableCustomProperties: IInspectable[];
  94761. private _doNotSerialize;
  94762. /**
  94763. * Gets or sets a boolean used to define if the node must be serialized
  94764. */
  94765. doNotSerialize: boolean;
  94766. /** @hidden */
  94767. _isDisposed: boolean;
  94768. /**
  94769. * Gets a list of Animations associated with the node
  94770. */
  94771. animations: Animation[];
  94772. protected _ranges: {
  94773. [name: string]: Nullable<AnimationRange>;
  94774. };
  94775. /**
  94776. * Callback raised when the node is ready to be used
  94777. */
  94778. onReady: Nullable<(node: Node) => void>;
  94779. private _isEnabled;
  94780. private _isParentEnabled;
  94781. private _isReady;
  94782. /** @hidden */
  94783. _currentRenderId: number;
  94784. private _parentUpdateId;
  94785. /** @hidden */
  94786. _childUpdateId: number;
  94787. /** @hidden */
  94788. _waitingParentId: Nullable<string>;
  94789. /** @hidden */
  94790. _scene: Scene;
  94791. /** @hidden */
  94792. _cache: any;
  94793. private _parentNode;
  94794. private _children;
  94795. /** @hidden */
  94796. _worldMatrix: Matrix;
  94797. /** @hidden */
  94798. _worldMatrixDeterminant: number;
  94799. /** @hidden */
  94800. _worldMatrixDeterminantIsDirty: boolean;
  94801. /** @hidden */
  94802. private _sceneRootNodesIndex;
  94803. /**
  94804. * Gets a boolean indicating if the node has been disposed
  94805. * @returns true if the node was disposed
  94806. */
  94807. isDisposed(): boolean;
  94808. /**
  94809. * Gets or sets the parent of the node (without keeping the current position in the scene)
  94810. * @see https://doc.babylonjs.com/how_to/parenting
  94811. */
  94812. parent: Nullable<Node>;
  94813. /** @hidden */
  94814. _addToSceneRootNodes(): void;
  94815. /** @hidden */
  94816. _removeFromSceneRootNodes(): void;
  94817. private _animationPropertiesOverride;
  94818. /**
  94819. * Gets or sets the animation properties override
  94820. */
  94821. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  94822. /**
  94823. * Gets a string idenfifying the name of the class
  94824. * @returns "Node" string
  94825. */
  94826. getClassName(): string;
  94827. /** @hidden */
  94828. readonly _isNode: boolean;
  94829. /**
  94830. * An event triggered when the mesh is disposed
  94831. */
  94832. onDisposeObservable: Observable<Node>;
  94833. private _onDisposeObserver;
  94834. /**
  94835. * Sets a callback that will be raised when the node will be disposed
  94836. */
  94837. onDispose: () => void;
  94838. /**
  94839. * Creates a new Node
  94840. * @param name the name and id to be given to this node
  94841. * @param scene the scene this node will be added to
  94842. */
  94843. constructor(name: string, scene?: Nullable<Scene>);
  94844. /**
  94845. * Gets the scene of the node
  94846. * @returns a scene
  94847. */
  94848. getScene(): Scene;
  94849. /**
  94850. * Gets the engine of the node
  94851. * @returns a Engine
  94852. */
  94853. getEngine(): Engine;
  94854. private _behaviors;
  94855. /**
  94856. * Attach a behavior to the node
  94857. * @see http://doc.babylonjs.com/features/behaviour
  94858. * @param behavior defines the behavior to attach
  94859. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  94860. * @returns the current Node
  94861. */
  94862. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  94863. /**
  94864. * Remove an attached behavior
  94865. * @see http://doc.babylonjs.com/features/behaviour
  94866. * @param behavior defines the behavior to attach
  94867. * @returns the current Node
  94868. */
  94869. removeBehavior(behavior: Behavior<Node>): Node;
  94870. /**
  94871. * Gets the list of attached behaviors
  94872. * @see http://doc.babylonjs.com/features/behaviour
  94873. */
  94874. readonly behaviors: Behavior<Node>[];
  94875. /**
  94876. * Gets an attached behavior by name
  94877. * @param name defines the name of the behavior to look for
  94878. * @see http://doc.babylonjs.com/features/behaviour
  94879. * @returns null if behavior was not found else the requested behavior
  94880. */
  94881. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  94882. /**
  94883. * Returns the latest update of the World matrix
  94884. * @returns a Matrix
  94885. */
  94886. getWorldMatrix(): Matrix;
  94887. /** @hidden */
  94888. _getWorldMatrixDeterminant(): number;
  94889. /**
  94890. * Returns directly the latest state of the mesh World matrix.
  94891. * A Matrix is returned.
  94892. */
  94893. readonly worldMatrixFromCache: Matrix;
  94894. /** @hidden */
  94895. _initCache(): void;
  94896. /** @hidden */
  94897. updateCache(force?: boolean): void;
  94898. /** @hidden */
  94899. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94900. /** @hidden */
  94901. _updateCache(ignoreParentClass?: boolean): void;
  94902. /** @hidden */
  94903. _isSynchronized(): boolean;
  94904. /** @hidden */
  94905. _markSyncedWithParent(): void;
  94906. /** @hidden */
  94907. isSynchronizedWithParent(): boolean;
  94908. /** @hidden */
  94909. isSynchronized(): boolean;
  94910. /**
  94911. * Is this node ready to be used/rendered
  94912. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  94913. * @return true if the node is ready
  94914. */
  94915. isReady(completeCheck?: boolean): boolean;
  94916. /**
  94917. * Is this node enabled?
  94918. * 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
  94919. * @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
  94920. * @return whether this node (and its parent) is enabled
  94921. */
  94922. isEnabled(checkAncestors?: boolean): boolean;
  94923. /** @hidden */
  94924. protected _syncParentEnabledState(): void;
  94925. /**
  94926. * Set the enabled state of this node
  94927. * @param value defines the new enabled state
  94928. */
  94929. setEnabled(value: boolean): void;
  94930. /**
  94931. * Is this node a descendant of the given node?
  94932. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  94933. * @param ancestor defines the parent node to inspect
  94934. * @returns a boolean indicating if this node is a descendant of the given node
  94935. */
  94936. isDescendantOf(ancestor: Node): boolean;
  94937. /** @hidden */
  94938. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  94939. /**
  94940. * Will return all nodes that have this node as ascendant
  94941. * @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
  94942. * @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
  94943. * @return all children nodes of all types
  94944. */
  94945. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  94946. /**
  94947. * Get all child-meshes of this node
  94948. * @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)
  94949. * @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
  94950. * @returns an array of AbstractMesh
  94951. */
  94952. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  94953. /**
  94954. * Get all direct children of this node
  94955. * @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
  94956. * @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)
  94957. * @returns an array of Node
  94958. */
  94959. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  94960. /** @hidden */
  94961. _setReady(state: boolean): void;
  94962. /**
  94963. * Get an animation by name
  94964. * @param name defines the name of the animation to look for
  94965. * @returns null if not found else the requested animation
  94966. */
  94967. getAnimationByName(name: string): Nullable<Animation>;
  94968. /**
  94969. * Creates an animation range for this node
  94970. * @param name defines the name of the range
  94971. * @param from defines the starting key
  94972. * @param to defines the end key
  94973. */
  94974. createAnimationRange(name: string, from: number, to: number): void;
  94975. /**
  94976. * Delete a specific animation range
  94977. * @param name defines the name of the range to delete
  94978. * @param deleteFrames defines if animation frames from the range must be deleted as well
  94979. */
  94980. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  94981. /**
  94982. * Get an animation range by name
  94983. * @param name defines the name of the animation range to look for
  94984. * @returns null if not found else the requested animation range
  94985. */
  94986. getAnimationRange(name: string): Nullable<AnimationRange>;
  94987. /**
  94988. * Gets the list of all animation ranges defined on this node
  94989. * @returns an array
  94990. */
  94991. getAnimationRanges(): Nullable<AnimationRange>[];
  94992. /**
  94993. * Will start the animation sequence
  94994. * @param name defines the range frames for animation sequence
  94995. * @param loop defines if the animation should loop (false by default)
  94996. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  94997. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  94998. * @returns the object created for this animation. If range does not exist, it will return null
  94999. */
  95000. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  95001. /**
  95002. * Serialize animation ranges into a JSON compatible object
  95003. * @returns serialization object
  95004. */
  95005. serializeAnimationRanges(): any;
  95006. /**
  95007. * Computes the world matrix of the node
  95008. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  95009. * @returns the world matrix
  95010. */
  95011. computeWorldMatrix(force?: boolean): Matrix;
  95012. /**
  95013. * Releases resources associated with this node.
  95014. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95015. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95016. */
  95017. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95018. /**
  95019. * Parse animation range data from a serialization object and store them into a given node
  95020. * @param node defines where to store the animation ranges
  95021. * @param parsedNode defines the serialization object to read data from
  95022. * @param scene defines the hosting scene
  95023. */
  95024. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  95025. /**
  95026. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  95027. * @param includeDescendants Include bounding info from descendants as well (true by default)
  95028. * @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
  95029. * @returns the new bounding vectors
  95030. */
  95031. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  95032. min: Vector3;
  95033. max: Vector3;
  95034. };
  95035. }
  95036. }
  95037. declare module BABYLON {
  95038. /**
  95039. * @hidden
  95040. */
  95041. export class _IAnimationState {
  95042. key: number;
  95043. repeatCount: number;
  95044. workValue?: any;
  95045. loopMode?: number;
  95046. offsetValue?: any;
  95047. highLimitValue?: any;
  95048. }
  95049. /**
  95050. * Class used to store any kind of animation
  95051. */
  95052. export class Animation {
  95053. /**Name of the animation */
  95054. name: string;
  95055. /**Property to animate */
  95056. targetProperty: string;
  95057. /**The frames per second of the animation */
  95058. framePerSecond: number;
  95059. /**The data type of the animation */
  95060. dataType: number;
  95061. /**The loop mode of the animation */
  95062. loopMode?: number | undefined;
  95063. /**Specifies if blending should be enabled */
  95064. enableBlending?: boolean | undefined;
  95065. /**
  95066. * Use matrix interpolation instead of using direct key value when animating matrices
  95067. */
  95068. static AllowMatricesInterpolation: boolean;
  95069. /**
  95070. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  95071. */
  95072. static AllowMatrixDecomposeForInterpolation: boolean;
  95073. /**
  95074. * Stores the key frames of the animation
  95075. */
  95076. private _keys;
  95077. /**
  95078. * Stores the easing function of the animation
  95079. */
  95080. private _easingFunction;
  95081. /**
  95082. * @hidden Internal use only
  95083. */
  95084. _runtimeAnimations: RuntimeAnimation[];
  95085. /**
  95086. * The set of event that will be linked to this animation
  95087. */
  95088. private _events;
  95089. /**
  95090. * Stores an array of target property paths
  95091. */
  95092. targetPropertyPath: string[];
  95093. /**
  95094. * Stores the blending speed of the animation
  95095. */
  95096. blendingSpeed: number;
  95097. /**
  95098. * Stores the animation ranges for the animation
  95099. */
  95100. private _ranges;
  95101. /**
  95102. * @hidden Internal use
  95103. */
  95104. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  95105. /**
  95106. * Sets up an animation
  95107. * @param property The property to animate
  95108. * @param animationType The animation type to apply
  95109. * @param framePerSecond The frames per second of the animation
  95110. * @param easingFunction The easing function used in the animation
  95111. * @returns The created animation
  95112. */
  95113. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  95114. /**
  95115. * Create and start an animation on a node
  95116. * @param name defines the name of the global animation that will be run on all nodes
  95117. * @param node defines the root node where the animation will take place
  95118. * @param targetProperty defines property to animate
  95119. * @param framePerSecond defines the number of frame per second yo use
  95120. * @param totalFrame defines the number of frames in total
  95121. * @param from defines the initial value
  95122. * @param to defines the final value
  95123. * @param loopMode defines which loop mode you want to use (off by default)
  95124. * @param easingFunction defines the easing function to use (linear by default)
  95125. * @param onAnimationEnd defines the callback to call when animation end
  95126. * @returns the animatable created for this animation
  95127. */
  95128. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95129. /**
  95130. * Create and start an animation on a node and its descendants
  95131. * @param name defines the name of the global animation that will be run on all nodes
  95132. * @param node defines the root node where the animation will take place
  95133. * @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
  95134. * @param targetProperty defines property to animate
  95135. * @param framePerSecond defines the number of frame per second to use
  95136. * @param totalFrame defines the number of frames in total
  95137. * @param from defines the initial value
  95138. * @param to defines the final value
  95139. * @param loopMode defines which loop mode you want to use (off by default)
  95140. * @param easingFunction defines the easing function to use (linear by default)
  95141. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  95142. * @returns the list of animatables created for all nodes
  95143. * @example https://www.babylonjs-playground.com/#MH0VLI
  95144. */
  95145. 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[]>;
  95146. /**
  95147. * Creates a new animation, merges it with the existing animations and starts it
  95148. * @param name Name of the animation
  95149. * @param node Node which contains the scene that begins the animations
  95150. * @param targetProperty Specifies which property to animate
  95151. * @param framePerSecond The frames per second of the animation
  95152. * @param totalFrame The total number of frames
  95153. * @param from The frame at the beginning of the animation
  95154. * @param to The frame at the end of the animation
  95155. * @param loopMode Specifies the loop mode of the animation
  95156. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  95157. * @param onAnimationEnd Callback to run once the animation is complete
  95158. * @returns Nullable animation
  95159. */
  95160. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95161. /**
  95162. * Transition property of an host to the target Value
  95163. * @param property The property to transition
  95164. * @param targetValue The target Value of the property
  95165. * @param host The object where the property to animate belongs
  95166. * @param scene Scene used to run the animation
  95167. * @param frameRate Framerate (in frame/s) to use
  95168. * @param transition The transition type we want to use
  95169. * @param duration The duration of the animation, in milliseconds
  95170. * @param onAnimationEnd Callback trigger at the end of the animation
  95171. * @returns Nullable animation
  95172. */
  95173. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  95174. /**
  95175. * Return the array of runtime animations currently using this animation
  95176. */
  95177. readonly runtimeAnimations: RuntimeAnimation[];
  95178. /**
  95179. * Specifies if any of the runtime animations are currently running
  95180. */
  95181. readonly hasRunningRuntimeAnimations: boolean;
  95182. /**
  95183. * Initializes the animation
  95184. * @param name Name of the animation
  95185. * @param targetProperty Property to animate
  95186. * @param framePerSecond The frames per second of the animation
  95187. * @param dataType The data type of the animation
  95188. * @param loopMode The loop mode of the animation
  95189. * @param enableBlending Specifies if blending should be enabled
  95190. */
  95191. constructor(
  95192. /**Name of the animation */
  95193. name: string,
  95194. /**Property to animate */
  95195. targetProperty: string,
  95196. /**The frames per second of the animation */
  95197. framePerSecond: number,
  95198. /**The data type of the animation */
  95199. dataType: number,
  95200. /**The loop mode of the animation */
  95201. loopMode?: number | undefined,
  95202. /**Specifies if blending should be enabled */
  95203. enableBlending?: boolean | undefined);
  95204. /**
  95205. * Converts the animation to a string
  95206. * @param fullDetails support for multiple levels of logging within scene loading
  95207. * @returns String form of the animation
  95208. */
  95209. toString(fullDetails?: boolean): string;
  95210. /**
  95211. * Add an event to this animation
  95212. * @param event Event to add
  95213. */
  95214. addEvent(event: AnimationEvent): void;
  95215. /**
  95216. * Remove all events found at the given frame
  95217. * @param frame The frame to remove events from
  95218. */
  95219. removeEvents(frame: number): void;
  95220. /**
  95221. * Retrieves all the events from the animation
  95222. * @returns Events from the animation
  95223. */
  95224. getEvents(): AnimationEvent[];
  95225. /**
  95226. * Creates an animation range
  95227. * @param name Name of the animation range
  95228. * @param from Starting frame of the animation range
  95229. * @param to Ending frame of the animation
  95230. */
  95231. createRange(name: string, from: number, to: number): void;
  95232. /**
  95233. * Deletes an animation range by name
  95234. * @param name Name of the animation range to delete
  95235. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  95236. */
  95237. deleteRange(name: string, deleteFrames?: boolean): void;
  95238. /**
  95239. * Gets the animation range by name, or null if not defined
  95240. * @param name Name of the animation range
  95241. * @returns Nullable animation range
  95242. */
  95243. getRange(name: string): Nullable<AnimationRange>;
  95244. /**
  95245. * Gets the key frames from the animation
  95246. * @returns The key frames of the animation
  95247. */
  95248. getKeys(): Array<IAnimationKey>;
  95249. /**
  95250. * Gets the highest frame rate of the animation
  95251. * @returns Highest frame rate of the animation
  95252. */
  95253. getHighestFrame(): number;
  95254. /**
  95255. * Gets the easing function of the animation
  95256. * @returns Easing function of the animation
  95257. */
  95258. getEasingFunction(): IEasingFunction;
  95259. /**
  95260. * Sets the easing function of the animation
  95261. * @param easingFunction A custom mathematical formula for animation
  95262. */
  95263. setEasingFunction(easingFunction: EasingFunction): void;
  95264. /**
  95265. * Interpolates a scalar linearly
  95266. * @param startValue Start value of the animation curve
  95267. * @param endValue End value of the animation curve
  95268. * @param gradient Scalar amount to interpolate
  95269. * @returns Interpolated scalar value
  95270. */
  95271. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  95272. /**
  95273. * Interpolates a scalar cubically
  95274. * @param startValue Start value of the animation curve
  95275. * @param outTangent End tangent of the animation
  95276. * @param endValue End value of the animation curve
  95277. * @param inTangent Start tangent of the animation curve
  95278. * @param gradient Scalar amount to interpolate
  95279. * @returns Interpolated scalar value
  95280. */
  95281. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  95282. /**
  95283. * Interpolates a quaternion using a spherical linear interpolation
  95284. * @param startValue Start value of the animation curve
  95285. * @param endValue End value of the animation curve
  95286. * @param gradient Scalar amount to interpolate
  95287. * @returns Interpolated quaternion value
  95288. */
  95289. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  95290. /**
  95291. * Interpolates a quaternion cubically
  95292. * @param startValue Start value of the animation curve
  95293. * @param outTangent End tangent of the animation curve
  95294. * @param endValue End value of the animation curve
  95295. * @param inTangent Start tangent of the animation curve
  95296. * @param gradient Scalar amount to interpolate
  95297. * @returns Interpolated quaternion value
  95298. */
  95299. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  95300. /**
  95301. * Interpolates a Vector3 linearl
  95302. * @param startValue Start value of the animation curve
  95303. * @param endValue End value of the animation curve
  95304. * @param gradient Scalar amount to interpolate
  95305. * @returns Interpolated scalar value
  95306. */
  95307. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  95308. /**
  95309. * Interpolates a Vector3 cubically
  95310. * @param startValue Start value of the animation curve
  95311. * @param outTangent End tangent of the animation
  95312. * @param endValue End value of the animation curve
  95313. * @param inTangent Start tangent of the animation curve
  95314. * @param gradient Scalar amount to interpolate
  95315. * @returns InterpolatedVector3 value
  95316. */
  95317. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  95318. /**
  95319. * Interpolates a Vector2 linearly
  95320. * @param startValue Start value of the animation curve
  95321. * @param endValue End value of the animation curve
  95322. * @param gradient Scalar amount to interpolate
  95323. * @returns Interpolated Vector2 value
  95324. */
  95325. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  95326. /**
  95327. * Interpolates a Vector2 cubically
  95328. * @param startValue Start value of the animation curve
  95329. * @param outTangent End tangent of the animation
  95330. * @param endValue End value of the animation curve
  95331. * @param inTangent Start tangent of the animation curve
  95332. * @param gradient Scalar amount to interpolate
  95333. * @returns Interpolated Vector2 value
  95334. */
  95335. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  95336. /**
  95337. * Interpolates a size linearly
  95338. * @param startValue Start value of the animation curve
  95339. * @param endValue End value of the animation curve
  95340. * @param gradient Scalar amount to interpolate
  95341. * @returns Interpolated Size value
  95342. */
  95343. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  95344. /**
  95345. * Interpolates a Color3 linearly
  95346. * @param startValue Start value of the animation curve
  95347. * @param endValue End value of the animation curve
  95348. * @param gradient Scalar amount to interpolate
  95349. * @returns Interpolated Color3 value
  95350. */
  95351. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  95352. /**
  95353. * Interpolates a Color4 linearly
  95354. * @param startValue Start value of the animation curve
  95355. * @param endValue End value of the animation curve
  95356. * @param gradient Scalar amount to interpolate
  95357. * @returns Interpolated Color3 value
  95358. */
  95359. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  95360. /**
  95361. * @hidden Internal use only
  95362. */
  95363. _getKeyValue(value: any): any;
  95364. /**
  95365. * @hidden Internal use only
  95366. */
  95367. _interpolate(currentFrame: number, state: _IAnimationState): any;
  95368. /**
  95369. * Defines the function to use to interpolate matrices
  95370. * @param startValue defines the start matrix
  95371. * @param endValue defines the end matrix
  95372. * @param gradient defines the gradient between both matrices
  95373. * @param result defines an optional target matrix where to store the interpolation
  95374. * @returns the interpolated matrix
  95375. */
  95376. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  95377. /**
  95378. * Makes a copy of the animation
  95379. * @returns Cloned animation
  95380. */
  95381. clone(): Animation;
  95382. /**
  95383. * Sets the key frames of the animation
  95384. * @param values The animation key frames to set
  95385. */
  95386. setKeys(values: Array<IAnimationKey>): void;
  95387. /**
  95388. * Serializes the animation to an object
  95389. * @returns Serialized object
  95390. */
  95391. serialize(): any;
  95392. /**
  95393. * Float animation type
  95394. */
  95395. static readonly ANIMATIONTYPE_FLOAT: number;
  95396. /**
  95397. * Vector3 animation type
  95398. */
  95399. static readonly ANIMATIONTYPE_VECTOR3: number;
  95400. /**
  95401. * Quaternion animation type
  95402. */
  95403. static readonly ANIMATIONTYPE_QUATERNION: number;
  95404. /**
  95405. * Matrix animation type
  95406. */
  95407. static readonly ANIMATIONTYPE_MATRIX: number;
  95408. /**
  95409. * Color3 animation type
  95410. */
  95411. static readonly ANIMATIONTYPE_COLOR3: number;
  95412. /**
  95413. * Color3 animation type
  95414. */
  95415. static readonly ANIMATIONTYPE_COLOR4: number;
  95416. /**
  95417. * Vector2 animation type
  95418. */
  95419. static readonly ANIMATIONTYPE_VECTOR2: number;
  95420. /**
  95421. * Size animation type
  95422. */
  95423. static readonly ANIMATIONTYPE_SIZE: number;
  95424. /**
  95425. * Relative Loop Mode
  95426. */
  95427. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  95428. /**
  95429. * Cycle Loop Mode
  95430. */
  95431. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  95432. /**
  95433. * Constant Loop Mode
  95434. */
  95435. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  95436. /** @hidden */
  95437. static _UniversalLerp(left: any, right: any, amount: number): any;
  95438. /**
  95439. * Parses an animation object and creates an animation
  95440. * @param parsedAnimation Parsed animation object
  95441. * @returns Animation object
  95442. */
  95443. static Parse(parsedAnimation: any): Animation;
  95444. /**
  95445. * Appends the serialized animations from the source animations
  95446. * @param source Source containing the animations
  95447. * @param destination Target to store the animations
  95448. */
  95449. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95450. }
  95451. }
  95452. declare module BABYLON {
  95453. /**
  95454. * Interface containing an array of animations
  95455. */
  95456. export interface IAnimatable {
  95457. /**
  95458. * Array of animations
  95459. */
  95460. animations: Nullable<Array<Animation>>;
  95461. }
  95462. }
  95463. declare module BABYLON {
  95464. /**
  95465. * This represents all the required information to add a fresnel effect on a material:
  95466. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  95467. */
  95468. export class FresnelParameters {
  95469. private _isEnabled;
  95470. /**
  95471. * Define if the fresnel effect is enable or not.
  95472. */
  95473. isEnabled: boolean;
  95474. /**
  95475. * Define the color used on edges (grazing angle)
  95476. */
  95477. leftColor: Color3;
  95478. /**
  95479. * Define the color used on center
  95480. */
  95481. rightColor: Color3;
  95482. /**
  95483. * Define bias applied to computed fresnel term
  95484. */
  95485. bias: number;
  95486. /**
  95487. * Defined the power exponent applied to fresnel term
  95488. */
  95489. power: number;
  95490. /**
  95491. * Clones the current fresnel and its valuues
  95492. * @returns a clone fresnel configuration
  95493. */
  95494. clone(): FresnelParameters;
  95495. /**
  95496. * Serializes the current fresnel parameters to a JSON representation.
  95497. * @return the JSON serialization
  95498. */
  95499. serialize(): any;
  95500. /**
  95501. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  95502. * @param parsedFresnelParameters Define the JSON representation
  95503. * @returns the parsed parameters
  95504. */
  95505. static Parse(parsedFresnelParameters: any): FresnelParameters;
  95506. }
  95507. }
  95508. declare module BABYLON {
  95509. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  95510. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95511. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95512. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95513. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95514. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95515. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95516. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95517. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95518. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95519. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95520. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95521. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95522. /**
  95523. * Decorator used to define property that can be serialized as reference to a camera
  95524. * @param sourceName defines the name of the property to decorate
  95525. */
  95526. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95527. /**
  95528. * Class used to help serialization objects
  95529. */
  95530. export class SerializationHelper {
  95531. /** @hidden */
  95532. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  95533. /** @hidden */
  95534. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  95535. /** @hidden */
  95536. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  95537. /** @hidden */
  95538. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  95539. /**
  95540. * Appends the serialized animations from the source animations
  95541. * @param source Source containing the animations
  95542. * @param destination Target to store the animations
  95543. */
  95544. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95545. /**
  95546. * Static function used to serialized a specific entity
  95547. * @param entity defines the entity to serialize
  95548. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  95549. * @returns a JSON compatible object representing the serialization of the entity
  95550. */
  95551. static Serialize<T>(entity: T, serializationObject?: any): any;
  95552. /**
  95553. * Creates a new entity from a serialization data object
  95554. * @param creationFunction defines a function used to instanciated the new entity
  95555. * @param source defines the source serialization data
  95556. * @param scene defines the hosting scene
  95557. * @param rootUrl defines the root url for resources
  95558. * @returns a new entity
  95559. */
  95560. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  95561. /**
  95562. * Clones an object
  95563. * @param creationFunction defines the function used to instanciate the new object
  95564. * @param source defines the source object
  95565. * @returns the cloned object
  95566. */
  95567. static Clone<T>(creationFunction: () => T, source: T): T;
  95568. /**
  95569. * Instanciates a new object based on a source one (some data will be shared between both object)
  95570. * @param creationFunction defines the function used to instanciate the new object
  95571. * @param source defines the source object
  95572. * @returns the new object
  95573. */
  95574. static Instanciate<T>(creationFunction: () => T, source: T): T;
  95575. }
  95576. }
  95577. declare module BABYLON {
  95578. /**
  95579. * Class used to manipulate GUIDs
  95580. */
  95581. export class GUID {
  95582. /**
  95583. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95584. * Be aware Math.random() could cause collisions, but:
  95585. * "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"
  95586. * @returns a pseudo random id
  95587. */
  95588. static RandomId(): string;
  95589. }
  95590. }
  95591. declare module BABYLON {
  95592. /**
  95593. * Base class of all the textures in babylon.
  95594. * It groups all the common properties the materials, post process, lights... might need
  95595. * in order to make a correct use of the texture.
  95596. */
  95597. export class BaseTexture implements IAnimatable {
  95598. /**
  95599. * Default anisotropic filtering level for the application.
  95600. * It is set to 4 as a good tradeoff between perf and quality.
  95601. */
  95602. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  95603. /**
  95604. * Gets or sets the unique id of the texture
  95605. */
  95606. uniqueId: number;
  95607. /**
  95608. * Define the name of the texture.
  95609. */
  95610. name: string;
  95611. /**
  95612. * Gets or sets an object used to store user defined information.
  95613. */
  95614. metadata: any;
  95615. /**
  95616. * For internal use only. Please do not use.
  95617. */
  95618. reservedDataStore: any;
  95619. private _hasAlpha;
  95620. /**
  95621. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  95622. */
  95623. hasAlpha: boolean;
  95624. /**
  95625. * Defines if the alpha value should be determined via the rgb values.
  95626. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  95627. */
  95628. getAlphaFromRGB: boolean;
  95629. /**
  95630. * Intensity or strength of the texture.
  95631. * It is commonly used by materials to fine tune the intensity of the texture
  95632. */
  95633. level: number;
  95634. /**
  95635. * Define the UV chanel to use starting from 0 and defaulting to 0.
  95636. * This is part of the texture as textures usually maps to one uv set.
  95637. */
  95638. coordinatesIndex: number;
  95639. private _coordinatesMode;
  95640. /**
  95641. * How a texture is mapped.
  95642. *
  95643. * | Value | Type | Description |
  95644. * | ----- | ----------------------------------- | ----------- |
  95645. * | 0 | EXPLICIT_MODE | |
  95646. * | 1 | SPHERICAL_MODE | |
  95647. * | 2 | PLANAR_MODE | |
  95648. * | 3 | CUBIC_MODE | |
  95649. * | 4 | PROJECTION_MODE | |
  95650. * | 5 | SKYBOX_MODE | |
  95651. * | 6 | INVCUBIC_MODE | |
  95652. * | 7 | EQUIRECTANGULAR_MODE | |
  95653. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  95654. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  95655. */
  95656. coordinatesMode: number;
  95657. /**
  95658. * | Value | Type | Description |
  95659. * | ----- | ------------------ | ----------- |
  95660. * | 0 | CLAMP_ADDRESSMODE | |
  95661. * | 1 | WRAP_ADDRESSMODE | |
  95662. * | 2 | MIRROR_ADDRESSMODE | |
  95663. */
  95664. wrapU: number;
  95665. /**
  95666. * | Value | Type | Description |
  95667. * | ----- | ------------------ | ----------- |
  95668. * | 0 | CLAMP_ADDRESSMODE | |
  95669. * | 1 | WRAP_ADDRESSMODE | |
  95670. * | 2 | MIRROR_ADDRESSMODE | |
  95671. */
  95672. wrapV: number;
  95673. /**
  95674. * | Value | Type | Description |
  95675. * | ----- | ------------------ | ----------- |
  95676. * | 0 | CLAMP_ADDRESSMODE | |
  95677. * | 1 | WRAP_ADDRESSMODE | |
  95678. * | 2 | MIRROR_ADDRESSMODE | |
  95679. */
  95680. wrapR: number;
  95681. /**
  95682. * With compliant hardware and browser (supporting anisotropic filtering)
  95683. * this defines the level of anisotropic filtering in the texture.
  95684. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  95685. */
  95686. anisotropicFilteringLevel: number;
  95687. /**
  95688. * Define if the texture is a cube texture or if false a 2d texture.
  95689. */
  95690. isCube: boolean;
  95691. /**
  95692. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  95693. */
  95694. is3D: boolean;
  95695. /**
  95696. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  95697. * HDR texture are usually stored in linear space.
  95698. * This only impacts the PBR and Background materials
  95699. */
  95700. gammaSpace: boolean;
  95701. /**
  95702. * Gets or sets whether or not the texture contains RGBD data.
  95703. */
  95704. isRGBD: boolean;
  95705. /**
  95706. * Is Z inverted in the texture (useful in a cube texture).
  95707. */
  95708. invertZ: boolean;
  95709. /**
  95710. * Are mip maps generated for this texture or not.
  95711. */
  95712. readonly noMipmap: boolean;
  95713. /**
  95714. * @hidden
  95715. */
  95716. lodLevelInAlpha: boolean;
  95717. /**
  95718. * With prefiltered texture, defined the offset used during the prefiltering steps.
  95719. */
  95720. lodGenerationOffset: number;
  95721. /**
  95722. * With prefiltered texture, defined the scale used during the prefiltering steps.
  95723. */
  95724. lodGenerationScale: number;
  95725. /**
  95726. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  95727. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  95728. * average roughness values.
  95729. */
  95730. linearSpecularLOD: boolean;
  95731. /**
  95732. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  95733. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  95734. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  95735. */
  95736. irradianceTexture: Nullable<BaseTexture>;
  95737. /**
  95738. * Define if the texture is a render target.
  95739. */
  95740. isRenderTarget: boolean;
  95741. /**
  95742. * Define the unique id of the texture in the scene.
  95743. */
  95744. readonly uid: string;
  95745. /**
  95746. * Return a string representation of the texture.
  95747. * @returns the texture as a string
  95748. */
  95749. toString(): string;
  95750. /**
  95751. * Get the class name of the texture.
  95752. * @returns "BaseTexture"
  95753. */
  95754. getClassName(): string;
  95755. /**
  95756. * Define the list of animation attached to the texture.
  95757. */
  95758. animations: Animation[];
  95759. /**
  95760. * An event triggered when the texture is disposed.
  95761. */
  95762. onDisposeObservable: Observable<BaseTexture>;
  95763. private _onDisposeObserver;
  95764. /**
  95765. * Callback triggered when the texture has been disposed.
  95766. * Kept for back compatibility, you can use the onDisposeObservable instead.
  95767. */
  95768. onDispose: () => void;
  95769. /**
  95770. * Define the current state of the loading sequence when in delayed load mode.
  95771. */
  95772. delayLoadState: number;
  95773. private _scene;
  95774. /** @hidden */
  95775. _texture: Nullable<InternalTexture>;
  95776. private _uid;
  95777. /**
  95778. * Define if the texture is preventinga material to render or not.
  95779. * If not and the texture is not ready, the engine will use a default black texture instead.
  95780. */
  95781. readonly isBlocking: boolean;
  95782. /**
  95783. * Instantiates a new BaseTexture.
  95784. * Base class of all the textures in babylon.
  95785. * It groups all the common properties the materials, post process, lights... might need
  95786. * in order to make a correct use of the texture.
  95787. * @param scene Define the scene the texture blongs to
  95788. */
  95789. constructor(scene: Nullable<Scene>);
  95790. /**
  95791. * Get the scene the texture belongs to.
  95792. * @returns the scene or null if undefined
  95793. */
  95794. getScene(): Nullable<Scene>;
  95795. /**
  95796. * Get the texture transform matrix used to offset tile the texture for istance.
  95797. * @returns the transformation matrix
  95798. */
  95799. getTextureMatrix(): Matrix;
  95800. /**
  95801. * Get the texture reflection matrix used to rotate/transform the reflection.
  95802. * @returns the reflection matrix
  95803. */
  95804. getReflectionTextureMatrix(): Matrix;
  95805. /**
  95806. * Get the underlying lower level texture from Babylon.
  95807. * @returns the insternal texture
  95808. */
  95809. getInternalTexture(): Nullable<InternalTexture>;
  95810. /**
  95811. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  95812. * @returns true if ready or not blocking
  95813. */
  95814. isReadyOrNotBlocking(): boolean;
  95815. /**
  95816. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  95817. * @returns true if fully ready
  95818. */
  95819. isReady(): boolean;
  95820. private _cachedSize;
  95821. /**
  95822. * Get the size of the texture.
  95823. * @returns the texture size.
  95824. */
  95825. getSize(): ISize;
  95826. /**
  95827. * Get the base size of the texture.
  95828. * It can be different from the size if the texture has been resized for POT for instance
  95829. * @returns the base size
  95830. */
  95831. getBaseSize(): ISize;
  95832. /**
  95833. * Update the sampling mode of the texture.
  95834. * Default is Trilinear mode.
  95835. *
  95836. * | Value | Type | Description |
  95837. * | ----- | ------------------ | ----------- |
  95838. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  95839. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  95840. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  95841. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  95842. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  95843. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  95844. * | 7 | NEAREST_LINEAR | |
  95845. * | 8 | NEAREST_NEAREST | |
  95846. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  95847. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  95848. * | 11 | LINEAR_LINEAR | |
  95849. * | 12 | LINEAR_NEAREST | |
  95850. *
  95851. * > _mag_: magnification filter (close to the viewer)
  95852. * > _min_: minification filter (far from the viewer)
  95853. * > _mip_: filter used between mip map levels
  95854. *@param samplingMode Define the new sampling mode of the texture
  95855. */
  95856. updateSamplingMode(samplingMode: number): void;
  95857. /**
  95858. * Scales the texture if is `canRescale()`
  95859. * @param ratio the resize factor we want to use to rescale
  95860. */
  95861. scale(ratio: number): void;
  95862. /**
  95863. * Get if the texture can rescale.
  95864. */
  95865. readonly canRescale: boolean;
  95866. /** @hidden */
  95867. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  95868. /** @hidden */
  95869. _rebuild(): void;
  95870. /**
  95871. * Triggers the load sequence in delayed load mode.
  95872. */
  95873. delayLoad(): void;
  95874. /**
  95875. * Clones the texture.
  95876. * @returns the cloned texture
  95877. */
  95878. clone(): Nullable<BaseTexture>;
  95879. /**
  95880. * Get the texture underlying type (INT, FLOAT...)
  95881. */
  95882. readonly textureType: number;
  95883. /**
  95884. * Get the texture underlying format (RGB, RGBA...)
  95885. */
  95886. readonly textureFormat: number;
  95887. /**
  95888. * Indicates that textures need to be re-calculated for all materials
  95889. */
  95890. protected _markAllSubMeshesAsTexturesDirty(): void;
  95891. /**
  95892. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  95893. * This will returns an RGBA array buffer containing either in values (0-255) or
  95894. * float values (0-1) depending of the underlying buffer type.
  95895. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  95896. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  95897. * @param buffer defines a user defined buffer to fill with data (can be null)
  95898. * @returns The Array buffer containing the pixels data.
  95899. */
  95900. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  95901. /**
  95902. * Release and destroy the underlying lower level texture aka internalTexture.
  95903. */
  95904. releaseInternalTexture(): void;
  95905. /** @hidden */
  95906. readonly _lodTextureHigh: Nullable<BaseTexture>;
  95907. /** @hidden */
  95908. readonly _lodTextureMid: Nullable<BaseTexture>;
  95909. /** @hidden */
  95910. readonly _lodTextureLow: Nullable<BaseTexture>;
  95911. /**
  95912. * Dispose the texture and release its associated resources.
  95913. */
  95914. dispose(): void;
  95915. /**
  95916. * Serialize the texture into a JSON representation that can be parsed later on.
  95917. * @returns the JSON representation of the texture
  95918. */
  95919. serialize(): any;
  95920. /**
  95921. * Helper function to be called back once a list of texture contains only ready textures.
  95922. * @param textures Define the list of textures to wait for
  95923. * @param callback Define the callback triggered once the entire list will be ready
  95924. */
  95925. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  95926. }
  95927. }
  95928. declare module BABYLON {
  95929. /**
  95930. * Options to be used when creating an effect.
  95931. */
  95932. export interface IEffectCreationOptions {
  95933. /**
  95934. * Atrributes that will be used in the shader.
  95935. */
  95936. attributes: string[];
  95937. /**
  95938. * Uniform varible names that will be set in the shader.
  95939. */
  95940. uniformsNames: string[];
  95941. /**
  95942. * Uniform buffer varible names that will be set in the shader.
  95943. */
  95944. uniformBuffersNames: string[];
  95945. /**
  95946. * Sampler texture variable names that will be set in the shader.
  95947. */
  95948. samplers: string[];
  95949. /**
  95950. * Define statements that will be set in the shader.
  95951. */
  95952. defines: any;
  95953. /**
  95954. * Possible fallbacks for this effect to improve performance when needed.
  95955. */
  95956. fallbacks: Nullable<IEffectFallbacks>;
  95957. /**
  95958. * Callback that will be called when the shader is compiled.
  95959. */
  95960. onCompiled: Nullable<(effect: Effect) => void>;
  95961. /**
  95962. * Callback that will be called if an error occurs during shader compilation.
  95963. */
  95964. onError: Nullable<(effect: Effect, errors: string) => void>;
  95965. /**
  95966. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  95967. */
  95968. indexParameters?: any;
  95969. /**
  95970. * Max number of lights that can be used in the shader.
  95971. */
  95972. maxSimultaneousLights?: number;
  95973. /**
  95974. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  95975. */
  95976. transformFeedbackVaryings?: Nullable<string[]>;
  95977. }
  95978. /**
  95979. * Effect containing vertex and fragment shader that can be executed on an object.
  95980. */
  95981. export class Effect implements IDisposable {
  95982. /**
  95983. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95984. */
  95985. static ShadersRepository: string;
  95986. /**
  95987. * Name of the effect.
  95988. */
  95989. name: any;
  95990. /**
  95991. * String container all the define statements that should be set on the shader.
  95992. */
  95993. defines: string;
  95994. /**
  95995. * Callback that will be called when the shader is compiled.
  95996. */
  95997. onCompiled: Nullable<(effect: Effect) => void>;
  95998. /**
  95999. * Callback that will be called if an error occurs during shader compilation.
  96000. */
  96001. onError: Nullable<(effect: Effect, errors: string) => void>;
  96002. /**
  96003. * Callback that will be called when effect is bound.
  96004. */
  96005. onBind: Nullable<(effect: Effect) => void>;
  96006. /**
  96007. * Unique ID of the effect.
  96008. */
  96009. uniqueId: number;
  96010. /**
  96011. * Observable that will be called when the shader is compiled.
  96012. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  96013. */
  96014. onCompileObservable: Observable<Effect>;
  96015. /**
  96016. * Observable that will be called if an error occurs during shader compilation.
  96017. */
  96018. onErrorObservable: Observable<Effect>;
  96019. /** @hidden */
  96020. _onBindObservable: Nullable<Observable<Effect>>;
  96021. /**
  96022. * Observable that will be called when effect is bound.
  96023. */
  96024. readonly onBindObservable: Observable<Effect>;
  96025. /** @hidden */
  96026. _bonesComputationForcedToCPU: boolean;
  96027. private static _uniqueIdSeed;
  96028. private _engine;
  96029. private _uniformBuffersNames;
  96030. private _uniformsNames;
  96031. private _samplerList;
  96032. private _samplers;
  96033. private _isReady;
  96034. private _compilationError;
  96035. private _allFallbacksProcessed;
  96036. private _attributesNames;
  96037. private _attributes;
  96038. private _uniforms;
  96039. /**
  96040. * Key for the effect.
  96041. * @hidden
  96042. */
  96043. _key: string;
  96044. private _indexParameters;
  96045. private _fallbacks;
  96046. private _vertexSourceCode;
  96047. private _fragmentSourceCode;
  96048. private _vertexSourceCodeOverride;
  96049. private _fragmentSourceCodeOverride;
  96050. private _transformFeedbackVaryings;
  96051. /**
  96052. * Compiled shader to webGL program.
  96053. * @hidden
  96054. */
  96055. _pipelineContext: Nullable<IPipelineContext>;
  96056. private _valueCache;
  96057. private static _baseCache;
  96058. /**
  96059. * Instantiates an effect.
  96060. * An effect can be used to create/manage/execute vertex and fragment shaders.
  96061. * @param baseName Name of the effect.
  96062. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  96063. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  96064. * @param samplers List of sampler variables that will be passed to the shader.
  96065. * @param engine Engine to be used to render the effect
  96066. * @param defines Define statements to be added to the shader.
  96067. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  96068. * @param onCompiled Callback that will be called when the shader is compiled.
  96069. * @param onError Callback that will be called if an error occurs during shader compilation.
  96070. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96071. */
  96072. 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);
  96073. private _useFinalCode;
  96074. /**
  96075. * Unique key for this effect
  96076. */
  96077. readonly key: string;
  96078. /**
  96079. * If the effect has been compiled and prepared.
  96080. * @returns if the effect is compiled and prepared.
  96081. */
  96082. isReady(): boolean;
  96083. private _isReadyInternal;
  96084. /**
  96085. * The engine the effect was initialized with.
  96086. * @returns the engine.
  96087. */
  96088. getEngine(): Engine;
  96089. /**
  96090. * The pipeline context for this effect
  96091. * @returns the associated pipeline context
  96092. */
  96093. getPipelineContext(): Nullable<IPipelineContext>;
  96094. /**
  96095. * The set of names of attribute variables for the shader.
  96096. * @returns An array of attribute names.
  96097. */
  96098. getAttributesNames(): string[];
  96099. /**
  96100. * Returns the attribute at the given index.
  96101. * @param index The index of the attribute.
  96102. * @returns The location of the attribute.
  96103. */
  96104. getAttributeLocation(index: number): number;
  96105. /**
  96106. * Returns the attribute based on the name of the variable.
  96107. * @param name of the attribute to look up.
  96108. * @returns the attribute location.
  96109. */
  96110. getAttributeLocationByName(name: string): number;
  96111. /**
  96112. * The number of attributes.
  96113. * @returns the numnber of attributes.
  96114. */
  96115. getAttributesCount(): number;
  96116. /**
  96117. * Gets the index of a uniform variable.
  96118. * @param uniformName of the uniform to look up.
  96119. * @returns the index.
  96120. */
  96121. getUniformIndex(uniformName: string): number;
  96122. /**
  96123. * Returns the attribute based on the name of the variable.
  96124. * @param uniformName of the uniform to look up.
  96125. * @returns the location of the uniform.
  96126. */
  96127. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  96128. /**
  96129. * Returns an array of sampler variable names
  96130. * @returns The array of sampler variable neames.
  96131. */
  96132. getSamplers(): string[];
  96133. /**
  96134. * The error from the last compilation.
  96135. * @returns the error string.
  96136. */
  96137. getCompilationError(): string;
  96138. /**
  96139. * Gets a boolean indicating that all fallbacks were used during compilation
  96140. * @returns true if all fallbacks were used
  96141. */
  96142. allFallbacksProcessed(): boolean;
  96143. /**
  96144. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  96145. * @param func The callback to be used.
  96146. */
  96147. executeWhenCompiled(func: (effect: Effect) => void): void;
  96148. private _checkIsReady;
  96149. private _loadShader;
  96150. /**
  96151. * Recompiles the webGL program
  96152. * @param vertexSourceCode The source code for the vertex shader.
  96153. * @param fragmentSourceCode The source code for the fragment shader.
  96154. * @param onCompiled Callback called when completed.
  96155. * @param onError Callback called on error.
  96156. * @hidden
  96157. */
  96158. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  96159. /**
  96160. * Prepares the effect
  96161. * @hidden
  96162. */
  96163. _prepareEffect(): void;
  96164. private _processCompilationErrors;
  96165. /**
  96166. * Checks if the effect is supported. (Must be called after compilation)
  96167. */
  96168. readonly isSupported: boolean;
  96169. /**
  96170. * Binds a texture to the engine to be used as output of the shader.
  96171. * @param channel Name of the output variable.
  96172. * @param texture Texture to bind.
  96173. * @hidden
  96174. */
  96175. _bindTexture(channel: string, texture: InternalTexture): void;
  96176. /**
  96177. * Sets a texture on the engine to be used in the shader.
  96178. * @param channel Name of the sampler variable.
  96179. * @param texture Texture to set.
  96180. */
  96181. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  96182. /**
  96183. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  96184. * @param channel Name of the sampler variable.
  96185. * @param texture Texture to set.
  96186. */
  96187. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  96188. /**
  96189. * Sets an array of textures on the engine to be used in the shader.
  96190. * @param channel Name of the variable.
  96191. * @param textures Textures to set.
  96192. */
  96193. setTextureArray(channel: string, textures: BaseTexture[]): void;
  96194. /**
  96195. * 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)
  96196. * @param channel Name of the sampler variable.
  96197. * @param postProcess Post process to get the input texture from.
  96198. */
  96199. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  96200. /**
  96201. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  96202. * 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)
  96203. * @param channel Name of the sampler variable.
  96204. * @param postProcess Post process to get the output texture from.
  96205. */
  96206. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  96207. /** @hidden */
  96208. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  96209. /** @hidden */
  96210. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  96211. /** @hidden */
  96212. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  96213. /** @hidden */
  96214. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  96215. /**
  96216. * Binds a buffer to a uniform.
  96217. * @param buffer Buffer to bind.
  96218. * @param name Name of the uniform variable to bind to.
  96219. */
  96220. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  96221. /**
  96222. * Binds block to a uniform.
  96223. * @param blockName Name of the block to bind.
  96224. * @param index Index to bind.
  96225. */
  96226. bindUniformBlock(blockName: string, index: number): void;
  96227. /**
  96228. * Sets an interger value on a uniform variable.
  96229. * @param uniformName Name of the variable.
  96230. * @param value Value to be set.
  96231. * @returns this effect.
  96232. */
  96233. setInt(uniformName: string, value: number): Effect;
  96234. /**
  96235. * Sets an int array on a uniform variable.
  96236. * @param uniformName Name of the variable.
  96237. * @param array array to be set.
  96238. * @returns this effect.
  96239. */
  96240. setIntArray(uniformName: string, array: Int32Array): Effect;
  96241. /**
  96242. * 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)
  96243. * @param uniformName Name of the variable.
  96244. * @param array array to be set.
  96245. * @returns this effect.
  96246. */
  96247. setIntArray2(uniformName: string, array: Int32Array): Effect;
  96248. /**
  96249. * 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)
  96250. * @param uniformName Name of the variable.
  96251. * @param array array to be set.
  96252. * @returns this effect.
  96253. */
  96254. setIntArray3(uniformName: string, array: Int32Array): Effect;
  96255. /**
  96256. * 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)
  96257. * @param uniformName Name of the variable.
  96258. * @param array array to be set.
  96259. * @returns this effect.
  96260. */
  96261. setIntArray4(uniformName: string, array: Int32Array): Effect;
  96262. /**
  96263. * Sets an float array on a uniform variable.
  96264. * @param uniformName Name of the variable.
  96265. * @param array array to be set.
  96266. * @returns this effect.
  96267. */
  96268. setFloatArray(uniformName: string, array: Float32Array): Effect;
  96269. /**
  96270. * 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)
  96271. * @param uniformName Name of the variable.
  96272. * @param array array to be set.
  96273. * @returns this effect.
  96274. */
  96275. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  96276. /**
  96277. * 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)
  96278. * @param uniformName Name of the variable.
  96279. * @param array array to be set.
  96280. * @returns this effect.
  96281. */
  96282. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  96283. /**
  96284. * 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)
  96285. * @param uniformName Name of the variable.
  96286. * @param array array to be set.
  96287. * @returns this effect.
  96288. */
  96289. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  96290. /**
  96291. * Sets an array on a uniform variable.
  96292. * @param uniformName Name of the variable.
  96293. * @param array array to be set.
  96294. * @returns this effect.
  96295. */
  96296. setArray(uniformName: string, array: number[]): Effect;
  96297. /**
  96298. * 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)
  96299. * @param uniformName Name of the variable.
  96300. * @param array array to be set.
  96301. * @returns this effect.
  96302. */
  96303. setArray2(uniformName: string, array: number[]): Effect;
  96304. /**
  96305. * 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)
  96306. * @param uniformName Name of the variable.
  96307. * @param array array to be set.
  96308. * @returns this effect.
  96309. */
  96310. setArray3(uniformName: string, array: number[]): Effect;
  96311. /**
  96312. * 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)
  96313. * @param uniformName Name of the variable.
  96314. * @param array array to be set.
  96315. * @returns this effect.
  96316. */
  96317. setArray4(uniformName: string, array: number[]): Effect;
  96318. /**
  96319. * Sets matrices on a uniform variable.
  96320. * @param uniformName Name of the variable.
  96321. * @param matrices matrices to be set.
  96322. * @returns this effect.
  96323. */
  96324. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  96325. /**
  96326. * Sets matrix on a uniform variable.
  96327. * @param uniformName Name of the variable.
  96328. * @param matrix matrix to be set.
  96329. * @returns this effect.
  96330. */
  96331. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  96332. /**
  96333. * 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)
  96334. * @param uniformName Name of the variable.
  96335. * @param matrix matrix to be set.
  96336. * @returns this effect.
  96337. */
  96338. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  96339. /**
  96340. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  96341. * @param uniformName Name of the variable.
  96342. * @param matrix matrix to be set.
  96343. * @returns this effect.
  96344. */
  96345. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  96346. /**
  96347. * Sets a float on a uniform variable.
  96348. * @param uniformName Name of the variable.
  96349. * @param value value to be set.
  96350. * @returns this effect.
  96351. */
  96352. setFloat(uniformName: string, value: number): Effect;
  96353. /**
  96354. * Sets a boolean on a uniform variable.
  96355. * @param uniformName Name of the variable.
  96356. * @param bool value to be set.
  96357. * @returns this effect.
  96358. */
  96359. setBool(uniformName: string, bool: boolean): Effect;
  96360. /**
  96361. * Sets a Vector2 on a uniform variable.
  96362. * @param uniformName Name of the variable.
  96363. * @param vector2 vector2 to be set.
  96364. * @returns this effect.
  96365. */
  96366. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  96367. /**
  96368. * Sets a float2 on a uniform variable.
  96369. * @param uniformName Name of the variable.
  96370. * @param x First float in float2.
  96371. * @param y Second float in float2.
  96372. * @returns this effect.
  96373. */
  96374. setFloat2(uniformName: string, x: number, y: number): Effect;
  96375. /**
  96376. * Sets a Vector3 on a uniform variable.
  96377. * @param uniformName Name of the variable.
  96378. * @param vector3 Value to be set.
  96379. * @returns this effect.
  96380. */
  96381. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  96382. /**
  96383. * Sets a float3 on a uniform variable.
  96384. * @param uniformName Name of the variable.
  96385. * @param x First float in float3.
  96386. * @param y Second float in float3.
  96387. * @param z Third float in float3.
  96388. * @returns this effect.
  96389. */
  96390. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  96391. /**
  96392. * Sets a Vector4 on a uniform variable.
  96393. * @param uniformName Name of the variable.
  96394. * @param vector4 Value to be set.
  96395. * @returns this effect.
  96396. */
  96397. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  96398. /**
  96399. * Sets a float4 on a uniform variable.
  96400. * @param uniformName Name of the variable.
  96401. * @param x First float in float4.
  96402. * @param y Second float in float4.
  96403. * @param z Third float in float4.
  96404. * @param w Fourth float in float4.
  96405. * @returns this effect.
  96406. */
  96407. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  96408. /**
  96409. * Sets a Color3 on a uniform variable.
  96410. * @param uniformName Name of the variable.
  96411. * @param color3 Value to be set.
  96412. * @returns this effect.
  96413. */
  96414. setColor3(uniformName: string, color3: IColor3Like): Effect;
  96415. /**
  96416. * Sets a Color4 on a uniform variable.
  96417. * @param uniformName Name of the variable.
  96418. * @param color3 Value to be set.
  96419. * @param alpha Alpha value to be set.
  96420. * @returns this effect.
  96421. */
  96422. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  96423. /**
  96424. * Sets a Color4 on a uniform variable
  96425. * @param uniformName defines the name of the variable
  96426. * @param color4 defines the value to be set
  96427. * @returns this effect.
  96428. */
  96429. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  96430. /** Release all associated resources */
  96431. dispose(): void;
  96432. /**
  96433. * This function will add a new shader to the shader store
  96434. * @param name the name of the shader
  96435. * @param pixelShader optional pixel shader content
  96436. * @param vertexShader optional vertex shader content
  96437. */
  96438. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  96439. /**
  96440. * Store of each shader (The can be looked up using effect.key)
  96441. */
  96442. static ShadersStore: {
  96443. [key: string]: string;
  96444. };
  96445. /**
  96446. * Store of each included file for a shader (The can be looked up using effect.key)
  96447. */
  96448. static IncludesShadersStore: {
  96449. [key: string]: string;
  96450. };
  96451. /**
  96452. * Resets the cache of effects.
  96453. */
  96454. static ResetCache(): void;
  96455. }
  96456. }
  96457. declare module BABYLON {
  96458. /**
  96459. * Interface used to describe the capabilities of the engine relatively to the current browser
  96460. */
  96461. export interface EngineCapabilities {
  96462. /** Maximum textures units per fragment shader */
  96463. maxTexturesImageUnits: number;
  96464. /** Maximum texture units per vertex shader */
  96465. maxVertexTextureImageUnits: number;
  96466. /** Maximum textures units in the entire pipeline */
  96467. maxCombinedTexturesImageUnits: number;
  96468. /** Maximum texture size */
  96469. maxTextureSize: number;
  96470. /** Maximum cube texture size */
  96471. maxCubemapTextureSize: number;
  96472. /** Maximum render texture size */
  96473. maxRenderTextureSize: number;
  96474. /** Maximum number of vertex attributes */
  96475. maxVertexAttribs: number;
  96476. /** Maximum number of varyings */
  96477. maxVaryingVectors: number;
  96478. /** Maximum number of uniforms per vertex shader */
  96479. maxVertexUniformVectors: number;
  96480. /** Maximum number of uniforms per fragment shader */
  96481. maxFragmentUniformVectors: number;
  96482. /** Defines if standard derivates (dx/dy) are supported */
  96483. standardDerivatives: boolean;
  96484. /** Defines if s3tc texture compression is supported */
  96485. s3tc?: WEBGL_compressed_texture_s3tc;
  96486. /** Defines if pvrtc texture compression is supported */
  96487. pvrtc: any;
  96488. /** Defines if etc1 texture compression is supported */
  96489. etc1: any;
  96490. /** Defines if etc2 texture compression is supported */
  96491. etc2: any;
  96492. /** Defines if astc texture compression is supported */
  96493. astc: any;
  96494. /** Defines if float textures are supported */
  96495. textureFloat: boolean;
  96496. /** Defines if vertex array objects are supported */
  96497. vertexArrayObject: boolean;
  96498. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  96499. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  96500. /** Gets the maximum level of anisotropy supported */
  96501. maxAnisotropy: number;
  96502. /** Defines if instancing is supported */
  96503. instancedArrays: boolean;
  96504. /** Defines if 32 bits indices are supported */
  96505. uintIndices: boolean;
  96506. /** Defines if high precision shaders are supported */
  96507. highPrecisionShaderSupported: boolean;
  96508. /** Defines if depth reading in the fragment shader is supported */
  96509. fragmentDepthSupported: boolean;
  96510. /** Defines if float texture linear filtering is supported*/
  96511. textureFloatLinearFiltering: boolean;
  96512. /** Defines if rendering to float textures is supported */
  96513. textureFloatRender: boolean;
  96514. /** Defines if half float textures are supported*/
  96515. textureHalfFloat: boolean;
  96516. /** Defines if half float texture linear filtering is supported*/
  96517. textureHalfFloatLinearFiltering: boolean;
  96518. /** Defines if rendering to half float textures is supported */
  96519. textureHalfFloatRender: boolean;
  96520. /** Defines if textureLOD shader command is supported */
  96521. textureLOD: boolean;
  96522. /** Defines if draw buffers extension is supported */
  96523. drawBuffersExtension: boolean;
  96524. /** Defines if depth textures are supported */
  96525. depthTextureExtension: boolean;
  96526. /** Defines if float color buffer are supported */
  96527. colorBufferFloat: boolean;
  96528. /** Gets disjoint timer query extension (null if not supported) */
  96529. timerQuery?: EXT_disjoint_timer_query;
  96530. /** Defines if timestamp can be used with timer query */
  96531. canUseTimestampForTimerQuery: boolean;
  96532. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  96533. multiview?: any;
  96534. /** Function used to let the system compiles shaders in background */
  96535. parallelShaderCompile?: {
  96536. COMPLETION_STATUS_KHR: number;
  96537. };
  96538. /** Max number of texture samples for MSAA */
  96539. maxMSAASamples: number;
  96540. /** Defines if the blend min max extension is supported */
  96541. blendMinMax: boolean;
  96542. }
  96543. }
  96544. declare module BABYLON {
  96545. /**
  96546. * @hidden
  96547. **/
  96548. export class DepthCullingState {
  96549. private _isDepthTestDirty;
  96550. private _isDepthMaskDirty;
  96551. private _isDepthFuncDirty;
  96552. private _isCullFaceDirty;
  96553. private _isCullDirty;
  96554. private _isZOffsetDirty;
  96555. private _isFrontFaceDirty;
  96556. private _depthTest;
  96557. private _depthMask;
  96558. private _depthFunc;
  96559. private _cull;
  96560. private _cullFace;
  96561. private _zOffset;
  96562. private _frontFace;
  96563. /**
  96564. * Initializes the state.
  96565. */
  96566. constructor();
  96567. readonly isDirty: boolean;
  96568. zOffset: number;
  96569. cullFace: Nullable<number>;
  96570. cull: Nullable<boolean>;
  96571. depthFunc: Nullable<number>;
  96572. depthMask: boolean;
  96573. depthTest: boolean;
  96574. frontFace: Nullable<number>;
  96575. reset(): void;
  96576. apply(gl: WebGLRenderingContext): void;
  96577. }
  96578. }
  96579. declare module BABYLON {
  96580. /**
  96581. * @hidden
  96582. **/
  96583. export class StencilState {
  96584. /** 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 */
  96585. static readonly ALWAYS: number;
  96586. /** Passed to stencilOperation to specify that stencil value must be kept */
  96587. static readonly KEEP: number;
  96588. /** Passed to stencilOperation to specify that stencil value must be replaced */
  96589. static readonly REPLACE: number;
  96590. private _isStencilTestDirty;
  96591. private _isStencilMaskDirty;
  96592. private _isStencilFuncDirty;
  96593. private _isStencilOpDirty;
  96594. private _stencilTest;
  96595. private _stencilMask;
  96596. private _stencilFunc;
  96597. private _stencilFuncRef;
  96598. private _stencilFuncMask;
  96599. private _stencilOpStencilFail;
  96600. private _stencilOpDepthFail;
  96601. private _stencilOpStencilDepthPass;
  96602. readonly isDirty: boolean;
  96603. stencilFunc: number;
  96604. stencilFuncRef: number;
  96605. stencilFuncMask: number;
  96606. stencilOpStencilFail: number;
  96607. stencilOpDepthFail: number;
  96608. stencilOpStencilDepthPass: number;
  96609. stencilMask: number;
  96610. stencilTest: boolean;
  96611. constructor();
  96612. reset(): void;
  96613. apply(gl: WebGLRenderingContext): void;
  96614. }
  96615. }
  96616. declare module BABYLON {
  96617. /**
  96618. * @hidden
  96619. **/
  96620. export class AlphaState {
  96621. private _isAlphaBlendDirty;
  96622. private _isBlendFunctionParametersDirty;
  96623. private _isBlendEquationParametersDirty;
  96624. private _isBlendConstantsDirty;
  96625. private _alphaBlend;
  96626. private _blendFunctionParameters;
  96627. private _blendEquationParameters;
  96628. private _blendConstants;
  96629. /**
  96630. * Initializes the state.
  96631. */
  96632. constructor();
  96633. readonly isDirty: boolean;
  96634. alphaBlend: boolean;
  96635. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  96636. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  96637. setAlphaEquationParameters(rgb: number, alpha: number): void;
  96638. reset(): void;
  96639. apply(gl: WebGLRenderingContext): void;
  96640. }
  96641. }
  96642. declare module BABYLON {
  96643. /** @hidden */
  96644. export class WebGL2ShaderProcessor implements IShaderProcessor {
  96645. attributeProcessor(attribute: string): string;
  96646. varyingProcessor(varying: string, isFragment: boolean): string;
  96647. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  96648. }
  96649. }
  96650. declare module BABYLON {
  96651. /**
  96652. * Interface for attribute information associated with buffer instanciation
  96653. */
  96654. export interface InstancingAttributeInfo {
  96655. /**
  96656. * Index/offset of the attribute in the vertex shader
  96657. */
  96658. index: number;
  96659. /**
  96660. * size of the attribute, 1, 2, 3 or 4
  96661. */
  96662. attributeSize: number;
  96663. /**
  96664. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  96665. * default is FLOAT
  96666. */
  96667. attributeType: number;
  96668. /**
  96669. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  96670. */
  96671. normalized: boolean;
  96672. /**
  96673. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  96674. */
  96675. offset: number;
  96676. /**
  96677. * Name of the GLSL attribute, for debugging purpose only
  96678. */
  96679. attributeName: string;
  96680. }
  96681. }
  96682. declare module BABYLON {
  96683. interface ThinEngine {
  96684. /**
  96685. * Update a video texture
  96686. * @param texture defines the texture to update
  96687. * @param video defines the video element to use
  96688. * @param invertY defines if data must be stored with Y axis inverted
  96689. */
  96690. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96691. }
  96692. }
  96693. declare module BABYLON {
  96694. /**
  96695. * Settings for finer control over video usage
  96696. */
  96697. export interface VideoTextureSettings {
  96698. /**
  96699. * Applies `autoplay` to video, if specified
  96700. */
  96701. autoPlay?: boolean;
  96702. /**
  96703. * Applies `loop` to video, if specified
  96704. */
  96705. loop?: boolean;
  96706. /**
  96707. * Automatically updates internal texture from video at every frame in the render loop
  96708. */
  96709. autoUpdateTexture: boolean;
  96710. /**
  96711. * Image src displayed during the video loading or until the user interacts with the video.
  96712. */
  96713. poster?: string;
  96714. }
  96715. /**
  96716. * If you want to display a video in your scene, this is the special texture for that.
  96717. * This special texture works similar to other textures, with the exception of a few parameters.
  96718. * @see https://doc.babylonjs.com/how_to/video_texture
  96719. */
  96720. export class VideoTexture extends Texture {
  96721. /**
  96722. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  96723. */
  96724. readonly autoUpdateTexture: boolean;
  96725. /**
  96726. * The video instance used by the texture internally
  96727. */
  96728. readonly video: HTMLVideoElement;
  96729. private _onUserActionRequestedObservable;
  96730. /**
  96731. * Event triggerd when a dom action is required by the user to play the video.
  96732. * This happens due to recent changes in browser policies preventing video to auto start.
  96733. */
  96734. readonly onUserActionRequestedObservable: Observable<Texture>;
  96735. private _generateMipMaps;
  96736. private _engine;
  96737. private _stillImageCaptured;
  96738. private _displayingPosterTexture;
  96739. private _settings;
  96740. private _createInternalTextureOnEvent;
  96741. private _frameId;
  96742. /**
  96743. * Creates a video texture.
  96744. * If you want to display a video in your scene, this is the special texture for that.
  96745. * This special texture works similar to other textures, with the exception of a few parameters.
  96746. * @see https://doc.babylonjs.com/how_to/video_texture
  96747. * @param name optional name, will detect from video source, if not defined
  96748. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  96749. * @param scene is obviously the current scene.
  96750. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  96751. * @param invertY is false by default but can be used to invert video on Y axis
  96752. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  96753. * @param settings allows finer control over video usage
  96754. */
  96755. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  96756. private _getName;
  96757. private _getVideo;
  96758. private _createInternalTexture;
  96759. private reset;
  96760. /**
  96761. * @hidden Internal method to initiate `update`.
  96762. */
  96763. _rebuild(): void;
  96764. /**
  96765. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  96766. */
  96767. update(): void;
  96768. /**
  96769. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  96770. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  96771. */
  96772. updateTexture(isVisible: boolean): void;
  96773. protected _updateInternalTexture: () => void;
  96774. /**
  96775. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  96776. * @param url New url.
  96777. */
  96778. updateURL(url: string): void;
  96779. /**
  96780. * Dispose the texture and release its associated resources.
  96781. */
  96782. dispose(): void;
  96783. /**
  96784. * Creates a video texture straight from a stream.
  96785. * @param scene Define the scene the texture should be created in
  96786. * @param stream Define the stream the texture should be created from
  96787. * @returns The created video texture as a promise
  96788. */
  96789. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  96790. /**
  96791. * Creates a video texture straight from your WebCam video feed.
  96792. * @param scene Define the scene the texture should be created in
  96793. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96794. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96795. * @returns The created video texture as a promise
  96796. */
  96797. static CreateFromWebCamAsync(scene: Scene, constraints: {
  96798. minWidth: number;
  96799. maxWidth: number;
  96800. minHeight: number;
  96801. maxHeight: number;
  96802. deviceId: string;
  96803. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  96804. /**
  96805. * Creates a video texture straight from your WebCam video feed.
  96806. * @param scene Define the scene the texture should be created in
  96807. * @param onReady Define a callback to triggered once the texture will be ready
  96808. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96809. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96810. */
  96811. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  96812. minWidth: number;
  96813. maxWidth: number;
  96814. minHeight: number;
  96815. maxHeight: number;
  96816. deviceId: string;
  96817. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  96818. }
  96819. }
  96820. declare module BABYLON {
  96821. /**
  96822. * Defines the interface used by objects working like Scene
  96823. * @hidden
  96824. */
  96825. interface ISceneLike {
  96826. _addPendingData(data: any): void;
  96827. _removePendingData(data: any): void;
  96828. offlineProvider: IOfflineProvider;
  96829. }
  96830. /** Interface defining initialization parameters for Engine class */
  96831. export interface EngineOptions extends WebGLContextAttributes {
  96832. /**
  96833. * Defines if the engine should no exceed a specified device ratio
  96834. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  96835. */
  96836. limitDeviceRatio?: number;
  96837. /**
  96838. * Defines if webvr should be enabled automatically
  96839. * @see http://doc.babylonjs.com/how_to/webvr_camera
  96840. */
  96841. autoEnableWebVR?: boolean;
  96842. /**
  96843. * Defines if webgl2 should be turned off even if supported
  96844. * @see http://doc.babylonjs.com/features/webgl2
  96845. */
  96846. disableWebGL2Support?: boolean;
  96847. /**
  96848. * Defines if webaudio should be initialized as well
  96849. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  96850. */
  96851. audioEngine?: boolean;
  96852. /**
  96853. * Defines if animations should run using a deterministic lock step
  96854. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96855. */
  96856. deterministicLockstep?: boolean;
  96857. /** Defines the maximum steps to use with deterministic lock step mode */
  96858. lockstepMaxSteps?: number;
  96859. /**
  96860. * Defines that engine should ignore context lost events
  96861. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  96862. */
  96863. doNotHandleContextLost?: boolean;
  96864. /**
  96865. * Defines that engine should ignore modifying touch action attribute and style
  96866. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  96867. */
  96868. doNotHandleTouchAction?: boolean;
  96869. /**
  96870. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  96871. */
  96872. useHighPrecisionFloats?: boolean;
  96873. }
  96874. /**
  96875. * The base engine class (root of all engines)
  96876. */
  96877. export class ThinEngine {
  96878. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  96879. static ExceptionList: ({
  96880. key: string;
  96881. capture: string;
  96882. captureConstraint: number;
  96883. targets: string[];
  96884. } | {
  96885. key: string;
  96886. capture: null;
  96887. captureConstraint: null;
  96888. targets: string[];
  96889. })[];
  96890. /** @hidden */
  96891. static _TextureLoaders: IInternalTextureLoader[];
  96892. /**
  96893. * Returns the current npm package of the sdk
  96894. */
  96895. static readonly NpmPackage: string;
  96896. /**
  96897. * Returns the current version of the framework
  96898. */
  96899. static readonly Version: string;
  96900. /**
  96901. * Returns a string describing the current engine
  96902. */
  96903. readonly description: string;
  96904. /**
  96905. * Gets or sets the epsilon value used by collision engine
  96906. */
  96907. static CollisionsEpsilon: number;
  96908. /**
  96909. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96910. */
  96911. static ShadersRepository: string;
  96912. /** @hidden */
  96913. _shaderProcessor: IShaderProcessor;
  96914. /**
  96915. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  96916. */
  96917. forcePOTTextures: boolean;
  96918. /**
  96919. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  96920. */
  96921. isFullscreen: boolean;
  96922. /**
  96923. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  96924. */
  96925. cullBackFaces: boolean;
  96926. /**
  96927. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  96928. */
  96929. renderEvenInBackground: boolean;
  96930. /**
  96931. * Gets or sets a boolean indicating that cache can be kept between frames
  96932. */
  96933. preventCacheWipeBetweenFrames: boolean;
  96934. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  96935. validateShaderPrograms: boolean;
  96936. /**
  96937. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  96938. */
  96939. disableUniformBuffers: boolean;
  96940. /** @hidden */
  96941. _uniformBuffers: UniformBuffer[];
  96942. /**
  96943. * Gets a boolean indicating that the engine supports uniform buffers
  96944. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96945. */
  96946. readonly supportsUniformBuffers: boolean;
  96947. /** @hidden */
  96948. _gl: WebGLRenderingContext;
  96949. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  96950. protected _windowIsBackground: boolean;
  96951. protected _webGLVersion: number;
  96952. protected _creationOptions: EngineOptions;
  96953. protected _highPrecisionShadersAllowed: boolean;
  96954. /** @hidden */
  96955. readonly _shouldUseHighPrecisionShader: boolean;
  96956. /**
  96957. * Gets a boolean indicating that only power of 2 textures are supported
  96958. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  96959. */
  96960. readonly needPOTTextures: boolean;
  96961. /** @hidden */
  96962. _badOS: boolean;
  96963. /** @hidden */
  96964. _badDesktopOS: boolean;
  96965. private _hardwareScalingLevel;
  96966. /** @hidden */
  96967. _caps: EngineCapabilities;
  96968. private _isStencilEnable;
  96969. protected _colorWrite: boolean;
  96970. private _glVersion;
  96971. private _glRenderer;
  96972. private _glVendor;
  96973. /** @hidden */
  96974. _videoTextureSupported: boolean;
  96975. protected _renderingQueueLaunched: boolean;
  96976. protected _activeRenderLoops: (() => void)[];
  96977. /**
  96978. * Observable signaled when a context lost event is raised
  96979. */
  96980. onContextLostObservable: Observable<ThinEngine>;
  96981. /**
  96982. * Observable signaled when a context restored event is raised
  96983. */
  96984. onContextRestoredObservable: Observable<ThinEngine>;
  96985. private _onContextLost;
  96986. private _onContextRestored;
  96987. protected _contextWasLost: boolean;
  96988. /** @hidden */
  96989. _doNotHandleContextLost: boolean;
  96990. /**
  96991. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  96992. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  96993. */
  96994. doNotHandleContextLost: boolean;
  96995. /**
  96996. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  96997. */
  96998. disableVertexArrayObjects: boolean;
  96999. /** @hidden */
  97000. protected _depthCullingState: DepthCullingState;
  97001. /** @hidden */
  97002. protected _stencilState: StencilState;
  97003. /** @hidden */
  97004. protected _alphaState: AlphaState;
  97005. /** @hidden */
  97006. _internalTexturesCache: InternalTexture[];
  97007. /** @hidden */
  97008. protected _activeChannel: number;
  97009. private _currentTextureChannel;
  97010. /** @hidden */
  97011. protected _boundTexturesCache: {
  97012. [key: string]: Nullable<InternalTexture>;
  97013. };
  97014. /** @hidden */
  97015. protected _currentEffect: Nullable<Effect>;
  97016. /** @hidden */
  97017. protected _currentProgram: Nullable<WebGLProgram>;
  97018. private _compiledEffects;
  97019. private _vertexAttribArraysEnabled;
  97020. /** @hidden */
  97021. protected _cachedViewport: Nullable<IViewportLike>;
  97022. private _cachedVertexArrayObject;
  97023. /** @hidden */
  97024. protected _cachedVertexBuffers: any;
  97025. /** @hidden */
  97026. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  97027. /** @hidden */
  97028. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  97029. /** @hidden */
  97030. _currentRenderTarget: Nullable<InternalTexture>;
  97031. private _uintIndicesCurrentlySet;
  97032. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  97033. /** @hidden */
  97034. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  97035. private _currentBufferPointers;
  97036. private _currentInstanceLocations;
  97037. private _currentInstanceBuffers;
  97038. private _textureUnits;
  97039. /** @hidden */
  97040. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  97041. /** @hidden */
  97042. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  97043. /** @hidden */
  97044. _boundRenderFunction: any;
  97045. private _vaoRecordInProgress;
  97046. private _mustWipeVertexAttributes;
  97047. private _emptyTexture;
  97048. private _emptyCubeTexture;
  97049. private _emptyTexture3D;
  97050. /** @hidden */
  97051. _frameHandler: number;
  97052. private _nextFreeTextureSlots;
  97053. private _maxSimultaneousTextures;
  97054. private _activeRequests;
  97055. protected _texturesSupported: string[];
  97056. /** @hidden */
  97057. _textureFormatInUse: Nullable<string>;
  97058. protected readonly _supportsHardwareTextureRescaling: boolean;
  97059. /**
  97060. * Gets the list of texture formats supported
  97061. */
  97062. readonly texturesSupported: Array<string>;
  97063. /**
  97064. * Gets the list of texture formats in use
  97065. */
  97066. readonly textureFormatInUse: Nullable<string>;
  97067. /**
  97068. * Gets the current viewport
  97069. */
  97070. readonly currentViewport: Nullable<IViewportLike>;
  97071. /**
  97072. * Gets the default empty texture
  97073. */
  97074. readonly emptyTexture: InternalTexture;
  97075. /**
  97076. * Gets the default empty 3D texture
  97077. */
  97078. readonly emptyTexture3D: InternalTexture;
  97079. /**
  97080. * Gets the default empty cube texture
  97081. */
  97082. readonly emptyCubeTexture: InternalTexture;
  97083. /**
  97084. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  97085. */
  97086. readonly premultipliedAlpha: boolean;
  97087. /**
  97088. * Observable event triggered before each texture is initialized
  97089. */
  97090. onBeforeTextureInitObservable: Observable<Texture>;
  97091. /**
  97092. * Creates a new engine
  97093. * @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
  97094. * @param antialias defines enable antialiasing (default: false)
  97095. * @param options defines further options to be sent to the getContext() function
  97096. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  97097. */
  97098. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  97099. private _rebuildInternalTextures;
  97100. private _rebuildEffects;
  97101. /**
  97102. * Gets a boolean indicating if all created effects are ready
  97103. * @returns true if all effects are ready
  97104. */
  97105. areAllEffectsReady(): boolean;
  97106. protected _rebuildBuffers(): void;
  97107. private _initGLContext;
  97108. /**
  97109. * Gets version of the current webGL context
  97110. */
  97111. readonly webGLVersion: number;
  97112. /**
  97113. * Gets a string idenfifying the name of the class
  97114. * @returns "Engine" string
  97115. */
  97116. getClassName(): string;
  97117. /**
  97118. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  97119. */
  97120. readonly isStencilEnable: boolean;
  97121. /** @hidden */
  97122. _prepareWorkingCanvas(): void;
  97123. /**
  97124. * Reset the texture cache to empty state
  97125. */
  97126. resetTextureCache(): void;
  97127. /**
  97128. * Gets an object containing information about the current webGL context
  97129. * @returns an object containing the vender, the renderer and the version of the current webGL context
  97130. */
  97131. getGlInfo(): {
  97132. vendor: string;
  97133. renderer: string;
  97134. version: string;
  97135. };
  97136. /**
  97137. * Defines the hardware scaling level.
  97138. * By default the hardware scaling level is computed from the window device ratio.
  97139. * 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.
  97140. * @param level defines the level to use
  97141. */
  97142. setHardwareScalingLevel(level: number): void;
  97143. /**
  97144. * Gets the current hardware scaling level.
  97145. * By default the hardware scaling level is computed from the window device ratio.
  97146. * 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.
  97147. * @returns a number indicating the current hardware scaling level
  97148. */
  97149. getHardwareScalingLevel(): number;
  97150. /**
  97151. * Gets the list of loaded textures
  97152. * @returns an array containing all loaded textures
  97153. */
  97154. getLoadedTexturesCache(): InternalTexture[];
  97155. /**
  97156. * Gets the object containing all engine capabilities
  97157. * @returns the EngineCapabilities object
  97158. */
  97159. getCaps(): EngineCapabilities;
  97160. /**
  97161. * stop executing a render loop function and remove it from the execution array
  97162. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  97163. */
  97164. stopRenderLoop(renderFunction?: () => void): void;
  97165. /** @hidden */
  97166. _renderLoop(): void;
  97167. /**
  97168. * Gets the HTML canvas attached with the current webGL context
  97169. * @returns a HTML canvas
  97170. */
  97171. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  97172. /**
  97173. * Gets host window
  97174. * @returns the host window object
  97175. */
  97176. getHostWindow(): Nullable<Window>;
  97177. /**
  97178. * Gets the current render width
  97179. * @param useScreen defines if screen size must be used (or the current render target if any)
  97180. * @returns a number defining the current render width
  97181. */
  97182. getRenderWidth(useScreen?: boolean): number;
  97183. /**
  97184. * Gets the current render height
  97185. * @param useScreen defines if screen size must be used (or the current render target if any)
  97186. * @returns a number defining the current render height
  97187. */
  97188. getRenderHeight(useScreen?: boolean): number;
  97189. /**
  97190. * Can be used to override the current requestAnimationFrame requester.
  97191. * @hidden
  97192. */
  97193. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  97194. /**
  97195. * Register and execute a render loop. The engine can have more than one render function
  97196. * @param renderFunction defines the function to continuously execute
  97197. */
  97198. runRenderLoop(renderFunction: () => void): void;
  97199. /**
  97200. * Clear the current render buffer or the current render target (if any is set up)
  97201. * @param color defines the color to use
  97202. * @param backBuffer defines if the back buffer must be cleared
  97203. * @param depth defines if the depth buffer must be cleared
  97204. * @param stencil defines if the stencil buffer must be cleared
  97205. */
  97206. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  97207. private _viewportCached;
  97208. /** @hidden */
  97209. _viewport(x: number, y: number, width: number, height: number): void;
  97210. /**
  97211. * Set the WebGL's viewport
  97212. * @param viewport defines the viewport element to be used
  97213. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  97214. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  97215. */
  97216. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  97217. /**
  97218. * Begin a new frame
  97219. */
  97220. beginFrame(): void;
  97221. /**
  97222. * Enf the current frame
  97223. */
  97224. endFrame(): void;
  97225. /**
  97226. * Resize the view according to the canvas' size
  97227. */
  97228. resize(): void;
  97229. /**
  97230. * Force a specific size of the canvas
  97231. * @param width defines the new canvas' width
  97232. * @param height defines the new canvas' height
  97233. */
  97234. setSize(width: number, height: number): void;
  97235. /**
  97236. * Binds the frame buffer to the specified texture.
  97237. * @param texture The texture to render to or null for the default canvas
  97238. * @param faceIndex The face of the texture to render to in case of cube texture
  97239. * @param requiredWidth The width of the target to render to
  97240. * @param requiredHeight The height of the target to render to
  97241. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  97242. * @param depthStencilTexture The depth stencil texture to use to render
  97243. * @param lodLevel defines le lod level to bind to the frame buffer
  97244. */
  97245. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  97246. /** @hidden */
  97247. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  97248. /**
  97249. * Unbind the current render target texture from the webGL context
  97250. * @param texture defines the render target texture to unbind
  97251. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  97252. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  97253. */
  97254. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  97255. /**
  97256. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  97257. */
  97258. flushFramebuffer(): void;
  97259. /**
  97260. * Unbind the current render target and bind the default framebuffer
  97261. */
  97262. restoreDefaultFramebuffer(): void;
  97263. /** @hidden */
  97264. protected _resetVertexBufferBinding(): void;
  97265. /**
  97266. * Creates a vertex buffer
  97267. * @param data the data for the vertex buffer
  97268. * @returns the new WebGL static buffer
  97269. */
  97270. createVertexBuffer(data: DataArray): DataBuffer;
  97271. private _createVertexBuffer;
  97272. /**
  97273. * Creates a dynamic vertex buffer
  97274. * @param data the data for the dynamic vertex buffer
  97275. * @returns the new WebGL dynamic buffer
  97276. */
  97277. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  97278. protected _resetIndexBufferBinding(): void;
  97279. /**
  97280. * Creates a new index buffer
  97281. * @param indices defines the content of the index buffer
  97282. * @param updatable defines if the index buffer must be updatable
  97283. * @returns a new webGL buffer
  97284. */
  97285. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  97286. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  97287. /**
  97288. * Bind a webGL buffer to the webGL context
  97289. * @param buffer defines the buffer to bind
  97290. */
  97291. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  97292. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  97293. private bindBuffer;
  97294. /**
  97295. * update the bound buffer with the given data
  97296. * @param data defines the data to update
  97297. */
  97298. updateArrayBuffer(data: Float32Array): void;
  97299. private _vertexAttribPointer;
  97300. private _bindIndexBufferWithCache;
  97301. private _bindVertexBuffersAttributes;
  97302. /**
  97303. * Records a vertex array object
  97304. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97305. * @param vertexBuffers defines the list of vertex buffers to store
  97306. * @param indexBuffer defines the index buffer to store
  97307. * @param effect defines the effect to store
  97308. * @returns the new vertex array object
  97309. */
  97310. recordVertexArrayObject(vertexBuffers: {
  97311. [key: string]: VertexBuffer;
  97312. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  97313. /**
  97314. * Bind a specific vertex array object
  97315. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97316. * @param vertexArrayObject defines the vertex array object to bind
  97317. * @param indexBuffer defines the index buffer to bind
  97318. */
  97319. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  97320. /**
  97321. * Bind webGl buffers directly to the webGL context
  97322. * @param vertexBuffer defines the vertex buffer to bind
  97323. * @param indexBuffer defines the index buffer to bind
  97324. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  97325. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  97326. * @param effect defines the effect associated with the vertex buffer
  97327. */
  97328. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  97329. private _unbindVertexArrayObject;
  97330. /**
  97331. * Bind a list of vertex buffers to the webGL context
  97332. * @param vertexBuffers defines the list of vertex buffers to bind
  97333. * @param indexBuffer defines the index buffer to bind
  97334. * @param effect defines the effect associated with the vertex buffers
  97335. */
  97336. bindBuffers(vertexBuffers: {
  97337. [key: string]: Nullable<VertexBuffer>;
  97338. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  97339. /**
  97340. * Unbind all instance attributes
  97341. */
  97342. unbindInstanceAttributes(): void;
  97343. /**
  97344. * Release and free the memory of a vertex array object
  97345. * @param vao defines the vertex array object to delete
  97346. */
  97347. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  97348. /** @hidden */
  97349. _releaseBuffer(buffer: DataBuffer): boolean;
  97350. protected _deleteBuffer(buffer: DataBuffer): void;
  97351. /**
  97352. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  97353. * @param instancesBuffer defines the webGL buffer to update and bind
  97354. * @param data defines the data to store in the buffer
  97355. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  97356. */
  97357. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  97358. /**
  97359. * Apply all cached states (depth, culling, stencil and alpha)
  97360. */
  97361. applyStates(): void;
  97362. /**
  97363. * Send a draw order
  97364. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97365. * @param indexStart defines the starting index
  97366. * @param indexCount defines the number of index to draw
  97367. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97368. */
  97369. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  97370. /**
  97371. * Draw a list of points
  97372. * @param verticesStart defines the index of first vertex to draw
  97373. * @param verticesCount defines the count of vertices to draw
  97374. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97375. */
  97376. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97377. /**
  97378. * Draw a list of unindexed primitives
  97379. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97380. * @param verticesStart defines the index of first vertex to draw
  97381. * @param verticesCount defines the count of vertices to draw
  97382. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97383. */
  97384. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97385. /**
  97386. * Draw a list of indexed primitives
  97387. * @param fillMode defines the primitive to use
  97388. * @param indexStart defines the starting index
  97389. * @param indexCount defines the number of index to draw
  97390. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97391. */
  97392. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  97393. /**
  97394. * Draw a list of unindexed primitives
  97395. * @param fillMode defines the primitive to use
  97396. * @param verticesStart defines the index of first vertex to draw
  97397. * @param verticesCount defines the count of vertices to draw
  97398. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97399. */
  97400. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97401. private _drawMode;
  97402. /** @hidden */
  97403. protected _reportDrawCall(): void;
  97404. /** @hidden */
  97405. _releaseEffect(effect: Effect): void;
  97406. /** @hidden */
  97407. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  97408. /**
  97409. * Create a new effect (used to store vertex/fragment shaders)
  97410. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  97411. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  97412. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  97413. * @param samplers defines an array of string used to represent textures
  97414. * @param defines defines the string containing the defines to use to compile the shaders
  97415. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  97416. * @param onCompiled defines a function to call when the effect creation is successful
  97417. * @param onError defines a function to call when the effect creation has failed
  97418. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  97419. * @returns the new Effect
  97420. */
  97421. 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;
  97422. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  97423. private _compileShader;
  97424. private _compileRawShader;
  97425. /**
  97426. * Directly creates a webGL program
  97427. * @param pipelineContext defines the pipeline context to attach to
  97428. * @param vertexCode defines the vertex shader code to use
  97429. * @param fragmentCode defines the fragment shader code to use
  97430. * @param context defines the webGL context to use (if not set, the current one will be used)
  97431. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97432. * @returns the new webGL program
  97433. */
  97434. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97435. /**
  97436. * Creates a webGL program
  97437. * @param pipelineContext defines the pipeline context to attach to
  97438. * @param vertexCode defines the vertex shader code to use
  97439. * @param fragmentCode defines the fragment shader code to use
  97440. * @param defines defines the string containing the defines to use to compile the shaders
  97441. * @param context defines the webGL context to use (if not set, the current one will be used)
  97442. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97443. * @returns the new webGL program
  97444. */
  97445. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97446. /**
  97447. * Creates a new pipeline context
  97448. * @returns the new pipeline
  97449. */
  97450. createPipelineContext(): IPipelineContext;
  97451. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97452. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  97453. /** @hidden */
  97454. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  97455. /** @hidden */
  97456. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  97457. /** @hidden */
  97458. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  97459. /**
  97460. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  97461. * @param pipelineContext defines the pipeline context to use
  97462. * @param uniformsNames defines the list of uniform names
  97463. * @returns an array of webGL uniform locations
  97464. */
  97465. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  97466. /**
  97467. * Gets the lsit of active attributes for a given webGL program
  97468. * @param pipelineContext defines the pipeline context to use
  97469. * @param attributesNames defines the list of attribute names to get
  97470. * @returns an array of indices indicating the offset of each attribute
  97471. */
  97472. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  97473. /**
  97474. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  97475. * @param effect defines the effect to activate
  97476. */
  97477. enableEffect(effect: Nullable<Effect>): void;
  97478. /**
  97479. * Set the value of an uniform to a number (int)
  97480. * @param uniform defines the webGL uniform location where to store the value
  97481. * @param value defines the int number to store
  97482. */
  97483. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97484. /**
  97485. * Set the value of an uniform to an array of int32
  97486. * @param uniform defines the webGL uniform location where to store the value
  97487. * @param array defines the array of int32 to store
  97488. */
  97489. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97490. /**
  97491. * Set the value of an uniform to an array of int32 (stored as vec2)
  97492. * @param uniform defines the webGL uniform location where to store the value
  97493. * @param array defines the array of int32 to store
  97494. */
  97495. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97496. /**
  97497. * Set the value of an uniform to an array of int32 (stored as vec3)
  97498. * @param uniform defines the webGL uniform location where to store the value
  97499. * @param array defines the array of int32 to store
  97500. */
  97501. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97502. /**
  97503. * Set the value of an uniform to an array of int32 (stored as vec4)
  97504. * @param uniform defines the webGL uniform location where to store the value
  97505. * @param array defines the array of int32 to store
  97506. */
  97507. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97508. /**
  97509. * Set the value of an uniform to an array of number
  97510. * @param uniform defines the webGL uniform location where to store the value
  97511. * @param array defines the array of number to store
  97512. */
  97513. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97514. /**
  97515. * Set the value of an uniform to an array of number (stored as vec2)
  97516. * @param uniform defines the webGL uniform location where to store the value
  97517. * @param array defines the array of number to store
  97518. */
  97519. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97520. /**
  97521. * Set the value of an uniform to an array of number (stored as vec3)
  97522. * @param uniform defines the webGL uniform location where to store the value
  97523. * @param array defines the array of number to store
  97524. */
  97525. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97526. /**
  97527. * Set the value of an uniform to an array of number (stored as vec4)
  97528. * @param uniform defines the webGL uniform location where to store the value
  97529. * @param array defines the array of number to store
  97530. */
  97531. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97532. /**
  97533. * Set the value of an uniform to an array of float32 (stored as matrices)
  97534. * @param uniform defines the webGL uniform location where to store the value
  97535. * @param matrices defines the array of float32 to store
  97536. */
  97537. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  97538. /**
  97539. * Set the value of an uniform to a matrix (3x3)
  97540. * @param uniform defines the webGL uniform location where to store the value
  97541. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  97542. */
  97543. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97544. /**
  97545. * Set the value of an uniform to a matrix (2x2)
  97546. * @param uniform defines the webGL uniform location where to store the value
  97547. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  97548. */
  97549. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97550. /**
  97551. * Set the value of an uniform to a number (float)
  97552. * @param uniform defines the webGL uniform location where to store the value
  97553. * @param value defines the float number to store
  97554. */
  97555. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97556. /**
  97557. * Set the value of an uniform to a vec2
  97558. * @param uniform defines the webGL uniform location where to store the value
  97559. * @param x defines the 1st component of the value
  97560. * @param y defines the 2nd component of the value
  97561. */
  97562. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  97563. /**
  97564. * Set the value of an uniform to a vec3
  97565. * @param uniform defines the webGL uniform location where to store the value
  97566. * @param x defines the 1st component of the value
  97567. * @param y defines the 2nd component of the value
  97568. * @param z defines the 3rd component of the value
  97569. */
  97570. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  97571. /**
  97572. * Set the value of an uniform to a vec4
  97573. * @param uniform defines the webGL uniform location where to store the value
  97574. * @param x defines the 1st component of the value
  97575. * @param y defines the 2nd component of the value
  97576. * @param z defines the 3rd component of the value
  97577. * @param w defines the 4th component of the value
  97578. */
  97579. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  97580. /**
  97581. * Gets the depth culling state manager
  97582. */
  97583. readonly depthCullingState: DepthCullingState;
  97584. /**
  97585. * Gets the alpha state manager
  97586. */
  97587. readonly alphaState: AlphaState;
  97588. /**
  97589. * Gets the stencil state manager
  97590. */
  97591. readonly stencilState: StencilState;
  97592. /**
  97593. * Clears the list of texture accessible through engine.
  97594. * This can help preventing texture load conflict due to name collision.
  97595. */
  97596. clearInternalTexturesCache(): void;
  97597. /**
  97598. * Force the entire cache to be cleared
  97599. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  97600. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  97601. */
  97602. wipeCaches(bruteForce?: boolean): void;
  97603. /** @hidden */
  97604. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  97605. min: number;
  97606. mag: number;
  97607. };
  97608. /** @hidden */
  97609. _createTexture(): WebGLTexture;
  97610. /**
  97611. * Usually called from Texture.ts.
  97612. * Passed information to create a WebGLTexture
  97613. * @param urlArg defines a value which contains one of the following:
  97614. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  97615. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  97616. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  97617. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  97618. * @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)
  97619. * @param scene needed for loading to the correct scene
  97620. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  97621. * @param onLoad optional callback to be called upon successful completion
  97622. * @param onError optional callback to be called upon failure
  97623. * @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
  97624. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  97625. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  97626. * @param forcedExtension defines the extension to use to pick the right loader
  97627. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  97628. * @param mimeType defines an optional mime type
  97629. * @returns a InternalTexture for assignment back into BABYLON.Texture
  97630. */
  97631. 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;
  97632. /**
  97633. * @hidden
  97634. */
  97635. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  97636. /**
  97637. * Creates a raw texture
  97638. * @param data defines the data to store in the texture
  97639. * @param width defines the width of the texture
  97640. * @param height defines the height of the texture
  97641. * @param format defines the format of the data
  97642. * @param generateMipMaps defines if the engine should generate the mip levels
  97643. * @param invertY defines if data must be stored with Y axis inverted
  97644. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  97645. * @param compression defines the compression used (null by default)
  97646. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  97647. * @returns the raw texture inside an InternalTexture
  97648. */
  97649. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  97650. /**
  97651. * Creates a new raw cube texture
  97652. * @param data defines the array of data to use to create each face
  97653. * @param size defines the size of the textures
  97654. * @param format defines the format of the data
  97655. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  97656. * @param generateMipMaps defines if the engine should generate the mip levels
  97657. * @param invertY defines if data must be stored with Y axis inverted
  97658. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97659. * @param compression defines the compression used (null by default)
  97660. * @returns the cube texture as an InternalTexture
  97661. */
  97662. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  97663. /**
  97664. * Creates a new raw 3D texture
  97665. * @param data defines the data used to create the texture
  97666. * @param width defines the width of the texture
  97667. * @param height defines the height of the texture
  97668. * @param depth defines the depth of the texture
  97669. * @param format defines the format of the texture
  97670. * @param generateMipMaps defines if the engine must generate mip levels
  97671. * @param invertY defines if data must be stored with Y axis inverted
  97672. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97673. * @param compression defines the compressed used (can be null)
  97674. * @param textureType defines the compressed used (can be null)
  97675. * @returns a new raw 3D texture (stored in an InternalTexture)
  97676. */
  97677. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  97678. private _unpackFlipYCached;
  97679. /**
  97680. * In case you are sharing the context with other applications, it might
  97681. * be interested to not cache the unpack flip y state to ensure a consistent
  97682. * value would be set.
  97683. */
  97684. enableUnpackFlipYCached: boolean;
  97685. /** @hidden */
  97686. _unpackFlipY(value: boolean): void;
  97687. /** @hidden */
  97688. _getUnpackAlignement(): number;
  97689. /**
  97690. * Update the sampling mode of a given texture
  97691. * @param samplingMode defines the required sampling mode
  97692. * @param texture defines the texture to update
  97693. */
  97694. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  97695. /** @hidden */
  97696. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  97697. width: number;
  97698. height: number;
  97699. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  97700. /** @hidden */
  97701. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97702. /** @hidden */
  97703. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  97704. /** @hidden */
  97705. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97706. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  97707. private _prepareWebGLTexture;
  97708. /** @hidden */
  97709. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  97710. /** @hidden */
  97711. _releaseFramebufferObjects(texture: InternalTexture): void;
  97712. /** @hidden */
  97713. _releaseTexture(texture: InternalTexture): void;
  97714. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  97715. protected _setProgram(program: WebGLProgram): void;
  97716. protected _boundUniforms: {
  97717. [key: number]: WebGLUniformLocation;
  97718. };
  97719. /**
  97720. * Binds an effect to the webGL context
  97721. * @param effect defines the effect to bind
  97722. */
  97723. bindSamplers(effect: Effect): void;
  97724. private _activateCurrentTexture;
  97725. /** @hidden */
  97726. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  97727. /** @hidden */
  97728. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  97729. /**
  97730. * Unbind all textures from the webGL context
  97731. */
  97732. unbindAllTextures(): void;
  97733. /**
  97734. * Sets a texture to the according uniform.
  97735. * @param channel The texture channel
  97736. * @param uniform The uniform to set
  97737. * @param texture The texture to apply
  97738. */
  97739. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97740. private _bindSamplerUniformToChannel;
  97741. private _getTextureWrapMode;
  97742. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97743. /**
  97744. * Sets an array of texture to the webGL context
  97745. * @param channel defines the channel where the texture array must be set
  97746. * @param uniform defines the associated uniform location
  97747. * @param textures defines the array of textures to bind
  97748. */
  97749. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97750. /** @hidden */
  97751. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97752. private _setTextureParameterFloat;
  97753. private _setTextureParameterInteger;
  97754. /**
  97755. * Unbind all vertex attributes from the webGL context
  97756. */
  97757. unbindAllAttributes(): void;
  97758. /**
  97759. * 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
  97760. */
  97761. releaseEffects(): void;
  97762. /**
  97763. * Dispose and release all associated resources
  97764. */
  97765. dispose(): void;
  97766. /**
  97767. * Attach a new callback raised when context lost event is fired
  97768. * @param callback defines the callback to call
  97769. */
  97770. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97771. /**
  97772. * Attach a new callback raised when context restored event is fired
  97773. * @param callback defines the callback to call
  97774. */
  97775. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97776. /**
  97777. * Get the current error code of the webGL context
  97778. * @returns the error code
  97779. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97780. */
  97781. getError(): number;
  97782. private _canRenderToFloatFramebuffer;
  97783. private _canRenderToHalfFloatFramebuffer;
  97784. private _canRenderToFramebuffer;
  97785. /** @hidden */
  97786. _getWebGLTextureType(type: number): number;
  97787. /** @hidden */
  97788. _getInternalFormat(format: number): number;
  97789. /** @hidden */
  97790. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97791. /** @hidden */
  97792. _getRGBAMultiSampleBufferFormat(type: number): number;
  97793. /** @hidden */
  97794. _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;
  97795. /**
  97796. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97797. * @returns true if the engine can be created
  97798. * @ignorenaming
  97799. */
  97800. static isSupported(): boolean;
  97801. /**
  97802. * Find the next highest power of two.
  97803. * @param x Number to start search from.
  97804. * @return Next highest power of two.
  97805. */
  97806. static CeilingPOT(x: number): number;
  97807. /**
  97808. * Find the next lowest power of two.
  97809. * @param x Number to start search from.
  97810. * @return Next lowest power of two.
  97811. */
  97812. static FloorPOT(x: number): number;
  97813. /**
  97814. * Find the nearest power of two.
  97815. * @param x Number to start search from.
  97816. * @return Next nearest power of two.
  97817. */
  97818. static NearestPOT(x: number): number;
  97819. /**
  97820. * Get the closest exponent of two
  97821. * @param value defines the value to approximate
  97822. * @param max defines the maximum value to return
  97823. * @param mode defines how to define the closest value
  97824. * @returns closest exponent of two of the given value
  97825. */
  97826. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97827. /**
  97828. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97829. * @param func - the function to be called
  97830. * @param requester - the object that will request the next frame. Falls back to window.
  97831. * @returns frame number
  97832. */
  97833. static QueueNewFrame(func: () => void, requester?: any): number;
  97834. }
  97835. }
  97836. declare module BABYLON {
  97837. /**
  97838. * Class representing spherical harmonics coefficients to the 3rd degree
  97839. */
  97840. export class SphericalHarmonics {
  97841. /**
  97842. * Defines whether or not the harmonics have been prescaled for rendering.
  97843. */
  97844. preScaled: boolean;
  97845. /**
  97846. * The l0,0 coefficients of the spherical harmonics
  97847. */
  97848. l00: Vector3;
  97849. /**
  97850. * The l1,-1 coefficients of the spherical harmonics
  97851. */
  97852. l1_1: Vector3;
  97853. /**
  97854. * The l1,0 coefficients of the spherical harmonics
  97855. */
  97856. l10: Vector3;
  97857. /**
  97858. * The l1,1 coefficients of the spherical harmonics
  97859. */
  97860. l11: Vector3;
  97861. /**
  97862. * The l2,-2 coefficients of the spherical harmonics
  97863. */
  97864. l2_2: Vector3;
  97865. /**
  97866. * The l2,-1 coefficients of the spherical harmonics
  97867. */
  97868. l2_1: Vector3;
  97869. /**
  97870. * The l2,0 coefficients of the spherical harmonics
  97871. */
  97872. l20: Vector3;
  97873. /**
  97874. * The l2,1 coefficients of the spherical harmonics
  97875. */
  97876. l21: Vector3;
  97877. /**
  97878. * The l2,2 coefficients of the spherical harmonics
  97879. */
  97880. l22: Vector3;
  97881. /**
  97882. * Adds a light to the spherical harmonics
  97883. * @param direction the direction of the light
  97884. * @param color the color of the light
  97885. * @param deltaSolidAngle the delta solid angle of the light
  97886. */
  97887. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  97888. /**
  97889. * Scales the spherical harmonics by the given amount
  97890. * @param scale the amount to scale
  97891. */
  97892. scaleInPlace(scale: number): void;
  97893. /**
  97894. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  97895. *
  97896. * ```
  97897. * E_lm = A_l * L_lm
  97898. * ```
  97899. *
  97900. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  97901. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  97902. * the scaling factors are given in equation 9.
  97903. */
  97904. convertIncidentRadianceToIrradiance(): void;
  97905. /**
  97906. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  97907. *
  97908. * ```
  97909. * L = (1/pi) * E * rho
  97910. * ```
  97911. *
  97912. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  97913. */
  97914. convertIrradianceToLambertianRadiance(): void;
  97915. /**
  97916. * Integrates the reconstruction coefficients directly in to the SH preventing further
  97917. * required operations at run time.
  97918. *
  97919. * This is simply done by scaling back the SH with Ylm constants parameter.
  97920. * The trigonometric part being applied by the shader at run time.
  97921. */
  97922. preScaleForRendering(): void;
  97923. /**
  97924. * Constructs a spherical harmonics from an array.
  97925. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  97926. * @returns the spherical harmonics
  97927. */
  97928. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  97929. /**
  97930. * Gets the spherical harmonics from polynomial
  97931. * @param polynomial the spherical polynomial
  97932. * @returns the spherical harmonics
  97933. */
  97934. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  97935. }
  97936. /**
  97937. * Class representing spherical polynomial coefficients to the 3rd degree
  97938. */
  97939. export class SphericalPolynomial {
  97940. private _harmonics;
  97941. /**
  97942. * The spherical harmonics used to create the polynomials.
  97943. */
  97944. readonly preScaledHarmonics: SphericalHarmonics;
  97945. /**
  97946. * The x coefficients of the spherical polynomial
  97947. */
  97948. x: Vector3;
  97949. /**
  97950. * The y coefficients of the spherical polynomial
  97951. */
  97952. y: Vector3;
  97953. /**
  97954. * The z coefficients of the spherical polynomial
  97955. */
  97956. z: Vector3;
  97957. /**
  97958. * The xx coefficients of the spherical polynomial
  97959. */
  97960. xx: Vector3;
  97961. /**
  97962. * The yy coefficients of the spherical polynomial
  97963. */
  97964. yy: Vector3;
  97965. /**
  97966. * The zz coefficients of the spherical polynomial
  97967. */
  97968. zz: Vector3;
  97969. /**
  97970. * The xy coefficients of the spherical polynomial
  97971. */
  97972. xy: Vector3;
  97973. /**
  97974. * The yz coefficients of the spherical polynomial
  97975. */
  97976. yz: Vector3;
  97977. /**
  97978. * The zx coefficients of the spherical polynomial
  97979. */
  97980. zx: Vector3;
  97981. /**
  97982. * Adds an ambient color to the spherical polynomial
  97983. * @param color the color to add
  97984. */
  97985. addAmbient(color: Color3): void;
  97986. /**
  97987. * Scales the spherical polynomial by the given amount
  97988. * @param scale the amount to scale
  97989. */
  97990. scaleInPlace(scale: number): void;
  97991. /**
  97992. * Gets the spherical polynomial from harmonics
  97993. * @param harmonics the spherical harmonics
  97994. * @returns the spherical polynomial
  97995. */
  97996. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  97997. /**
  97998. * Constructs a spherical polynomial from an array.
  97999. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  98000. * @returns the spherical polynomial
  98001. */
  98002. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  98003. }
  98004. }
  98005. declare module BABYLON {
  98006. /**
  98007. * Defines the source of the internal texture
  98008. */
  98009. export enum InternalTextureSource {
  98010. /**
  98011. * The source of the texture data is unknown
  98012. */
  98013. Unknown = 0,
  98014. /**
  98015. * Texture data comes from an URL
  98016. */
  98017. Url = 1,
  98018. /**
  98019. * Texture data is only used for temporary storage
  98020. */
  98021. Temp = 2,
  98022. /**
  98023. * Texture data comes from raw data (ArrayBuffer)
  98024. */
  98025. Raw = 3,
  98026. /**
  98027. * Texture content is dynamic (video or dynamic texture)
  98028. */
  98029. Dynamic = 4,
  98030. /**
  98031. * Texture content is generated by rendering to it
  98032. */
  98033. RenderTarget = 5,
  98034. /**
  98035. * Texture content is part of a multi render target process
  98036. */
  98037. MultiRenderTarget = 6,
  98038. /**
  98039. * Texture data comes from a cube data file
  98040. */
  98041. Cube = 7,
  98042. /**
  98043. * Texture data comes from a raw cube data
  98044. */
  98045. CubeRaw = 8,
  98046. /**
  98047. * Texture data come from a prefiltered cube data file
  98048. */
  98049. CubePrefiltered = 9,
  98050. /**
  98051. * Texture content is raw 3D data
  98052. */
  98053. Raw3D = 10,
  98054. /**
  98055. * Texture content is a depth texture
  98056. */
  98057. Depth = 11,
  98058. /**
  98059. * Texture data comes from a raw cube data encoded with RGBD
  98060. */
  98061. CubeRawRGBD = 12
  98062. }
  98063. /**
  98064. * Class used to store data associated with WebGL texture data for the engine
  98065. * This class should not be used directly
  98066. */
  98067. export class InternalTexture {
  98068. /** @hidden */
  98069. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  98070. /**
  98071. * Defines if the texture is ready
  98072. */
  98073. isReady: boolean;
  98074. /**
  98075. * Defines if the texture is a cube texture
  98076. */
  98077. isCube: boolean;
  98078. /**
  98079. * Defines if the texture contains 3D data
  98080. */
  98081. is3D: boolean;
  98082. /**
  98083. * Defines if the texture contains multiview data
  98084. */
  98085. isMultiview: boolean;
  98086. /**
  98087. * Gets the URL used to load this texture
  98088. */
  98089. url: string;
  98090. /**
  98091. * Gets the sampling mode of the texture
  98092. */
  98093. samplingMode: number;
  98094. /**
  98095. * Gets a boolean indicating if the texture needs mipmaps generation
  98096. */
  98097. generateMipMaps: boolean;
  98098. /**
  98099. * Gets the number of samples used by the texture (WebGL2+ only)
  98100. */
  98101. samples: number;
  98102. /**
  98103. * Gets the type of the texture (int, float...)
  98104. */
  98105. type: number;
  98106. /**
  98107. * Gets the format of the texture (RGB, RGBA...)
  98108. */
  98109. format: number;
  98110. /**
  98111. * Observable called when the texture is loaded
  98112. */
  98113. onLoadedObservable: Observable<InternalTexture>;
  98114. /**
  98115. * Gets the width of the texture
  98116. */
  98117. width: number;
  98118. /**
  98119. * Gets the height of the texture
  98120. */
  98121. height: number;
  98122. /**
  98123. * Gets the depth of the texture
  98124. */
  98125. depth: number;
  98126. /**
  98127. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  98128. */
  98129. baseWidth: number;
  98130. /**
  98131. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  98132. */
  98133. baseHeight: number;
  98134. /**
  98135. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  98136. */
  98137. baseDepth: number;
  98138. /**
  98139. * Gets a boolean indicating if the texture is inverted on Y axis
  98140. */
  98141. invertY: boolean;
  98142. /** @hidden */
  98143. _invertVScale: boolean;
  98144. /** @hidden */
  98145. _associatedChannel: number;
  98146. /** @hidden */
  98147. _source: InternalTextureSource;
  98148. /** @hidden */
  98149. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  98150. /** @hidden */
  98151. _bufferView: Nullable<ArrayBufferView>;
  98152. /** @hidden */
  98153. _bufferViewArray: Nullable<ArrayBufferView[]>;
  98154. /** @hidden */
  98155. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  98156. /** @hidden */
  98157. _size: number;
  98158. /** @hidden */
  98159. _extension: string;
  98160. /** @hidden */
  98161. _files: Nullable<string[]>;
  98162. /** @hidden */
  98163. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98164. /** @hidden */
  98165. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98166. /** @hidden */
  98167. _framebuffer: Nullable<WebGLFramebuffer>;
  98168. /** @hidden */
  98169. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  98170. /** @hidden */
  98171. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  98172. /** @hidden */
  98173. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  98174. /** @hidden */
  98175. _attachments: Nullable<number[]>;
  98176. /** @hidden */
  98177. _cachedCoordinatesMode: Nullable<number>;
  98178. /** @hidden */
  98179. _cachedWrapU: Nullable<number>;
  98180. /** @hidden */
  98181. _cachedWrapV: Nullable<number>;
  98182. /** @hidden */
  98183. _cachedWrapR: Nullable<number>;
  98184. /** @hidden */
  98185. _cachedAnisotropicFilteringLevel: Nullable<number>;
  98186. /** @hidden */
  98187. _isDisabled: boolean;
  98188. /** @hidden */
  98189. _compression: Nullable<string>;
  98190. /** @hidden */
  98191. _generateStencilBuffer: boolean;
  98192. /** @hidden */
  98193. _generateDepthBuffer: boolean;
  98194. /** @hidden */
  98195. _comparisonFunction: number;
  98196. /** @hidden */
  98197. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  98198. /** @hidden */
  98199. _lodGenerationScale: number;
  98200. /** @hidden */
  98201. _lodGenerationOffset: number;
  98202. /** @hidden */
  98203. _colorTextureArray: Nullable<WebGLTexture>;
  98204. /** @hidden */
  98205. _depthStencilTextureArray: Nullable<WebGLTexture>;
  98206. /** @hidden */
  98207. _lodTextureHigh: Nullable<BaseTexture>;
  98208. /** @hidden */
  98209. _lodTextureMid: Nullable<BaseTexture>;
  98210. /** @hidden */
  98211. _lodTextureLow: Nullable<BaseTexture>;
  98212. /** @hidden */
  98213. _isRGBD: boolean;
  98214. /** @hidden */
  98215. _linearSpecularLOD: boolean;
  98216. /** @hidden */
  98217. _irradianceTexture: Nullable<BaseTexture>;
  98218. /** @hidden */
  98219. _webGLTexture: Nullable<WebGLTexture>;
  98220. /** @hidden */
  98221. _references: number;
  98222. private _engine;
  98223. /**
  98224. * Gets the Engine the texture belongs to.
  98225. * @returns The babylon engine
  98226. */
  98227. getEngine(): ThinEngine;
  98228. /**
  98229. * Gets the data source type of the texture
  98230. */
  98231. readonly source: InternalTextureSource;
  98232. /**
  98233. * Creates a new InternalTexture
  98234. * @param engine defines the engine to use
  98235. * @param source defines the type of data that will be used
  98236. * @param delayAllocation if the texture allocation should be delayed (default: false)
  98237. */
  98238. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  98239. /**
  98240. * Increments the number of references (ie. the number of Texture that point to it)
  98241. */
  98242. incrementReferences(): void;
  98243. /**
  98244. * Change the size of the texture (not the size of the content)
  98245. * @param width defines the new width
  98246. * @param height defines the new height
  98247. * @param depth defines the new depth (1 by default)
  98248. */
  98249. updateSize(width: int, height: int, depth?: int): void;
  98250. /** @hidden */
  98251. _rebuild(): void;
  98252. /** @hidden */
  98253. _swapAndDie(target: InternalTexture): void;
  98254. /**
  98255. * Dispose the current allocated resources
  98256. */
  98257. dispose(): void;
  98258. }
  98259. }
  98260. declare module BABYLON {
  98261. /**
  98262. * Class used to work with sound analyzer using fast fourier transform (FFT)
  98263. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98264. */
  98265. export class Analyser {
  98266. /**
  98267. * Gets or sets the smoothing
  98268. * @ignorenaming
  98269. */
  98270. SMOOTHING: number;
  98271. /**
  98272. * Gets or sets the FFT table size
  98273. * @ignorenaming
  98274. */
  98275. FFT_SIZE: number;
  98276. /**
  98277. * Gets or sets the bar graph amplitude
  98278. * @ignorenaming
  98279. */
  98280. BARGRAPHAMPLITUDE: number;
  98281. /**
  98282. * Gets or sets the position of the debug canvas
  98283. * @ignorenaming
  98284. */
  98285. DEBUGCANVASPOS: {
  98286. x: number;
  98287. y: number;
  98288. };
  98289. /**
  98290. * Gets or sets the debug canvas size
  98291. * @ignorenaming
  98292. */
  98293. DEBUGCANVASSIZE: {
  98294. width: number;
  98295. height: number;
  98296. };
  98297. private _byteFreqs;
  98298. private _byteTime;
  98299. private _floatFreqs;
  98300. private _webAudioAnalyser;
  98301. private _debugCanvas;
  98302. private _debugCanvasContext;
  98303. private _scene;
  98304. private _registerFunc;
  98305. private _audioEngine;
  98306. /**
  98307. * Creates a new analyser
  98308. * @param scene defines hosting scene
  98309. */
  98310. constructor(scene: Scene);
  98311. /**
  98312. * Get the number of data values you will have to play with for the visualization
  98313. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  98314. * @returns a number
  98315. */
  98316. getFrequencyBinCount(): number;
  98317. /**
  98318. * Gets the current frequency data as a byte array
  98319. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98320. * @returns a Uint8Array
  98321. */
  98322. getByteFrequencyData(): Uint8Array;
  98323. /**
  98324. * Gets the current waveform as a byte array
  98325. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  98326. * @returns a Uint8Array
  98327. */
  98328. getByteTimeDomainData(): Uint8Array;
  98329. /**
  98330. * Gets the current frequency data as a float array
  98331. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98332. * @returns a Float32Array
  98333. */
  98334. getFloatFrequencyData(): Float32Array;
  98335. /**
  98336. * Renders the debug canvas
  98337. */
  98338. drawDebugCanvas(): void;
  98339. /**
  98340. * Stops rendering the debug canvas and removes it
  98341. */
  98342. stopDebugCanvas(): void;
  98343. /**
  98344. * Connects two audio nodes
  98345. * @param inputAudioNode defines first node to connect
  98346. * @param outputAudioNode defines second node to connect
  98347. */
  98348. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  98349. /**
  98350. * Releases all associated resources
  98351. */
  98352. dispose(): void;
  98353. }
  98354. }
  98355. declare module BABYLON {
  98356. /**
  98357. * This represents an audio engine and it is responsible
  98358. * to play, synchronize and analyse sounds throughout the application.
  98359. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98360. */
  98361. export interface IAudioEngine extends IDisposable {
  98362. /**
  98363. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98364. */
  98365. readonly canUseWebAudio: boolean;
  98366. /**
  98367. * Gets the current AudioContext if available.
  98368. */
  98369. readonly audioContext: Nullable<AudioContext>;
  98370. /**
  98371. * The master gain node defines the global audio volume of your audio engine.
  98372. */
  98373. readonly masterGain: GainNode;
  98374. /**
  98375. * Gets whether or not mp3 are supported by your browser.
  98376. */
  98377. readonly isMP3supported: boolean;
  98378. /**
  98379. * Gets whether or not ogg are supported by your browser.
  98380. */
  98381. readonly isOGGsupported: boolean;
  98382. /**
  98383. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98384. * @ignoreNaming
  98385. */
  98386. WarnedWebAudioUnsupported: boolean;
  98387. /**
  98388. * Defines if the audio engine relies on a custom unlocked button.
  98389. * In this case, the embedded button will not be displayed.
  98390. */
  98391. useCustomUnlockedButton: boolean;
  98392. /**
  98393. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  98394. */
  98395. readonly unlocked: boolean;
  98396. /**
  98397. * Event raised when audio has been unlocked on the browser.
  98398. */
  98399. onAudioUnlockedObservable: Observable<AudioEngine>;
  98400. /**
  98401. * Event raised when audio has been locked on the browser.
  98402. */
  98403. onAudioLockedObservable: Observable<AudioEngine>;
  98404. /**
  98405. * Flags the audio engine in Locked state.
  98406. * This happens due to new browser policies preventing audio to autoplay.
  98407. */
  98408. lock(): void;
  98409. /**
  98410. * Unlocks the audio engine once a user action has been done on the dom.
  98411. * This is helpful to resume play once browser policies have been satisfied.
  98412. */
  98413. unlock(): void;
  98414. }
  98415. /**
  98416. * This represents the default audio engine used in babylon.
  98417. * It is responsible to play, synchronize and analyse sounds throughout the application.
  98418. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98419. */
  98420. export class AudioEngine implements IAudioEngine {
  98421. private _audioContext;
  98422. private _audioContextInitialized;
  98423. private _muteButton;
  98424. private _hostElement;
  98425. /**
  98426. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98427. */
  98428. canUseWebAudio: boolean;
  98429. /**
  98430. * The master gain node defines the global audio volume of your audio engine.
  98431. */
  98432. masterGain: GainNode;
  98433. /**
  98434. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98435. * @ignoreNaming
  98436. */
  98437. WarnedWebAudioUnsupported: boolean;
  98438. /**
  98439. * Gets whether or not mp3 are supported by your browser.
  98440. */
  98441. isMP3supported: boolean;
  98442. /**
  98443. * Gets whether or not ogg are supported by your browser.
  98444. */
  98445. isOGGsupported: boolean;
  98446. /**
  98447. * Gets whether audio has been unlocked on the device.
  98448. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  98449. * a user interaction has happened.
  98450. */
  98451. unlocked: boolean;
  98452. /**
  98453. * Defines if the audio engine relies on a custom unlocked button.
  98454. * In this case, the embedded button will not be displayed.
  98455. */
  98456. useCustomUnlockedButton: boolean;
  98457. /**
  98458. * Event raised when audio has been unlocked on the browser.
  98459. */
  98460. onAudioUnlockedObservable: Observable<AudioEngine>;
  98461. /**
  98462. * Event raised when audio has been locked on the browser.
  98463. */
  98464. onAudioLockedObservable: Observable<AudioEngine>;
  98465. /**
  98466. * Gets the current AudioContext if available.
  98467. */
  98468. readonly audioContext: Nullable<AudioContext>;
  98469. private _connectedAnalyser;
  98470. /**
  98471. * Instantiates a new audio engine.
  98472. *
  98473. * There should be only one per page as some browsers restrict the number
  98474. * of audio contexts you can create.
  98475. * @param hostElement defines the host element where to display the mute icon if necessary
  98476. */
  98477. constructor(hostElement?: Nullable<HTMLElement>);
  98478. /**
  98479. * Flags the audio engine in Locked state.
  98480. * This happens due to new browser policies preventing audio to autoplay.
  98481. */
  98482. lock(): void;
  98483. /**
  98484. * Unlocks the audio engine once a user action has been done on the dom.
  98485. * This is helpful to resume play once browser policies have been satisfied.
  98486. */
  98487. unlock(): void;
  98488. private _resumeAudioContext;
  98489. private _initializeAudioContext;
  98490. private _tryToRun;
  98491. private _triggerRunningState;
  98492. private _triggerSuspendedState;
  98493. private _displayMuteButton;
  98494. private _moveButtonToTopLeft;
  98495. private _onResize;
  98496. private _hideMuteButton;
  98497. /**
  98498. * Destroy and release the resources associated with the audio ccontext.
  98499. */
  98500. dispose(): void;
  98501. /**
  98502. * Gets the global volume sets on the master gain.
  98503. * @returns the global volume if set or -1 otherwise
  98504. */
  98505. getGlobalVolume(): number;
  98506. /**
  98507. * Sets the global volume of your experience (sets on the master gain).
  98508. * @param newVolume Defines the new global volume of the application
  98509. */
  98510. setGlobalVolume(newVolume: number): void;
  98511. /**
  98512. * Connect the audio engine to an audio analyser allowing some amazing
  98513. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98514. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98515. * @param analyser The analyser to connect to the engine
  98516. */
  98517. connectToAnalyser(analyser: Analyser): void;
  98518. }
  98519. }
  98520. declare module BABYLON {
  98521. /**
  98522. * Interface used to present a loading screen while loading a scene
  98523. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98524. */
  98525. export interface ILoadingScreen {
  98526. /**
  98527. * Function called to display the loading screen
  98528. */
  98529. displayLoadingUI: () => void;
  98530. /**
  98531. * Function called to hide the loading screen
  98532. */
  98533. hideLoadingUI: () => void;
  98534. /**
  98535. * Gets or sets the color to use for the background
  98536. */
  98537. loadingUIBackgroundColor: string;
  98538. /**
  98539. * Gets or sets the text to display while loading
  98540. */
  98541. loadingUIText: string;
  98542. }
  98543. /**
  98544. * Class used for the default loading screen
  98545. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98546. */
  98547. export class DefaultLoadingScreen implements ILoadingScreen {
  98548. private _renderingCanvas;
  98549. private _loadingText;
  98550. private _loadingDivBackgroundColor;
  98551. private _loadingDiv;
  98552. private _loadingTextDiv;
  98553. /** Gets or sets the logo url to use for the default loading screen */
  98554. static DefaultLogoUrl: string;
  98555. /** Gets or sets the spinner url to use for the default loading screen */
  98556. static DefaultSpinnerUrl: string;
  98557. /**
  98558. * Creates a new default loading screen
  98559. * @param _renderingCanvas defines the canvas used to render the scene
  98560. * @param _loadingText defines the default text to display
  98561. * @param _loadingDivBackgroundColor defines the default background color
  98562. */
  98563. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  98564. /**
  98565. * Function called to display the loading screen
  98566. */
  98567. displayLoadingUI(): void;
  98568. /**
  98569. * Function called to hide the loading screen
  98570. */
  98571. hideLoadingUI(): void;
  98572. /**
  98573. * Gets or sets the text to display while loading
  98574. */
  98575. loadingUIText: string;
  98576. /**
  98577. * Gets or sets the color to use for the background
  98578. */
  98579. loadingUIBackgroundColor: string;
  98580. private _resizeLoadingUI;
  98581. }
  98582. }
  98583. declare module BABYLON {
  98584. /**
  98585. * Interface for any object that can request an animation frame
  98586. */
  98587. export interface ICustomAnimationFrameRequester {
  98588. /**
  98589. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  98590. */
  98591. renderFunction?: Function;
  98592. /**
  98593. * Called to request the next frame to render to
  98594. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  98595. */
  98596. requestAnimationFrame: Function;
  98597. /**
  98598. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  98599. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  98600. */
  98601. requestID?: number;
  98602. }
  98603. }
  98604. declare module BABYLON {
  98605. /**
  98606. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  98607. */
  98608. export class PerformanceMonitor {
  98609. private _enabled;
  98610. private _rollingFrameTime;
  98611. private _lastFrameTimeMs;
  98612. /**
  98613. * constructor
  98614. * @param frameSampleSize The number of samples required to saturate the sliding window
  98615. */
  98616. constructor(frameSampleSize?: number);
  98617. /**
  98618. * Samples current frame
  98619. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  98620. */
  98621. sampleFrame(timeMs?: number): void;
  98622. /**
  98623. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98624. */
  98625. readonly averageFrameTime: number;
  98626. /**
  98627. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98628. */
  98629. readonly averageFrameTimeVariance: number;
  98630. /**
  98631. * Returns the frame time of the most recent frame
  98632. */
  98633. readonly instantaneousFrameTime: number;
  98634. /**
  98635. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  98636. */
  98637. readonly averageFPS: number;
  98638. /**
  98639. * Returns the average framerate in frames per second using the most recent frame time
  98640. */
  98641. readonly instantaneousFPS: number;
  98642. /**
  98643. * Returns true if enough samples have been taken to completely fill the sliding window
  98644. */
  98645. readonly isSaturated: boolean;
  98646. /**
  98647. * Enables contributions to the sliding window sample set
  98648. */
  98649. enable(): void;
  98650. /**
  98651. * Disables contributions to the sliding window sample set
  98652. * Samples will not be interpolated over the disabled period
  98653. */
  98654. disable(): void;
  98655. /**
  98656. * Returns true if sampling is enabled
  98657. */
  98658. readonly isEnabled: boolean;
  98659. /**
  98660. * Resets performance monitor
  98661. */
  98662. reset(): void;
  98663. }
  98664. /**
  98665. * RollingAverage
  98666. *
  98667. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  98668. */
  98669. export class RollingAverage {
  98670. /**
  98671. * Current average
  98672. */
  98673. average: number;
  98674. /**
  98675. * Current variance
  98676. */
  98677. variance: number;
  98678. protected _samples: Array<number>;
  98679. protected _sampleCount: number;
  98680. protected _pos: number;
  98681. protected _m2: number;
  98682. /**
  98683. * constructor
  98684. * @param length The number of samples required to saturate the sliding window
  98685. */
  98686. constructor(length: number);
  98687. /**
  98688. * Adds a sample to the sample set
  98689. * @param v The sample value
  98690. */
  98691. add(v: number): void;
  98692. /**
  98693. * Returns previously added values or null if outside of history or outside the sliding window domain
  98694. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  98695. * @return Value previously recorded with add() or null if outside of range
  98696. */
  98697. history(i: number): number;
  98698. /**
  98699. * Returns true if enough samples have been taken to completely fill the sliding window
  98700. * @return true if sample-set saturated
  98701. */
  98702. isSaturated(): boolean;
  98703. /**
  98704. * Resets the rolling average (equivalent to 0 samples taken so far)
  98705. */
  98706. reset(): void;
  98707. /**
  98708. * Wraps a value around the sample range boundaries
  98709. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  98710. * @return Wrapped position in sample range
  98711. */
  98712. protected _wrapPosition(i: number): number;
  98713. }
  98714. }
  98715. declare module BABYLON {
  98716. /**
  98717. * This class is used to track a performance counter which is number based.
  98718. * The user has access to many properties which give statistics of different nature.
  98719. *
  98720. * The implementer can track two kinds of Performance Counter: time and count.
  98721. * 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.
  98722. * 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.
  98723. */
  98724. export class PerfCounter {
  98725. /**
  98726. * Gets or sets a global boolean to turn on and off all the counters
  98727. */
  98728. static Enabled: boolean;
  98729. /**
  98730. * Returns the smallest value ever
  98731. */
  98732. readonly min: number;
  98733. /**
  98734. * Returns the biggest value ever
  98735. */
  98736. readonly max: number;
  98737. /**
  98738. * Returns the average value since the performance counter is running
  98739. */
  98740. readonly average: number;
  98741. /**
  98742. * Returns the average value of the last second the counter was monitored
  98743. */
  98744. readonly lastSecAverage: number;
  98745. /**
  98746. * Returns the current value
  98747. */
  98748. readonly current: number;
  98749. /**
  98750. * Gets the accumulated total
  98751. */
  98752. readonly total: number;
  98753. /**
  98754. * Gets the total value count
  98755. */
  98756. readonly count: number;
  98757. /**
  98758. * Creates a new counter
  98759. */
  98760. constructor();
  98761. /**
  98762. * Call this method to start monitoring a new frame.
  98763. * 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.
  98764. */
  98765. fetchNewFrame(): void;
  98766. /**
  98767. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  98768. * @param newCount the count value to add to the monitored count
  98769. * @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.
  98770. */
  98771. addCount(newCount: number, fetchResult: boolean): void;
  98772. /**
  98773. * Start monitoring this performance counter
  98774. */
  98775. beginMonitoring(): void;
  98776. /**
  98777. * Compute the time lapsed since the previous beginMonitoring() call.
  98778. * @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
  98779. */
  98780. endMonitoring(newFrame?: boolean): void;
  98781. private _fetchResult;
  98782. private _startMonitoringTime;
  98783. private _min;
  98784. private _max;
  98785. private _average;
  98786. private _current;
  98787. private _totalValueCount;
  98788. private _totalAccumulated;
  98789. private _lastSecAverage;
  98790. private _lastSecAccumulated;
  98791. private _lastSecTime;
  98792. private _lastSecValueCount;
  98793. }
  98794. }
  98795. declare module BABYLON {
  98796. /**
  98797. * Defines the interface used by display changed events
  98798. */
  98799. export interface IDisplayChangedEventArgs {
  98800. /** Gets the vrDisplay object (if any) */
  98801. vrDisplay: Nullable<any>;
  98802. /** Gets a boolean indicating if webVR is supported */
  98803. vrSupported: boolean;
  98804. }
  98805. /**
  98806. * Defines the interface used by objects containing a viewport (like a camera)
  98807. */
  98808. interface IViewportOwnerLike {
  98809. /**
  98810. * Gets or sets the viewport
  98811. */
  98812. viewport: IViewportLike;
  98813. }
  98814. /**
  98815. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  98816. */
  98817. export class Engine extends ThinEngine {
  98818. /** Defines that alpha blending is disabled */
  98819. static readonly ALPHA_DISABLE: number;
  98820. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  98821. static readonly ALPHA_ADD: number;
  98822. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  98823. static readonly ALPHA_COMBINE: number;
  98824. /** Defines that alpha blending to DEST - SRC * DEST */
  98825. static readonly ALPHA_SUBTRACT: number;
  98826. /** Defines that alpha blending to SRC * DEST */
  98827. static readonly ALPHA_MULTIPLY: number;
  98828. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  98829. static readonly ALPHA_MAXIMIZED: number;
  98830. /** Defines that alpha blending to SRC + DEST */
  98831. static readonly ALPHA_ONEONE: number;
  98832. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  98833. static readonly ALPHA_PREMULTIPLIED: number;
  98834. /**
  98835. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  98836. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  98837. */
  98838. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  98839. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  98840. static readonly ALPHA_INTERPOLATE: number;
  98841. /**
  98842. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  98843. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  98844. */
  98845. static readonly ALPHA_SCREENMODE: number;
  98846. /** Defines that the ressource is not delayed*/
  98847. static readonly DELAYLOADSTATE_NONE: number;
  98848. /** Defines that the ressource was successfully delay loaded */
  98849. static readonly DELAYLOADSTATE_LOADED: number;
  98850. /** Defines that the ressource is currently delay loading */
  98851. static readonly DELAYLOADSTATE_LOADING: number;
  98852. /** Defines that the ressource is delayed and has not started loading */
  98853. static readonly DELAYLOADSTATE_NOTLOADED: number;
  98854. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  98855. static readonly NEVER: number;
  98856. /** 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 */
  98857. static readonly ALWAYS: number;
  98858. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  98859. static readonly LESS: number;
  98860. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  98861. static readonly EQUAL: number;
  98862. /** 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 */
  98863. static readonly LEQUAL: number;
  98864. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  98865. static readonly GREATER: number;
  98866. /** 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 */
  98867. static readonly GEQUAL: number;
  98868. /** 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 */
  98869. static readonly NOTEQUAL: number;
  98870. /** Passed to stencilOperation to specify that stencil value must be kept */
  98871. static readonly KEEP: number;
  98872. /** Passed to stencilOperation to specify that stencil value must be replaced */
  98873. static readonly REPLACE: number;
  98874. /** Passed to stencilOperation to specify that stencil value must be incremented */
  98875. static readonly INCR: number;
  98876. /** Passed to stencilOperation to specify that stencil value must be decremented */
  98877. static readonly DECR: number;
  98878. /** Passed to stencilOperation to specify that stencil value must be inverted */
  98879. static readonly INVERT: number;
  98880. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  98881. static readonly INCR_WRAP: number;
  98882. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  98883. static readonly DECR_WRAP: number;
  98884. /** Texture is not repeating outside of 0..1 UVs */
  98885. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  98886. /** Texture is repeating outside of 0..1 UVs */
  98887. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  98888. /** Texture is repeating and mirrored */
  98889. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  98890. /** ALPHA */
  98891. static readonly TEXTUREFORMAT_ALPHA: number;
  98892. /** LUMINANCE */
  98893. static readonly TEXTUREFORMAT_LUMINANCE: number;
  98894. /** LUMINANCE_ALPHA */
  98895. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  98896. /** RGB */
  98897. static readonly TEXTUREFORMAT_RGB: number;
  98898. /** RGBA */
  98899. static readonly TEXTUREFORMAT_RGBA: number;
  98900. /** RED */
  98901. static readonly TEXTUREFORMAT_RED: number;
  98902. /** RED (2nd reference) */
  98903. static readonly TEXTUREFORMAT_R: number;
  98904. /** RG */
  98905. static readonly TEXTUREFORMAT_RG: number;
  98906. /** RED_INTEGER */
  98907. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  98908. /** RED_INTEGER (2nd reference) */
  98909. static readonly TEXTUREFORMAT_R_INTEGER: number;
  98910. /** RG_INTEGER */
  98911. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  98912. /** RGB_INTEGER */
  98913. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  98914. /** RGBA_INTEGER */
  98915. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  98916. /** UNSIGNED_BYTE */
  98917. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  98918. /** UNSIGNED_BYTE (2nd reference) */
  98919. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  98920. /** FLOAT */
  98921. static readonly TEXTURETYPE_FLOAT: number;
  98922. /** HALF_FLOAT */
  98923. static readonly TEXTURETYPE_HALF_FLOAT: number;
  98924. /** BYTE */
  98925. static readonly TEXTURETYPE_BYTE: number;
  98926. /** SHORT */
  98927. static readonly TEXTURETYPE_SHORT: number;
  98928. /** UNSIGNED_SHORT */
  98929. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  98930. /** INT */
  98931. static readonly TEXTURETYPE_INT: number;
  98932. /** UNSIGNED_INT */
  98933. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  98934. /** UNSIGNED_SHORT_4_4_4_4 */
  98935. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  98936. /** UNSIGNED_SHORT_5_5_5_1 */
  98937. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  98938. /** UNSIGNED_SHORT_5_6_5 */
  98939. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  98940. /** UNSIGNED_INT_2_10_10_10_REV */
  98941. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  98942. /** UNSIGNED_INT_24_8 */
  98943. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  98944. /** UNSIGNED_INT_10F_11F_11F_REV */
  98945. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  98946. /** UNSIGNED_INT_5_9_9_9_REV */
  98947. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  98948. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  98949. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  98950. /** nearest is mag = nearest and min = nearest and mip = linear */
  98951. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  98952. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98953. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  98954. /** Trilinear is mag = linear and min = linear and mip = linear */
  98955. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  98956. /** nearest is mag = nearest and min = nearest and mip = linear */
  98957. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  98958. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98959. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  98960. /** Trilinear is mag = linear and min = linear and mip = linear */
  98961. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  98962. /** mag = nearest and min = nearest and mip = nearest */
  98963. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  98964. /** mag = nearest and min = linear and mip = nearest */
  98965. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  98966. /** mag = nearest and min = linear and mip = linear */
  98967. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  98968. /** mag = nearest and min = linear and mip = none */
  98969. static readonly TEXTURE_NEAREST_LINEAR: number;
  98970. /** mag = nearest and min = nearest and mip = none */
  98971. static readonly TEXTURE_NEAREST_NEAREST: number;
  98972. /** mag = linear and min = nearest and mip = nearest */
  98973. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  98974. /** mag = linear and min = nearest and mip = linear */
  98975. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  98976. /** mag = linear and min = linear and mip = none */
  98977. static readonly TEXTURE_LINEAR_LINEAR: number;
  98978. /** mag = linear and min = nearest and mip = none */
  98979. static readonly TEXTURE_LINEAR_NEAREST: number;
  98980. /** Explicit coordinates mode */
  98981. static readonly TEXTURE_EXPLICIT_MODE: number;
  98982. /** Spherical coordinates mode */
  98983. static readonly TEXTURE_SPHERICAL_MODE: number;
  98984. /** Planar coordinates mode */
  98985. static readonly TEXTURE_PLANAR_MODE: number;
  98986. /** Cubic coordinates mode */
  98987. static readonly TEXTURE_CUBIC_MODE: number;
  98988. /** Projection coordinates mode */
  98989. static readonly TEXTURE_PROJECTION_MODE: number;
  98990. /** Skybox coordinates mode */
  98991. static readonly TEXTURE_SKYBOX_MODE: number;
  98992. /** Inverse Cubic coordinates mode */
  98993. static readonly TEXTURE_INVCUBIC_MODE: number;
  98994. /** Equirectangular coordinates mode */
  98995. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  98996. /** Equirectangular Fixed coordinates mode */
  98997. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  98998. /** Equirectangular Fixed Mirrored coordinates mode */
  98999. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  99000. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  99001. static readonly SCALEMODE_FLOOR: number;
  99002. /** Defines that texture rescaling will look for the nearest power of 2 size */
  99003. static readonly SCALEMODE_NEAREST: number;
  99004. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  99005. static readonly SCALEMODE_CEILING: number;
  99006. /**
  99007. * Returns the current npm package of the sdk
  99008. */
  99009. static readonly NpmPackage: string;
  99010. /**
  99011. * Returns the current version of the framework
  99012. */
  99013. static readonly Version: string;
  99014. /** Gets the list of created engines */
  99015. static readonly Instances: Engine[];
  99016. /**
  99017. * Gets the latest created engine
  99018. */
  99019. static readonly LastCreatedEngine: Nullable<Engine>;
  99020. /**
  99021. * Gets the latest created scene
  99022. */
  99023. static readonly LastCreatedScene: Nullable<Scene>;
  99024. /**
  99025. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  99026. * @param flag defines which part of the materials must be marked as dirty
  99027. * @param predicate defines a predicate used to filter which materials should be affected
  99028. */
  99029. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99030. /**
  99031. * Method called to create the default loading screen.
  99032. * This can be overriden in your own app.
  99033. * @param canvas The rendering canvas element
  99034. * @returns The loading screen
  99035. */
  99036. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  99037. /**
  99038. * Method called to create the default rescale post process on each engine.
  99039. */
  99040. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  99041. /**
  99042. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  99043. **/
  99044. enableOfflineSupport: boolean;
  99045. /**
  99046. * 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)
  99047. **/
  99048. disableManifestCheck: boolean;
  99049. /**
  99050. * Gets the list of created scenes
  99051. */
  99052. scenes: Scene[];
  99053. /**
  99054. * Event raised when a new scene is created
  99055. */
  99056. onNewSceneAddedObservable: Observable<Scene>;
  99057. /**
  99058. * Gets the list of created postprocesses
  99059. */
  99060. postProcesses: PostProcess[];
  99061. /**
  99062. * Gets a boolean indicating if the pointer is currently locked
  99063. */
  99064. isPointerLock: boolean;
  99065. /**
  99066. * Observable event triggered each time the rendering canvas is resized
  99067. */
  99068. onResizeObservable: Observable<Engine>;
  99069. /**
  99070. * Observable event triggered each time the canvas loses focus
  99071. */
  99072. onCanvasBlurObservable: Observable<Engine>;
  99073. /**
  99074. * Observable event triggered each time the canvas gains focus
  99075. */
  99076. onCanvasFocusObservable: Observable<Engine>;
  99077. /**
  99078. * Observable event triggered each time the canvas receives pointerout event
  99079. */
  99080. onCanvasPointerOutObservable: Observable<PointerEvent>;
  99081. /**
  99082. * Observable raised when the engine begins a new frame
  99083. */
  99084. onBeginFrameObservable: Observable<Engine>;
  99085. /**
  99086. * If set, will be used to request the next animation frame for the render loop
  99087. */
  99088. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  99089. /**
  99090. * Observable raised when the engine ends the current frame
  99091. */
  99092. onEndFrameObservable: Observable<Engine>;
  99093. /**
  99094. * Observable raised when the engine is about to compile a shader
  99095. */
  99096. onBeforeShaderCompilationObservable: Observable<Engine>;
  99097. /**
  99098. * Observable raised when the engine has jsut compiled a shader
  99099. */
  99100. onAfterShaderCompilationObservable: Observable<Engine>;
  99101. /**
  99102. * Gets the audio engine
  99103. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99104. * @ignorenaming
  99105. */
  99106. static audioEngine: IAudioEngine;
  99107. /**
  99108. * Default AudioEngine factory responsible of creating the Audio Engine.
  99109. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  99110. */
  99111. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  99112. /**
  99113. * Default offline support factory responsible of creating a tool used to store data locally.
  99114. * By default, this will create a Database object if the workload has been embedded.
  99115. */
  99116. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  99117. private _loadingScreen;
  99118. private _pointerLockRequested;
  99119. private _dummyFramebuffer;
  99120. private _rescalePostProcess;
  99121. /** @hidden */
  99122. protected _alphaMode: number;
  99123. /** @hidden */
  99124. protected _alphaEquation: number;
  99125. private _deterministicLockstep;
  99126. private _lockstepMaxSteps;
  99127. protected readonly _supportsHardwareTextureRescaling: boolean;
  99128. private _fps;
  99129. private _deltaTime;
  99130. /** @hidden */
  99131. _drawCalls: PerfCounter;
  99132. /**
  99133. * Turn this value on if you want to pause FPS computation when in background
  99134. */
  99135. disablePerformanceMonitorInBackground: boolean;
  99136. private _performanceMonitor;
  99137. /**
  99138. * Gets the performance monitor attached to this engine
  99139. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  99140. */
  99141. readonly performanceMonitor: PerformanceMonitor;
  99142. private _onFocus;
  99143. private _onBlur;
  99144. private _onCanvasPointerOut;
  99145. private _onCanvasBlur;
  99146. private _onCanvasFocus;
  99147. private _onFullscreenChange;
  99148. private _onPointerLockChange;
  99149. /**
  99150. * Creates a new engine
  99151. * @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
  99152. * @param antialias defines enable antialiasing (default: false)
  99153. * @param options defines further options to be sent to the getContext() function
  99154. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  99155. */
  99156. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  99157. /**
  99158. * Gets current aspect ratio
  99159. * @param viewportOwner defines the camera to use to get the aspect ratio
  99160. * @param useScreen defines if screen size must be used (or the current render target if any)
  99161. * @returns a number defining the aspect ratio
  99162. */
  99163. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  99164. /**
  99165. * Gets current screen aspect ratio
  99166. * @returns a number defining the aspect ratio
  99167. */
  99168. getScreenAspectRatio(): number;
  99169. /**
  99170. * Gets host document
  99171. * @returns the host document object
  99172. */
  99173. getHostDocument(): Document;
  99174. /**
  99175. * Gets the client rect of the HTML canvas attached with the current webGL context
  99176. * @returns a client rectanglee
  99177. */
  99178. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  99179. /**
  99180. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  99181. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99182. * @returns true if engine is in deterministic lock step mode
  99183. */
  99184. isDeterministicLockStep(): boolean;
  99185. /**
  99186. * Gets the max steps when engine is running in deterministic lock step
  99187. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99188. * @returns the max steps
  99189. */
  99190. getLockstepMaxSteps(): number;
  99191. /**
  99192. * Force the mipmap generation for the given render target texture
  99193. * @param texture defines the render target texture to use
  99194. */
  99195. generateMipMapsForCubemap(texture: InternalTexture): void;
  99196. /** States */
  99197. /**
  99198. * Set various states to the webGL context
  99199. * @param culling defines backface culling state
  99200. * @param zOffset defines the value to apply to zOffset (0 by default)
  99201. * @param force defines if states must be applied even if cache is up to date
  99202. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  99203. */
  99204. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  99205. /**
  99206. * Set the z offset to apply to current rendering
  99207. * @param value defines the offset to apply
  99208. */
  99209. setZOffset(value: number): void;
  99210. /**
  99211. * Gets the current value of the zOffset
  99212. * @returns the current zOffset state
  99213. */
  99214. getZOffset(): number;
  99215. /**
  99216. * Enable or disable depth buffering
  99217. * @param enable defines the state to set
  99218. */
  99219. setDepthBuffer(enable: boolean): void;
  99220. /**
  99221. * Gets a boolean indicating if depth writing is enabled
  99222. * @returns the current depth writing state
  99223. */
  99224. getDepthWrite(): boolean;
  99225. /**
  99226. * Enable or disable depth writing
  99227. * @param enable defines the state to set
  99228. */
  99229. setDepthWrite(enable: boolean): void;
  99230. /**
  99231. * Enable or disable color writing
  99232. * @param enable defines the state to set
  99233. */
  99234. setColorWrite(enable: boolean): void;
  99235. /**
  99236. * Gets a boolean indicating if color writing is enabled
  99237. * @returns the current color writing state
  99238. */
  99239. getColorWrite(): boolean;
  99240. /**
  99241. * Sets alpha constants used by some alpha blending modes
  99242. * @param r defines the red component
  99243. * @param g defines the green component
  99244. * @param b defines the blue component
  99245. * @param a defines the alpha component
  99246. */
  99247. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  99248. /**
  99249. * Sets the current alpha mode
  99250. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  99251. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  99252. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99253. */
  99254. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  99255. /**
  99256. * Gets the current alpha mode
  99257. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99258. * @returns the current alpha mode
  99259. */
  99260. getAlphaMode(): number;
  99261. /**
  99262. * Sets the current alpha equation
  99263. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  99264. */
  99265. setAlphaEquation(equation: number): void;
  99266. /**
  99267. * Gets the current alpha equation.
  99268. * @returns the current alpha equation
  99269. */
  99270. getAlphaEquation(): number;
  99271. /**
  99272. * Gets a boolean indicating if stencil buffer is enabled
  99273. * @returns the current stencil buffer state
  99274. */
  99275. getStencilBuffer(): boolean;
  99276. /**
  99277. * Enable or disable the stencil buffer
  99278. * @param enable defines if the stencil buffer must be enabled or disabled
  99279. */
  99280. setStencilBuffer(enable: boolean): void;
  99281. /**
  99282. * Gets the current stencil mask
  99283. * @returns a number defining the new stencil mask to use
  99284. */
  99285. getStencilMask(): number;
  99286. /**
  99287. * Sets the current stencil mask
  99288. * @param mask defines the new stencil mask to use
  99289. */
  99290. setStencilMask(mask: number): void;
  99291. /**
  99292. * Gets the current stencil function
  99293. * @returns a number defining the stencil function to use
  99294. */
  99295. getStencilFunction(): number;
  99296. /**
  99297. * Gets the current stencil reference value
  99298. * @returns a number defining the stencil reference value to use
  99299. */
  99300. getStencilFunctionReference(): number;
  99301. /**
  99302. * Gets the current stencil mask
  99303. * @returns a number defining the stencil mask to use
  99304. */
  99305. getStencilFunctionMask(): number;
  99306. /**
  99307. * Sets the current stencil function
  99308. * @param stencilFunc defines the new stencil function to use
  99309. */
  99310. setStencilFunction(stencilFunc: number): void;
  99311. /**
  99312. * Sets the current stencil reference
  99313. * @param reference defines the new stencil reference to use
  99314. */
  99315. setStencilFunctionReference(reference: number): void;
  99316. /**
  99317. * Sets the current stencil mask
  99318. * @param mask defines the new stencil mask to use
  99319. */
  99320. setStencilFunctionMask(mask: number): void;
  99321. /**
  99322. * Gets the current stencil operation when stencil fails
  99323. * @returns a number defining stencil operation to use when stencil fails
  99324. */
  99325. getStencilOperationFail(): number;
  99326. /**
  99327. * Gets the current stencil operation when depth fails
  99328. * @returns a number defining stencil operation to use when depth fails
  99329. */
  99330. getStencilOperationDepthFail(): number;
  99331. /**
  99332. * Gets the current stencil operation when stencil passes
  99333. * @returns a number defining stencil operation to use when stencil passes
  99334. */
  99335. getStencilOperationPass(): number;
  99336. /**
  99337. * Sets the stencil operation to use when stencil fails
  99338. * @param operation defines the stencil operation to use when stencil fails
  99339. */
  99340. setStencilOperationFail(operation: number): void;
  99341. /**
  99342. * Sets the stencil operation to use when depth fails
  99343. * @param operation defines the stencil operation to use when depth fails
  99344. */
  99345. setStencilOperationDepthFail(operation: number): void;
  99346. /**
  99347. * Sets the stencil operation to use when stencil passes
  99348. * @param operation defines the stencil operation to use when stencil passes
  99349. */
  99350. setStencilOperationPass(operation: number): void;
  99351. /**
  99352. * Sets a boolean indicating if the dithering state is enabled or disabled
  99353. * @param value defines the dithering state
  99354. */
  99355. setDitheringState(value: boolean): void;
  99356. /**
  99357. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  99358. * @param value defines the rasterizer state
  99359. */
  99360. setRasterizerState(value: boolean): void;
  99361. /**
  99362. * Gets the current depth function
  99363. * @returns a number defining the depth function
  99364. */
  99365. getDepthFunction(): Nullable<number>;
  99366. /**
  99367. * Sets the current depth function
  99368. * @param depthFunc defines the function to use
  99369. */
  99370. setDepthFunction(depthFunc: number): void;
  99371. /**
  99372. * Sets the current depth function to GREATER
  99373. */
  99374. setDepthFunctionToGreater(): void;
  99375. /**
  99376. * Sets the current depth function to GEQUAL
  99377. */
  99378. setDepthFunctionToGreaterOrEqual(): void;
  99379. /**
  99380. * Sets the current depth function to LESS
  99381. */
  99382. setDepthFunctionToLess(): void;
  99383. /**
  99384. * Sets the current depth function to LEQUAL
  99385. */
  99386. setDepthFunctionToLessOrEqual(): void;
  99387. private _cachedStencilBuffer;
  99388. private _cachedStencilFunction;
  99389. private _cachedStencilMask;
  99390. private _cachedStencilOperationPass;
  99391. private _cachedStencilOperationFail;
  99392. private _cachedStencilOperationDepthFail;
  99393. private _cachedStencilReference;
  99394. /**
  99395. * Caches the the state of the stencil buffer
  99396. */
  99397. cacheStencilState(): void;
  99398. /**
  99399. * Restores the state of the stencil buffer
  99400. */
  99401. restoreStencilState(): void;
  99402. /**
  99403. * Directly set the WebGL Viewport
  99404. * @param x defines the x coordinate of the viewport (in screen space)
  99405. * @param y defines the y coordinate of the viewport (in screen space)
  99406. * @param width defines the width of the viewport (in screen space)
  99407. * @param height defines the height of the viewport (in screen space)
  99408. * @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
  99409. */
  99410. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  99411. /**
  99412. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  99413. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99414. * @param y defines the y-coordinate of the corner of the clear rectangle
  99415. * @param width defines the width of the clear rectangle
  99416. * @param height defines the height of the clear rectangle
  99417. * @param clearColor defines the clear color
  99418. */
  99419. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  99420. /**
  99421. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  99422. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99423. * @param y defines the y-coordinate of the corner of the clear rectangle
  99424. * @param width defines the width of the clear rectangle
  99425. * @param height defines the height of the clear rectangle
  99426. */
  99427. enableScissor(x: number, y: number, width: number, height: number): void;
  99428. /**
  99429. * Disable previously set scissor test rectangle
  99430. */
  99431. disableScissor(): void;
  99432. protected _reportDrawCall(): void;
  99433. /**
  99434. * Initializes a webVR display and starts listening to display change events
  99435. * The onVRDisplayChangedObservable will be notified upon these changes
  99436. * @returns The onVRDisplayChangedObservable
  99437. */
  99438. initWebVR(): Observable<IDisplayChangedEventArgs>;
  99439. /** @hidden */
  99440. _prepareVRComponent(): void;
  99441. /** @hidden */
  99442. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  99443. /** @hidden */
  99444. _submitVRFrame(): void;
  99445. /**
  99446. * Call this function to leave webVR mode
  99447. * Will do nothing if webVR is not supported or if there is no webVR device
  99448. * @see http://doc.babylonjs.com/how_to/webvr_camera
  99449. */
  99450. disableVR(): void;
  99451. /**
  99452. * Gets a boolean indicating that the system is in VR mode and is presenting
  99453. * @returns true if VR mode is engaged
  99454. */
  99455. isVRPresenting(): boolean;
  99456. /** @hidden */
  99457. _requestVRFrame(): void;
  99458. /** @hidden */
  99459. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99460. /**
  99461. * Gets the source code of the vertex shader associated with a specific webGL program
  99462. * @param program defines the program to use
  99463. * @returns a string containing the source code of the vertex shader associated with the program
  99464. */
  99465. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  99466. /**
  99467. * Gets the source code of the fragment shader associated with a specific webGL program
  99468. * @param program defines the program to use
  99469. * @returns a string containing the source code of the fragment shader associated with the program
  99470. */
  99471. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  99472. /**
  99473. * Reads pixels from the current frame buffer. Please note that this function can be slow
  99474. * @param x defines the x coordinate of the rectangle where pixels must be read
  99475. * @param y defines the y coordinate of the rectangle where pixels must be read
  99476. * @param width defines the width of the rectangle where pixels must be read
  99477. * @param height defines the height of the rectangle where pixels must be read
  99478. * @returns a Uint8Array containing RGBA colors
  99479. */
  99480. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  99481. /**
  99482. * Sets a depth stencil texture from a render target to the according uniform.
  99483. * @param channel The texture channel
  99484. * @param uniform The uniform to set
  99485. * @param texture The render target texture containing the depth stencil texture to apply
  99486. */
  99487. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  99488. /**
  99489. * Sets a texture to the webGL context from a postprocess
  99490. * @param channel defines the channel to use
  99491. * @param postProcess defines the source postprocess
  99492. */
  99493. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  99494. /**
  99495. * Binds the output of the passed in post process to the texture channel specified
  99496. * @param channel The channel the texture should be bound to
  99497. * @param postProcess The post process which's output should be bound
  99498. */
  99499. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  99500. /** @hidden */
  99501. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  99502. protected _rebuildBuffers(): void;
  99503. /** @hidden */
  99504. _renderFrame(): void;
  99505. _renderLoop(): void;
  99506. /** @hidden */
  99507. _renderViews(): void;
  99508. /**
  99509. * Toggle full screen mode
  99510. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99511. */
  99512. switchFullscreen(requestPointerLock: boolean): void;
  99513. /**
  99514. * Enters full screen mode
  99515. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99516. */
  99517. enterFullscreen(requestPointerLock: boolean): void;
  99518. /**
  99519. * Exits full screen mode
  99520. */
  99521. exitFullscreen(): void;
  99522. /**
  99523. * Enters Pointerlock mode
  99524. */
  99525. enterPointerlock(): void;
  99526. /**
  99527. * Exits Pointerlock mode
  99528. */
  99529. exitPointerlock(): void;
  99530. /**
  99531. * Begin a new frame
  99532. */
  99533. beginFrame(): void;
  99534. /**
  99535. * Enf the current frame
  99536. */
  99537. endFrame(): void;
  99538. resize(): void;
  99539. /**
  99540. * Set the compressed texture format to use, based on the formats you have, and the formats
  99541. * supported by the hardware / browser.
  99542. *
  99543. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  99544. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  99545. * to API arguments needed to compressed textures. This puts the burden on the container
  99546. * generator to house the arcane code for determining these for current & future formats.
  99547. *
  99548. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99549. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99550. *
  99551. * Note: The result of this call is not taken into account when a texture is base64.
  99552. *
  99553. * @param formatsAvailable defines the list of those format families you have created
  99554. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  99555. *
  99556. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  99557. * @returns The extension selected.
  99558. */
  99559. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  99560. /**
  99561. * Force a specific size of the canvas
  99562. * @param width defines the new canvas' width
  99563. * @param height defines the new canvas' height
  99564. */
  99565. setSize(width: number, height: number): void;
  99566. /**
  99567. * Updates a dynamic vertex buffer.
  99568. * @param vertexBuffer the vertex buffer to update
  99569. * @param data the data used to update the vertex buffer
  99570. * @param byteOffset the byte offset of the data
  99571. * @param byteLength the byte length of the data
  99572. */
  99573. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  99574. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  99575. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99576. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99577. _releaseTexture(texture: InternalTexture): void;
  99578. /**
  99579. * @hidden
  99580. * Rescales a texture
  99581. * @param source input texutre
  99582. * @param destination destination texture
  99583. * @param scene scene to use to render the resize
  99584. * @param internalFormat format to use when resizing
  99585. * @param onComplete callback to be called when resize has completed
  99586. */
  99587. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  99588. /**
  99589. * Gets the current framerate
  99590. * @returns a number representing the framerate
  99591. */
  99592. getFps(): number;
  99593. /**
  99594. * Gets the time spent between current and previous frame
  99595. * @returns a number representing the delta time in ms
  99596. */
  99597. getDeltaTime(): number;
  99598. private _measureFps;
  99599. /** @hidden */
  99600. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  99601. /**
  99602. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  99603. * @param renderTarget The render target to set the frame buffer for
  99604. */
  99605. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  99606. /**
  99607. * Update a dynamic index buffer
  99608. * @param indexBuffer defines the target index buffer
  99609. * @param indices defines the data to update
  99610. * @param offset defines the offset in the target index buffer where update should start
  99611. */
  99612. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  99613. /**
  99614. * Updates the sample count of a render target texture
  99615. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  99616. * @param texture defines the texture to update
  99617. * @param samples defines the sample count to set
  99618. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  99619. */
  99620. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  99621. /**
  99622. * Updates a depth texture Comparison Mode and Function.
  99623. * If the comparison Function is equal to 0, the mode will be set to none.
  99624. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  99625. * @param texture The texture to set the comparison function for
  99626. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  99627. */
  99628. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  99629. /**
  99630. * Creates a webGL buffer to use with instanciation
  99631. * @param capacity defines the size of the buffer
  99632. * @returns the webGL buffer
  99633. */
  99634. createInstancesBuffer(capacity: number): DataBuffer;
  99635. /**
  99636. * Delete a webGL buffer used with instanciation
  99637. * @param buffer defines the webGL buffer to delete
  99638. */
  99639. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  99640. /** @hidden */
  99641. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  99642. dispose(): void;
  99643. private _disableTouchAction;
  99644. /**
  99645. * Display the loading screen
  99646. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99647. */
  99648. displayLoadingUI(): void;
  99649. /**
  99650. * Hide the loading screen
  99651. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99652. */
  99653. hideLoadingUI(): void;
  99654. /**
  99655. * Gets the current loading screen object
  99656. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99657. */
  99658. /**
  99659. * Sets the current loading screen object
  99660. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99661. */
  99662. loadingScreen: ILoadingScreen;
  99663. /**
  99664. * Sets the current loading screen text
  99665. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99666. */
  99667. loadingUIText: string;
  99668. /**
  99669. * Sets the current loading screen background color
  99670. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99671. */
  99672. loadingUIBackgroundColor: string;
  99673. /** Pointerlock and fullscreen */
  99674. /**
  99675. * Ask the browser to promote the current element to pointerlock mode
  99676. * @param element defines the DOM element to promote
  99677. */
  99678. static _RequestPointerlock(element: HTMLElement): void;
  99679. /**
  99680. * Asks the browser to exit pointerlock mode
  99681. */
  99682. static _ExitPointerlock(): void;
  99683. /**
  99684. * Ask the browser to promote the current element to fullscreen rendering mode
  99685. * @param element defines the DOM element to promote
  99686. */
  99687. static _RequestFullscreen(element: HTMLElement): void;
  99688. /**
  99689. * Asks the browser to exit fullscreen mode
  99690. */
  99691. static _ExitFullscreen(): void;
  99692. }
  99693. }
  99694. declare module BABYLON {
  99695. /**
  99696. * The engine store class is responsible to hold all the instances of Engine and Scene created
  99697. * during the life time of the application.
  99698. */
  99699. export class EngineStore {
  99700. /** Gets the list of created engines */
  99701. static Instances: Engine[];
  99702. /** @hidden */
  99703. static _LastCreatedScene: Nullable<Scene>;
  99704. /**
  99705. * Gets the latest created engine
  99706. */
  99707. static readonly LastCreatedEngine: Nullable<Engine>;
  99708. /**
  99709. * Gets the latest created scene
  99710. */
  99711. static readonly LastCreatedScene: Nullable<Scene>;
  99712. /**
  99713. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99714. * @ignorenaming
  99715. */
  99716. static UseFallbackTexture: boolean;
  99717. /**
  99718. * Texture content used if a texture cannot loaded
  99719. * @ignorenaming
  99720. */
  99721. static FallbackTexture: string;
  99722. }
  99723. }
  99724. declare module BABYLON {
  99725. /**
  99726. * Helper class that provides a small promise polyfill
  99727. */
  99728. export class PromisePolyfill {
  99729. /**
  99730. * Static function used to check if the polyfill is required
  99731. * If this is the case then the function will inject the polyfill to window.Promise
  99732. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  99733. */
  99734. static Apply(force?: boolean): void;
  99735. }
  99736. }
  99737. declare module BABYLON {
  99738. /**
  99739. * Interface for screenshot methods with describe argument called `size` as object with options
  99740. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  99741. */
  99742. export interface IScreenshotSize {
  99743. /**
  99744. * number in pixels for canvas height
  99745. */
  99746. height?: number;
  99747. /**
  99748. * multiplier allowing render at a higher or lower resolution
  99749. * If value is defined then height and width will be ignored and taken from camera
  99750. */
  99751. precision?: number;
  99752. /**
  99753. * number in pixels for canvas width
  99754. */
  99755. width?: number;
  99756. }
  99757. }
  99758. declare module BABYLON {
  99759. interface IColor4Like {
  99760. r: float;
  99761. g: float;
  99762. b: float;
  99763. a: float;
  99764. }
  99765. /**
  99766. * Class containing a set of static utilities functions
  99767. */
  99768. export class Tools {
  99769. /**
  99770. * Gets or sets the base URL to use to load assets
  99771. */
  99772. static BaseUrl: string;
  99773. /**
  99774. * Enable/Disable Custom HTTP Request Headers globally.
  99775. * default = false
  99776. * @see CustomRequestHeaders
  99777. */
  99778. static UseCustomRequestHeaders: boolean;
  99779. /**
  99780. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  99781. * i.e. when loading files, where the server/service expects an Authorization header
  99782. */
  99783. static CustomRequestHeaders: {
  99784. [key: string]: string;
  99785. };
  99786. /**
  99787. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  99788. */
  99789. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  99790. /**
  99791. * Default behaviour for cors in the application.
  99792. * It can be a string if the expected behavior is identical in the entire app.
  99793. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  99794. */
  99795. static CorsBehavior: string | ((url: string | string[]) => string);
  99796. /**
  99797. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99798. * @ignorenaming
  99799. */
  99800. static UseFallbackTexture: boolean;
  99801. /**
  99802. * Use this object to register external classes like custom textures or material
  99803. * to allow the laoders to instantiate them
  99804. */
  99805. static RegisteredExternalClasses: {
  99806. [key: string]: Object;
  99807. };
  99808. /**
  99809. * Texture content used if a texture cannot loaded
  99810. * @ignorenaming
  99811. */
  99812. static fallbackTexture: string;
  99813. /**
  99814. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  99815. * @param u defines the coordinate on X axis
  99816. * @param v defines the coordinate on Y axis
  99817. * @param width defines the width of the source data
  99818. * @param height defines the height of the source data
  99819. * @param pixels defines the source byte array
  99820. * @param color defines the output color
  99821. */
  99822. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  99823. /**
  99824. * Interpolates between a and b via alpha
  99825. * @param a The lower value (returned when alpha = 0)
  99826. * @param b The upper value (returned when alpha = 1)
  99827. * @param alpha The interpolation-factor
  99828. * @return The mixed value
  99829. */
  99830. static Mix(a: number, b: number, alpha: number): number;
  99831. /**
  99832. * Tries to instantiate a new object from a given class name
  99833. * @param className defines the class name to instantiate
  99834. * @returns the new object or null if the system was not able to do the instantiation
  99835. */
  99836. static Instantiate(className: string): any;
  99837. /**
  99838. * Provides a slice function that will work even on IE
  99839. * @param data defines the array to slice
  99840. * @param start defines the start of the data (optional)
  99841. * @param end defines the end of the data (optional)
  99842. * @returns the new sliced array
  99843. */
  99844. static Slice<T>(data: T, start?: number, end?: number): T;
  99845. /**
  99846. * Polyfill for setImmediate
  99847. * @param action defines the action to execute after the current execution block
  99848. */
  99849. static SetImmediate(action: () => void): void;
  99850. /**
  99851. * Function indicating if a number is an exponent of 2
  99852. * @param value defines the value to test
  99853. * @returns true if the value is an exponent of 2
  99854. */
  99855. static IsExponentOfTwo(value: number): boolean;
  99856. private static _tmpFloatArray;
  99857. /**
  99858. * Returns the nearest 32-bit single precision float representation of a Number
  99859. * @param value A Number. If the parameter is of a different type, it will get converted
  99860. * to a number or to NaN if it cannot be converted
  99861. * @returns number
  99862. */
  99863. static FloatRound(value: number): number;
  99864. /**
  99865. * Extracts the filename from a path
  99866. * @param path defines the path to use
  99867. * @returns the filename
  99868. */
  99869. static GetFilename(path: string): string;
  99870. /**
  99871. * Extracts the "folder" part of a path (everything before the filename).
  99872. * @param uri The URI to extract the info from
  99873. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  99874. * @returns The "folder" part of the path
  99875. */
  99876. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  99877. /**
  99878. * Extracts text content from a DOM element hierarchy
  99879. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  99880. */
  99881. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  99882. /**
  99883. * Convert an angle in radians to degrees
  99884. * @param angle defines the angle to convert
  99885. * @returns the angle in degrees
  99886. */
  99887. static ToDegrees(angle: number): number;
  99888. /**
  99889. * Convert an angle in degrees to radians
  99890. * @param angle defines the angle to convert
  99891. * @returns the angle in radians
  99892. */
  99893. static ToRadians(angle: number): number;
  99894. /**
  99895. * Returns an array if obj is not an array
  99896. * @param obj defines the object to evaluate as an array
  99897. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  99898. * @returns either obj directly if obj is an array or a new array containing obj
  99899. */
  99900. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  99901. /**
  99902. * Gets the pointer prefix to use
  99903. * @returns "pointer" if touch is enabled. Else returns "mouse"
  99904. */
  99905. static GetPointerPrefix(): string;
  99906. /**
  99907. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  99908. * @param url define the url we are trying
  99909. * @param element define the dom element where to configure the cors policy
  99910. */
  99911. static SetCorsBehavior(url: string | string[], element: {
  99912. crossOrigin: string | null;
  99913. }): void;
  99914. /**
  99915. * Removes unwanted characters from an url
  99916. * @param url defines the url to clean
  99917. * @returns the cleaned url
  99918. */
  99919. static CleanUrl(url: string): string;
  99920. /**
  99921. * Gets or sets a function used to pre-process url before using them to load assets
  99922. */
  99923. static PreprocessUrl: (url: string) => string;
  99924. /**
  99925. * Loads an image as an HTMLImageElement.
  99926. * @param input url string, ArrayBuffer, or Blob to load
  99927. * @param onLoad callback called when the image successfully loads
  99928. * @param onError callback called when the image fails to load
  99929. * @param offlineProvider offline provider for caching
  99930. * @param mimeType optional mime type
  99931. * @returns the HTMLImageElement of the loaded image
  99932. */
  99933. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  99934. /**
  99935. * Loads a file from a url
  99936. * @param url url string, ArrayBuffer, or Blob to load
  99937. * @param onSuccess callback called when the file successfully loads
  99938. * @param onProgress callback called while file is loading (if the server supports this mode)
  99939. * @param offlineProvider defines the offline provider for caching
  99940. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  99941. * @param onError callback called when the file fails to load
  99942. * @returns a file request object
  99943. */
  99944. 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;
  99945. /**
  99946. * Loads a file from a url
  99947. * @param url the file url to load
  99948. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  99949. */
  99950. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  99951. /**
  99952. * Load a script (identified by an url). When the url returns, the
  99953. * content of this file is added into a new script element, attached to the DOM (body element)
  99954. * @param scriptUrl defines the url of the script to laod
  99955. * @param onSuccess defines the callback called when the script is loaded
  99956. * @param onError defines the callback to call if an error occurs
  99957. * @param scriptId defines the id of the script element
  99958. */
  99959. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  99960. /**
  99961. * Load an asynchronous script (identified by an url). When the url returns, the
  99962. * content of this file is added into a new script element, attached to the DOM (body element)
  99963. * @param scriptUrl defines the url of the script to laod
  99964. * @param scriptId defines the id of the script element
  99965. * @returns a promise request object
  99966. */
  99967. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  99968. /**
  99969. * Loads a file from a blob
  99970. * @param fileToLoad defines the blob to use
  99971. * @param callback defines the callback to call when data is loaded
  99972. * @param progressCallback defines the callback to call during loading process
  99973. * @returns a file request object
  99974. */
  99975. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  99976. /**
  99977. * Reads a file from a File object
  99978. * @param file defines the file to load
  99979. * @param onSuccess defines the callback to call when data is loaded
  99980. * @param onProgress defines the callback to call during loading process
  99981. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  99982. * @param onError defines the callback to call when an error occurs
  99983. * @returns a file request object
  99984. */
  99985. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  99986. /**
  99987. * Creates a data url from a given string content
  99988. * @param content defines the content to convert
  99989. * @returns the new data url link
  99990. */
  99991. static FileAsURL(content: string): string;
  99992. /**
  99993. * Format the given number to a specific decimal format
  99994. * @param value defines the number to format
  99995. * @param decimals defines the number of decimals to use
  99996. * @returns the formatted string
  99997. */
  99998. static Format(value: number, decimals?: number): string;
  99999. /**
  100000. * Tries to copy an object by duplicating every property
  100001. * @param source defines the source object
  100002. * @param destination defines the target object
  100003. * @param doNotCopyList defines a list of properties to avoid
  100004. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  100005. */
  100006. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  100007. /**
  100008. * Gets a boolean indicating if the given object has no own property
  100009. * @param obj defines the object to test
  100010. * @returns true if object has no own property
  100011. */
  100012. static IsEmpty(obj: any): boolean;
  100013. /**
  100014. * Function used to register events at window level
  100015. * @param windowElement defines the Window object to use
  100016. * @param events defines the events to register
  100017. */
  100018. static RegisterTopRootEvents(windowElement: Window, events: {
  100019. name: string;
  100020. handler: Nullable<(e: FocusEvent) => any>;
  100021. }[]): void;
  100022. /**
  100023. * Function used to unregister events from window level
  100024. * @param windowElement defines the Window object to use
  100025. * @param events defines the events to unregister
  100026. */
  100027. static UnregisterTopRootEvents(windowElement: Window, events: {
  100028. name: string;
  100029. handler: Nullable<(e: FocusEvent) => any>;
  100030. }[]): void;
  100031. /**
  100032. * @ignore
  100033. */
  100034. static _ScreenshotCanvas: HTMLCanvasElement;
  100035. /**
  100036. * Dumps the current bound framebuffer
  100037. * @param width defines the rendering width
  100038. * @param height defines the rendering height
  100039. * @param engine defines the hosting engine
  100040. * @param successCallback defines the callback triggered once the data are available
  100041. * @param mimeType defines the mime type of the result
  100042. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  100043. */
  100044. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100045. /**
  100046. * Converts the canvas data to blob.
  100047. * This acts as a polyfill for browsers not supporting the to blob function.
  100048. * @param canvas Defines the canvas to extract the data from
  100049. * @param successCallback Defines the callback triggered once the data are available
  100050. * @param mimeType Defines the mime type of the result
  100051. */
  100052. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  100053. /**
  100054. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  100055. * @param successCallback defines the callback triggered once the data are available
  100056. * @param mimeType defines the mime type of the result
  100057. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  100058. */
  100059. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100060. /**
  100061. * Downloads a blob in the browser
  100062. * @param blob defines the blob to download
  100063. * @param fileName defines the name of the downloaded file
  100064. */
  100065. static Download(blob: Blob, fileName: string): void;
  100066. /**
  100067. * Captures a screenshot of the current rendering
  100068. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100069. * @param engine defines the rendering engine
  100070. * @param camera defines the source camera
  100071. * @param size This parameter can be set to a single number or to an object with the
  100072. * following (optional) properties: precision, width, height. If a single number is passed,
  100073. * it will be used for both width and height. If an object is passed, the screenshot size
  100074. * will be derived from the parameters. The precision property is a multiplier allowing
  100075. * rendering at a higher or lower resolution
  100076. * @param successCallback defines the callback receives a single parameter which contains the
  100077. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100078. * src parameter of an <img> to display it
  100079. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100080. * Check your browser for supported MIME types
  100081. */
  100082. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  100083. /**
  100084. * Captures a screenshot of the current rendering
  100085. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100086. * @param engine defines the rendering engine
  100087. * @param camera defines the source camera
  100088. * @param size This parameter can be set to a single number or to an object with the
  100089. * following (optional) properties: precision, width, height. If a single number is passed,
  100090. * it will be used for both width and height. If an object is passed, the screenshot size
  100091. * will be derived from the parameters. The precision property is a multiplier allowing
  100092. * rendering at a higher or lower resolution
  100093. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100094. * Check your browser for supported MIME types
  100095. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100096. * to the src parameter of an <img> to display it
  100097. */
  100098. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  100099. /**
  100100. * Generates an image screenshot from the specified camera.
  100101. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100102. * @param engine The engine to use for rendering
  100103. * @param camera The camera to use for rendering
  100104. * @param size This parameter can be set to a single number or to an object with the
  100105. * following (optional) properties: precision, width, height. If a single number is passed,
  100106. * it will be used for both width and height. If an object is passed, the screenshot size
  100107. * will be derived from the parameters. The precision property is a multiplier allowing
  100108. * rendering at a higher or lower resolution
  100109. * @param successCallback The callback receives a single parameter which contains the
  100110. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100111. * src parameter of an <img> to display it
  100112. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100113. * Check your browser for supported MIME types
  100114. * @param samples Texture samples (default: 1)
  100115. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100116. * @param fileName A name for for the downloaded file.
  100117. */
  100118. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  100119. /**
  100120. * Generates an image screenshot from the specified camera.
  100121. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100122. * @param engine The engine to use for rendering
  100123. * @param camera The camera to use for rendering
  100124. * @param size This parameter can be set to a single number or to an object with the
  100125. * following (optional) properties: precision, width, height. If a single number is passed,
  100126. * it will be used for both width and height. If an object is passed, the screenshot size
  100127. * will be derived from the parameters. The precision property is a multiplier allowing
  100128. * rendering at a higher or lower resolution
  100129. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100130. * Check your browser for supported MIME types
  100131. * @param samples Texture samples (default: 1)
  100132. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100133. * @param fileName A name for for the downloaded file.
  100134. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100135. * to the src parameter of an <img> to display it
  100136. */
  100137. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  100138. /**
  100139. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  100140. * Be aware Math.random() could cause collisions, but:
  100141. * "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"
  100142. * @returns a pseudo random id
  100143. */
  100144. static RandomId(): string;
  100145. /**
  100146. * Test if the given uri is a base64 string
  100147. * @param uri The uri to test
  100148. * @return True if the uri is a base64 string or false otherwise
  100149. */
  100150. static IsBase64(uri: string): boolean;
  100151. /**
  100152. * Decode the given base64 uri.
  100153. * @param uri The uri to decode
  100154. * @return The decoded base64 data.
  100155. */
  100156. static DecodeBase64(uri: string): ArrayBuffer;
  100157. /**
  100158. * Gets the absolute url.
  100159. * @param url the input url
  100160. * @return the absolute url
  100161. */
  100162. static GetAbsoluteUrl(url: string): string;
  100163. /**
  100164. * No log
  100165. */
  100166. static readonly NoneLogLevel: number;
  100167. /**
  100168. * Only message logs
  100169. */
  100170. static readonly MessageLogLevel: number;
  100171. /**
  100172. * Only warning logs
  100173. */
  100174. static readonly WarningLogLevel: number;
  100175. /**
  100176. * Only error logs
  100177. */
  100178. static readonly ErrorLogLevel: number;
  100179. /**
  100180. * All logs
  100181. */
  100182. static readonly AllLogLevel: number;
  100183. /**
  100184. * Gets a value indicating the number of loading errors
  100185. * @ignorenaming
  100186. */
  100187. static readonly errorsCount: number;
  100188. /**
  100189. * Callback called when a new log is added
  100190. */
  100191. static OnNewCacheEntry: (entry: string) => void;
  100192. /**
  100193. * Log a message to the console
  100194. * @param message defines the message to log
  100195. */
  100196. static Log(message: string): void;
  100197. /**
  100198. * Write a warning message to the console
  100199. * @param message defines the message to log
  100200. */
  100201. static Warn(message: string): void;
  100202. /**
  100203. * Write an error message to the console
  100204. * @param message defines the message to log
  100205. */
  100206. static Error(message: string): void;
  100207. /**
  100208. * Gets current log cache (list of logs)
  100209. */
  100210. static readonly LogCache: string;
  100211. /**
  100212. * Clears the log cache
  100213. */
  100214. static ClearLogCache(): void;
  100215. /**
  100216. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  100217. */
  100218. static LogLevels: number;
  100219. /**
  100220. * Checks if the window object exists
  100221. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  100222. */
  100223. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  100224. /**
  100225. * No performance log
  100226. */
  100227. static readonly PerformanceNoneLogLevel: number;
  100228. /**
  100229. * Use user marks to log performance
  100230. */
  100231. static readonly PerformanceUserMarkLogLevel: number;
  100232. /**
  100233. * Log performance to the console
  100234. */
  100235. static readonly PerformanceConsoleLogLevel: number;
  100236. private static _performance;
  100237. /**
  100238. * Sets the current performance log level
  100239. */
  100240. static PerformanceLogLevel: number;
  100241. private static _StartPerformanceCounterDisabled;
  100242. private static _EndPerformanceCounterDisabled;
  100243. private static _StartUserMark;
  100244. private static _EndUserMark;
  100245. private static _StartPerformanceConsole;
  100246. private static _EndPerformanceConsole;
  100247. /**
  100248. * Starts a performance counter
  100249. */
  100250. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100251. /**
  100252. * Ends a specific performance coutner
  100253. */
  100254. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100255. /**
  100256. * Gets either window.performance.now() if supported or Date.now() else
  100257. */
  100258. static readonly Now: number;
  100259. /**
  100260. * This method will return the name of the class used to create the instance of the given object.
  100261. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  100262. * @param object the object to get the class name from
  100263. * @param isType defines if the object is actually a type
  100264. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  100265. */
  100266. static GetClassName(object: any, isType?: boolean): string;
  100267. /**
  100268. * Gets the first element of an array satisfying a given predicate
  100269. * @param array defines the array to browse
  100270. * @param predicate defines the predicate to use
  100271. * @returns null if not found or the element
  100272. */
  100273. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  100274. /**
  100275. * This method will return the name of the full name of the class, including its owning module (if any).
  100276. * 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).
  100277. * @param object the object to get the class name from
  100278. * @param isType defines if the object is actually a type
  100279. * @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.
  100280. * @ignorenaming
  100281. */
  100282. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  100283. /**
  100284. * Returns a promise that resolves after the given amount of time.
  100285. * @param delay Number of milliseconds to delay
  100286. * @returns Promise that resolves after the given amount of time
  100287. */
  100288. static DelayAsync(delay: number): Promise<void>;
  100289. }
  100290. /**
  100291. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  100292. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  100293. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  100294. * @param name The name of the class, case should be preserved
  100295. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  100296. */
  100297. export function className(name: string, module?: string): (target: Object) => void;
  100298. /**
  100299. * An implementation of a loop for asynchronous functions.
  100300. */
  100301. export class AsyncLoop {
  100302. /**
  100303. * Defines the number of iterations for the loop
  100304. */
  100305. iterations: number;
  100306. /**
  100307. * Defines the current index of the loop.
  100308. */
  100309. index: number;
  100310. private _done;
  100311. private _fn;
  100312. private _successCallback;
  100313. /**
  100314. * Constructor.
  100315. * @param iterations the number of iterations.
  100316. * @param func the function to run each iteration
  100317. * @param successCallback the callback that will be called upon succesful execution
  100318. * @param offset starting offset.
  100319. */
  100320. constructor(
  100321. /**
  100322. * Defines the number of iterations for the loop
  100323. */
  100324. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  100325. /**
  100326. * Execute the next iteration. Must be called after the last iteration was finished.
  100327. */
  100328. executeNext(): void;
  100329. /**
  100330. * Break the loop and run the success callback.
  100331. */
  100332. breakLoop(): void;
  100333. /**
  100334. * Create and run an async loop.
  100335. * @param iterations the number of iterations.
  100336. * @param fn the function to run each iteration
  100337. * @param successCallback the callback that will be called upon succesful execution
  100338. * @param offset starting offset.
  100339. * @returns the created async loop object
  100340. */
  100341. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  100342. /**
  100343. * A for-loop that will run a given number of iterations synchronous and the rest async.
  100344. * @param iterations total number of iterations
  100345. * @param syncedIterations number of synchronous iterations in each async iteration.
  100346. * @param fn the function to call each iteration.
  100347. * @param callback a success call back that will be called when iterating stops.
  100348. * @param breakFunction a break condition (optional)
  100349. * @param timeout timeout settings for the setTimeout function. default - 0.
  100350. * @returns the created async loop object
  100351. */
  100352. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  100353. }
  100354. }
  100355. declare module BABYLON {
  100356. /**
  100357. * This class implement a typical dictionary using a string as key and the generic type T as value.
  100358. * The underlying implementation relies on an associative array to ensure the best performances.
  100359. * The value can be anything including 'null' but except 'undefined'
  100360. */
  100361. export class StringDictionary<T> {
  100362. /**
  100363. * This will clear this dictionary and copy the content from the 'source' one.
  100364. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  100365. * @param source the dictionary to take the content from and copy to this dictionary
  100366. */
  100367. copyFrom(source: StringDictionary<T>): void;
  100368. /**
  100369. * Get a value based from its key
  100370. * @param key the given key to get the matching value from
  100371. * @return the value if found, otherwise undefined is returned
  100372. */
  100373. get(key: string): T | undefined;
  100374. /**
  100375. * Get a value from its key or add it if it doesn't exist.
  100376. * This method will ensure you that a given key/data will be present in the dictionary.
  100377. * @param key the given key to get the matching value from
  100378. * @param factory the factory that will create the value if the key is not present in the dictionary.
  100379. * The factory will only be invoked if there's no data for the given key.
  100380. * @return the value corresponding to the key.
  100381. */
  100382. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  100383. /**
  100384. * Get a value from its key if present in the dictionary otherwise add it
  100385. * @param key the key to get the value from
  100386. * @param val if there's no such key/value pair in the dictionary add it with this value
  100387. * @return the value corresponding to the key
  100388. */
  100389. getOrAdd(key: string, val: T): T;
  100390. /**
  100391. * Check if there's a given key in the dictionary
  100392. * @param key the key to check for
  100393. * @return true if the key is present, false otherwise
  100394. */
  100395. contains(key: string): boolean;
  100396. /**
  100397. * Add a new key and its corresponding value
  100398. * @param key the key to add
  100399. * @param value the value corresponding to the key
  100400. * @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
  100401. */
  100402. add(key: string, value: T): boolean;
  100403. /**
  100404. * Update a specific value associated to a key
  100405. * @param key defines the key to use
  100406. * @param value defines the value to store
  100407. * @returns true if the value was updated (or false if the key was not found)
  100408. */
  100409. set(key: string, value: T): boolean;
  100410. /**
  100411. * Get the element of the given key and remove it from the dictionary
  100412. * @param key defines the key to search
  100413. * @returns the value associated with the key or null if not found
  100414. */
  100415. getAndRemove(key: string): Nullable<T>;
  100416. /**
  100417. * Remove a key/value from the dictionary.
  100418. * @param key the key to remove
  100419. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  100420. */
  100421. remove(key: string): boolean;
  100422. /**
  100423. * Clear the whole content of the dictionary
  100424. */
  100425. clear(): void;
  100426. /**
  100427. * Gets the current count
  100428. */
  100429. readonly count: number;
  100430. /**
  100431. * Execute a callback on each key/val of the dictionary.
  100432. * Note that you can remove any element in this dictionary in the callback implementation
  100433. * @param callback the callback to execute on a given key/value pair
  100434. */
  100435. forEach(callback: (key: string, val: T) => void): void;
  100436. /**
  100437. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  100438. * If the callback returns null or undefined the method will iterate to the next key/value pair
  100439. * Note that you can remove any element in this dictionary in the callback implementation
  100440. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  100441. * @returns the first item
  100442. */
  100443. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  100444. private _count;
  100445. private _data;
  100446. }
  100447. }
  100448. declare module BABYLON {
  100449. /** @hidden */
  100450. export interface ICollisionCoordinator {
  100451. createCollider(): Collider;
  100452. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100453. init(scene: Scene): void;
  100454. }
  100455. /** @hidden */
  100456. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  100457. private _scene;
  100458. private _scaledPosition;
  100459. private _scaledVelocity;
  100460. private _finalPosition;
  100461. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100462. createCollider(): Collider;
  100463. init(scene: Scene): void;
  100464. private _collideWithWorld;
  100465. }
  100466. }
  100467. declare module BABYLON {
  100468. /**
  100469. * Class used to manage all inputs for the scene.
  100470. */
  100471. export class InputManager {
  100472. /** The distance in pixel that you have to move to prevent some events */
  100473. static DragMovementThreshold: number;
  100474. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  100475. static LongPressDelay: number;
  100476. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  100477. static DoubleClickDelay: number;
  100478. /** If you need to check double click without raising a single click at first click, enable this flag */
  100479. static ExclusiveDoubleClickMode: boolean;
  100480. private _wheelEventName;
  100481. private _onPointerMove;
  100482. private _onPointerDown;
  100483. private _onPointerUp;
  100484. private _initClickEvent;
  100485. private _initActionManager;
  100486. private _delayedSimpleClick;
  100487. private _delayedSimpleClickTimeout;
  100488. private _previousDelayedSimpleClickTimeout;
  100489. private _meshPickProceed;
  100490. private _previousButtonPressed;
  100491. private _currentPickResult;
  100492. private _previousPickResult;
  100493. private _totalPointersPressed;
  100494. private _doubleClickOccured;
  100495. private _pointerOverMesh;
  100496. private _pickedDownMesh;
  100497. private _pickedUpMesh;
  100498. private _pointerX;
  100499. private _pointerY;
  100500. private _unTranslatedPointerX;
  100501. private _unTranslatedPointerY;
  100502. private _startingPointerPosition;
  100503. private _previousStartingPointerPosition;
  100504. private _startingPointerTime;
  100505. private _previousStartingPointerTime;
  100506. private _pointerCaptures;
  100507. private _onKeyDown;
  100508. private _onKeyUp;
  100509. private _onCanvasFocusObserver;
  100510. private _onCanvasBlurObserver;
  100511. private _scene;
  100512. /**
  100513. * Creates a new InputManager
  100514. * @param scene defines the hosting scene
  100515. */
  100516. constructor(scene: Scene);
  100517. /**
  100518. * Gets the mesh that is currently under the pointer
  100519. */
  100520. readonly meshUnderPointer: Nullable<AbstractMesh>;
  100521. /**
  100522. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  100523. */
  100524. readonly unTranslatedPointer: Vector2;
  100525. /**
  100526. * Gets or sets the current on-screen X position of the pointer
  100527. */
  100528. pointerX: number;
  100529. /**
  100530. * Gets or sets the current on-screen Y position of the pointer
  100531. */
  100532. pointerY: number;
  100533. private _updatePointerPosition;
  100534. private _processPointerMove;
  100535. private _setRayOnPointerInfo;
  100536. private _checkPrePointerObservable;
  100537. /**
  100538. * Use this method to simulate a pointer move on a mesh
  100539. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100540. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100541. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100542. */
  100543. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100544. /**
  100545. * Use this method to simulate a pointer down on a mesh
  100546. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100547. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100548. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100549. */
  100550. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100551. private _processPointerDown;
  100552. /** @hidden */
  100553. _isPointerSwiping(): boolean;
  100554. /**
  100555. * Use this method to simulate a pointer up on a mesh
  100556. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100557. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100558. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100559. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  100560. */
  100561. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  100562. private _processPointerUp;
  100563. /**
  100564. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  100565. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  100566. * @returns true if the pointer was captured
  100567. */
  100568. isPointerCaptured(pointerId?: number): boolean;
  100569. /**
  100570. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  100571. * @param attachUp defines if you want to attach events to pointerup
  100572. * @param attachDown defines if you want to attach events to pointerdown
  100573. * @param attachMove defines if you want to attach events to pointermove
  100574. */
  100575. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  100576. /**
  100577. * Detaches all event handlers
  100578. */
  100579. detachControl(): void;
  100580. /**
  100581. * Force the value of meshUnderPointer
  100582. * @param mesh defines the mesh to use
  100583. */
  100584. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100585. /**
  100586. * Gets the mesh under the pointer
  100587. * @returns a Mesh or null if no mesh is under the pointer
  100588. */
  100589. getPointerOverMesh(): Nullable<AbstractMesh>;
  100590. }
  100591. }
  100592. declare module BABYLON {
  100593. /**
  100594. * Helper class used to generate session unique ID
  100595. */
  100596. export class UniqueIdGenerator {
  100597. private static _UniqueIdCounter;
  100598. /**
  100599. * Gets an unique (relatively to the current scene) Id
  100600. */
  100601. static readonly UniqueId: number;
  100602. }
  100603. }
  100604. declare module BABYLON {
  100605. /**
  100606. * This class defines the direct association between an animation and a target
  100607. */
  100608. export class TargetedAnimation {
  100609. /**
  100610. * Animation to perform
  100611. */
  100612. animation: Animation;
  100613. /**
  100614. * Target to animate
  100615. */
  100616. target: any;
  100617. /**
  100618. * Serialize the object
  100619. * @returns the JSON object representing the current entity
  100620. */
  100621. serialize(): any;
  100622. }
  100623. /**
  100624. * Use this class to create coordinated animations on multiple targets
  100625. */
  100626. export class AnimationGroup implements IDisposable {
  100627. /** The name of the animation group */
  100628. name: string;
  100629. private _scene;
  100630. private _targetedAnimations;
  100631. private _animatables;
  100632. private _from;
  100633. private _to;
  100634. private _isStarted;
  100635. private _isPaused;
  100636. private _speedRatio;
  100637. private _loopAnimation;
  100638. /**
  100639. * Gets or sets the unique id of the node
  100640. */
  100641. uniqueId: number;
  100642. /**
  100643. * This observable will notify when one animation have ended
  100644. */
  100645. onAnimationEndObservable: Observable<TargetedAnimation>;
  100646. /**
  100647. * Observer raised when one animation loops
  100648. */
  100649. onAnimationLoopObservable: Observable<TargetedAnimation>;
  100650. /**
  100651. * Observer raised when all animations have looped
  100652. */
  100653. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  100654. /**
  100655. * This observable will notify when all animations have ended.
  100656. */
  100657. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  100658. /**
  100659. * This observable will notify when all animations have paused.
  100660. */
  100661. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  100662. /**
  100663. * This observable will notify when all animations are playing.
  100664. */
  100665. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  100666. /**
  100667. * Gets the first frame
  100668. */
  100669. readonly from: number;
  100670. /**
  100671. * Gets the last frame
  100672. */
  100673. readonly to: number;
  100674. /**
  100675. * Define if the animations are started
  100676. */
  100677. readonly isStarted: boolean;
  100678. /**
  100679. * Gets a value indicating that the current group is playing
  100680. */
  100681. readonly isPlaying: boolean;
  100682. /**
  100683. * Gets or sets the speed ratio to use for all animations
  100684. */
  100685. /**
  100686. * Gets or sets the speed ratio to use for all animations
  100687. */
  100688. speedRatio: number;
  100689. /**
  100690. * Gets or sets if all animations should loop or not
  100691. */
  100692. loopAnimation: boolean;
  100693. /**
  100694. * Gets the targeted animations for this animation group
  100695. */
  100696. readonly targetedAnimations: Array<TargetedAnimation>;
  100697. /**
  100698. * returning the list of animatables controlled by this animation group.
  100699. */
  100700. readonly animatables: Array<Animatable>;
  100701. /**
  100702. * Instantiates a new Animation Group.
  100703. * This helps managing several animations at once.
  100704. * @see http://doc.babylonjs.com/how_to/group
  100705. * @param name Defines the name of the group
  100706. * @param scene Defines the scene the group belongs to
  100707. */
  100708. constructor(
  100709. /** The name of the animation group */
  100710. name: string, scene?: Nullable<Scene>);
  100711. /**
  100712. * Add an animation (with its target) in the group
  100713. * @param animation defines the animation we want to add
  100714. * @param target defines the target of the animation
  100715. * @returns the TargetedAnimation object
  100716. */
  100717. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  100718. /**
  100719. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  100720. * It can add constant keys at begin or end
  100721. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  100722. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  100723. * @returns the animation group
  100724. */
  100725. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  100726. private _animationLoopCount;
  100727. private _animationLoopFlags;
  100728. private _processLoop;
  100729. /**
  100730. * Start all animations on given targets
  100731. * @param loop defines if animations must loop
  100732. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  100733. * @param from defines the from key (optional)
  100734. * @param to defines the to key (optional)
  100735. * @returns the current animation group
  100736. */
  100737. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  100738. /**
  100739. * Pause all animations
  100740. * @returns the animation group
  100741. */
  100742. pause(): AnimationGroup;
  100743. /**
  100744. * Play all animations to initial state
  100745. * This function will start() the animations if they were not started or will restart() them if they were paused
  100746. * @param loop defines if animations must loop
  100747. * @returns the animation group
  100748. */
  100749. play(loop?: boolean): AnimationGroup;
  100750. /**
  100751. * Reset all animations to initial state
  100752. * @returns the animation group
  100753. */
  100754. reset(): AnimationGroup;
  100755. /**
  100756. * Restart animations from key 0
  100757. * @returns the animation group
  100758. */
  100759. restart(): AnimationGroup;
  100760. /**
  100761. * Stop all animations
  100762. * @returns the animation group
  100763. */
  100764. stop(): AnimationGroup;
  100765. /**
  100766. * Set animation weight for all animatables
  100767. * @param weight defines the weight to use
  100768. * @return the animationGroup
  100769. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100770. */
  100771. setWeightForAllAnimatables(weight: number): AnimationGroup;
  100772. /**
  100773. * Synchronize and normalize all animatables with a source animatable
  100774. * @param root defines the root animatable to synchronize with
  100775. * @return the animationGroup
  100776. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100777. */
  100778. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  100779. /**
  100780. * Goes to a specific frame in this animation group
  100781. * @param frame the frame number to go to
  100782. * @return the animationGroup
  100783. */
  100784. goToFrame(frame: number): AnimationGroup;
  100785. /**
  100786. * Dispose all associated resources
  100787. */
  100788. dispose(): void;
  100789. private _checkAnimationGroupEnded;
  100790. /**
  100791. * Clone the current animation group and returns a copy
  100792. * @param newName defines the name of the new group
  100793. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  100794. * @returns the new aniamtion group
  100795. */
  100796. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  100797. /**
  100798. * Serializes the animationGroup to an object
  100799. * @returns Serialized object
  100800. */
  100801. serialize(): any;
  100802. /**
  100803. * Returns a new AnimationGroup object parsed from the source provided.
  100804. * @param parsedAnimationGroup defines the source
  100805. * @param scene defines the scene that will receive the animationGroup
  100806. * @returns a new AnimationGroup
  100807. */
  100808. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  100809. /**
  100810. * Returns the string "AnimationGroup"
  100811. * @returns "AnimationGroup"
  100812. */
  100813. getClassName(): string;
  100814. /**
  100815. * Creates a detailled string about the object
  100816. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  100817. * @returns a string representing the object
  100818. */
  100819. toString(fullDetails?: boolean): string;
  100820. }
  100821. }
  100822. declare module BABYLON {
  100823. /**
  100824. * Define an interface for all classes that will hold resources
  100825. */
  100826. export interface IDisposable {
  100827. /**
  100828. * Releases all held resources
  100829. */
  100830. dispose(): void;
  100831. }
  100832. /** Interface defining initialization parameters for Scene class */
  100833. export interface SceneOptions {
  100834. /**
  100835. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  100836. * It will improve performance when the number of geometries becomes important.
  100837. */
  100838. useGeometryUniqueIdsMap?: boolean;
  100839. /**
  100840. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  100841. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100842. */
  100843. useMaterialMeshMap?: boolean;
  100844. /**
  100845. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  100846. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100847. */
  100848. useClonedMeshhMap?: boolean;
  100849. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  100850. virtual?: boolean;
  100851. }
  100852. /**
  100853. * Represents a scene to be rendered by the engine.
  100854. * @see http://doc.babylonjs.com/features/scene
  100855. */
  100856. export class Scene extends AbstractScene implements IAnimatable {
  100857. /** The fog is deactivated */
  100858. static readonly FOGMODE_NONE: number;
  100859. /** The fog density is following an exponential function */
  100860. static readonly FOGMODE_EXP: number;
  100861. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  100862. static readonly FOGMODE_EXP2: number;
  100863. /** The fog density is following a linear function. */
  100864. static readonly FOGMODE_LINEAR: number;
  100865. /**
  100866. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  100867. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100868. */
  100869. static MinDeltaTime: number;
  100870. /**
  100871. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  100872. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100873. */
  100874. static MaxDeltaTime: number;
  100875. /**
  100876. * Factory used to create the default material.
  100877. * @param name The name of the material to create
  100878. * @param scene The scene to create the material for
  100879. * @returns The default material
  100880. */
  100881. static DefaultMaterialFactory(scene: Scene): Material;
  100882. /**
  100883. * Factory used to create the a collision coordinator.
  100884. * @returns The collision coordinator
  100885. */
  100886. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  100887. /** @hidden */
  100888. _inputManager: InputManager;
  100889. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  100890. cameraToUseForPointers: Nullable<Camera>;
  100891. /** @hidden */
  100892. readonly _isScene: boolean;
  100893. /**
  100894. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  100895. */
  100896. autoClear: boolean;
  100897. /**
  100898. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  100899. */
  100900. autoClearDepthAndStencil: boolean;
  100901. /**
  100902. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  100903. */
  100904. clearColor: Color4;
  100905. /**
  100906. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  100907. */
  100908. ambientColor: Color3;
  100909. /**
  100910. * This is use to store the default BRDF lookup for PBR materials in your scene.
  100911. * It should only be one of the following (if not the default embedded one):
  100912. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  100913. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  100914. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  100915. * The material properties need to be setup according to the type of texture in use.
  100916. */
  100917. environmentBRDFTexture: BaseTexture;
  100918. /** @hidden */
  100919. protected _environmentTexture: Nullable<BaseTexture>;
  100920. /**
  100921. * Texture used in all pbr material as the reflection texture.
  100922. * As in the majority of the scene they are the same (exception for multi room and so on),
  100923. * this is easier to reference from here than from all the materials.
  100924. */
  100925. /**
  100926. * Texture used in all pbr material as the reflection texture.
  100927. * As in the majority of the scene they are the same (exception for multi room and so on),
  100928. * this is easier to set here than in all the materials.
  100929. */
  100930. environmentTexture: Nullable<BaseTexture>;
  100931. /** @hidden */
  100932. protected _environmentIntensity: number;
  100933. /**
  100934. * Intensity of the environment in all pbr material.
  100935. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100936. * As in the majority of the scene they are the same (exception for multi room and so on),
  100937. * this is easier to reference from here than from all the materials.
  100938. */
  100939. /**
  100940. * Intensity of the environment in all pbr material.
  100941. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100942. * As in the majority of the scene they are the same (exception for multi room and so on),
  100943. * this is easier to set here than in all the materials.
  100944. */
  100945. environmentIntensity: number;
  100946. /** @hidden */
  100947. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  100948. /**
  100949. * Default image processing configuration used either in the rendering
  100950. * Forward main pass or through the imageProcessingPostProcess if present.
  100951. * As in the majority of the scene they are the same (exception for multi camera),
  100952. * this is easier to reference from here than from all the materials and post process.
  100953. *
  100954. * No setter as we it is a shared configuration, you can set the values instead.
  100955. */
  100956. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  100957. private _forceWireframe;
  100958. /**
  100959. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  100960. */
  100961. forceWireframe: boolean;
  100962. private _forcePointsCloud;
  100963. /**
  100964. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  100965. */
  100966. forcePointsCloud: boolean;
  100967. /**
  100968. * Gets or sets the active clipplane 1
  100969. */
  100970. clipPlane: Nullable<Plane>;
  100971. /**
  100972. * Gets or sets the active clipplane 2
  100973. */
  100974. clipPlane2: Nullable<Plane>;
  100975. /**
  100976. * Gets or sets the active clipplane 3
  100977. */
  100978. clipPlane3: Nullable<Plane>;
  100979. /**
  100980. * Gets or sets the active clipplane 4
  100981. */
  100982. clipPlane4: Nullable<Plane>;
  100983. /**
  100984. * Gets or sets a boolean indicating if animations are enabled
  100985. */
  100986. animationsEnabled: boolean;
  100987. private _animationPropertiesOverride;
  100988. /**
  100989. * Gets or sets the animation properties override
  100990. */
  100991. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  100992. /**
  100993. * Gets or sets a boolean indicating if a constant deltatime has to be used
  100994. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  100995. */
  100996. useConstantAnimationDeltaTime: boolean;
  100997. /**
  100998. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  100999. * Please note that it requires to run a ray cast through the scene on every frame
  101000. */
  101001. constantlyUpdateMeshUnderPointer: boolean;
  101002. /**
  101003. * Defines the HTML cursor to use when hovering over interactive elements
  101004. */
  101005. hoverCursor: string;
  101006. /**
  101007. * Defines the HTML default cursor to use (empty by default)
  101008. */
  101009. defaultCursor: string;
  101010. /**
  101011. * Defines wether cursors are handled by the scene.
  101012. */
  101013. doNotHandleCursors: boolean;
  101014. /**
  101015. * This is used to call preventDefault() on pointer down
  101016. * in order to block unwanted artifacts like system double clicks
  101017. */
  101018. preventDefaultOnPointerDown: boolean;
  101019. /**
  101020. * This is used to call preventDefault() on pointer up
  101021. * in order to block unwanted artifacts like system double clicks
  101022. */
  101023. preventDefaultOnPointerUp: boolean;
  101024. /**
  101025. * Gets or sets user defined metadata
  101026. */
  101027. metadata: any;
  101028. /**
  101029. * For internal use only. Please do not use.
  101030. */
  101031. reservedDataStore: any;
  101032. /**
  101033. * Gets the name of the plugin used to load this scene (null by default)
  101034. */
  101035. loadingPluginName: string;
  101036. /**
  101037. * Use this array to add regular expressions used to disable offline support for specific urls
  101038. */
  101039. disableOfflineSupportExceptionRules: RegExp[];
  101040. /**
  101041. * An event triggered when the scene is disposed.
  101042. */
  101043. onDisposeObservable: Observable<Scene>;
  101044. private _onDisposeObserver;
  101045. /** Sets a function to be executed when this scene is disposed. */
  101046. onDispose: () => void;
  101047. /**
  101048. * An event triggered before rendering the scene (right after animations and physics)
  101049. */
  101050. onBeforeRenderObservable: Observable<Scene>;
  101051. private _onBeforeRenderObserver;
  101052. /** Sets a function to be executed before rendering this scene */
  101053. beforeRender: Nullable<() => void>;
  101054. /**
  101055. * An event triggered after rendering the scene
  101056. */
  101057. onAfterRenderObservable: Observable<Scene>;
  101058. /**
  101059. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  101060. */
  101061. onAfterRenderCameraObservable: Observable<Camera>;
  101062. private _onAfterRenderObserver;
  101063. /** Sets a function to be executed after rendering this scene */
  101064. afterRender: Nullable<() => void>;
  101065. /**
  101066. * An event triggered before animating the scene
  101067. */
  101068. onBeforeAnimationsObservable: Observable<Scene>;
  101069. /**
  101070. * An event triggered after animations processing
  101071. */
  101072. onAfterAnimationsObservable: Observable<Scene>;
  101073. /**
  101074. * An event triggered before draw calls are ready to be sent
  101075. */
  101076. onBeforeDrawPhaseObservable: Observable<Scene>;
  101077. /**
  101078. * An event triggered after draw calls have been sent
  101079. */
  101080. onAfterDrawPhaseObservable: Observable<Scene>;
  101081. /**
  101082. * An event triggered when the scene is ready
  101083. */
  101084. onReadyObservable: Observable<Scene>;
  101085. /**
  101086. * An event triggered before rendering a camera
  101087. */
  101088. onBeforeCameraRenderObservable: Observable<Camera>;
  101089. private _onBeforeCameraRenderObserver;
  101090. /** Sets a function to be executed before rendering a camera*/
  101091. beforeCameraRender: () => void;
  101092. /**
  101093. * An event triggered after rendering a camera
  101094. */
  101095. onAfterCameraRenderObservable: Observable<Camera>;
  101096. private _onAfterCameraRenderObserver;
  101097. /** Sets a function to be executed after rendering a camera*/
  101098. afterCameraRender: () => void;
  101099. /**
  101100. * An event triggered when active meshes evaluation is about to start
  101101. */
  101102. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  101103. /**
  101104. * An event triggered when active meshes evaluation is done
  101105. */
  101106. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  101107. /**
  101108. * An event triggered when particles rendering is about to start
  101109. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101110. */
  101111. onBeforeParticlesRenderingObservable: Observable<Scene>;
  101112. /**
  101113. * An event triggered when particles rendering is done
  101114. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101115. */
  101116. onAfterParticlesRenderingObservable: Observable<Scene>;
  101117. /**
  101118. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  101119. */
  101120. onDataLoadedObservable: Observable<Scene>;
  101121. /**
  101122. * An event triggered when a camera is created
  101123. */
  101124. onNewCameraAddedObservable: Observable<Camera>;
  101125. /**
  101126. * An event triggered when a camera is removed
  101127. */
  101128. onCameraRemovedObservable: Observable<Camera>;
  101129. /**
  101130. * An event triggered when a light is created
  101131. */
  101132. onNewLightAddedObservable: Observable<Light>;
  101133. /**
  101134. * An event triggered when a light is removed
  101135. */
  101136. onLightRemovedObservable: Observable<Light>;
  101137. /**
  101138. * An event triggered when a geometry is created
  101139. */
  101140. onNewGeometryAddedObservable: Observable<Geometry>;
  101141. /**
  101142. * An event triggered when a geometry is removed
  101143. */
  101144. onGeometryRemovedObservable: Observable<Geometry>;
  101145. /**
  101146. * An event triggered when a transform node is created
  101147. */
  101148. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  101149. /**
  101150. * An event triggered when a transform node is removed
  101151. */
  101152. onTransformNodeRemovedObservable: Observable<TransformNode>;
  101153. /**
  101154. * An event triggered when a mesh is created
  101155. */
  101156. onNewMeshAddedObservable: Observable<AbstractMesh>;
  101157. /**
  101158. * An event triggered when a mesh is removed
  101159. */
  101160. onMeshRemovedObservable: Observable<AbstractMesh>;
  101161. /**
  101162. * An event triggered when a skeleton is created
  101163. */
  101164. onNewSkeletonAddedObservable: Observable<Skeleton>;
  101165. /**
  101166. * An event triggered when a skeleton is removed
  101167. */
  101168. onSkeletonRemovedObservable: Observable<Skeleton>;
  101169. /**
  101170. * An event triggered when a material is created
  101171. */
  101172. onNewMaterialAddedObservable: Observable<Material>;
  101173. /**
  101174. * An event triggered when a material is removed
  101175. */
  101176. onMaterialRemovedObservable: Observable<Material>;
  101177. /**
  101178. * An event triggered when a texture is created
  101179. */
  101180. onNewTextureAddedObservable: Observable<BaseTexture>;
  101181. /**
  101182. * An event triggered when a texture is removed
  101183. */
  101184. onTextureRemovedObservable: Observable<BaseTexture>;
  101185. /**
  101186. * An event triggered when render targets are about to be rendered
  101187. * Can happen multiple times per frame.
  101188. */
  101189. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  101190. /**
  101191. * An event triggered when render targets were rendered.
  101192. * Can happen multiple times per frame.
  101193. */
  101194. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  101195. /**
  101196. * An event triggered before calculating deterministic simulation step
  101197. */
  101198. onBeforeStepObservable: Observable<Scene>;
  101199. /**
  101200. * An event triggered after calculating deterministic simulation step
  101201. */
  101202. onAfterStepObservable: Observable<Scene>;
  101203. /**
  101204. * An event triggered when the activeCamera property is updated
  101205. */
  101206. onActiveCameraChanged: Observable<Scene>;
  101207. /**
  101208. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  101209. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101210. * 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)
  101211. */
  101212. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101213. /**
  101214. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  101215. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101216. * 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)
  101217. */
  101218. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101219. /**
  101220. * This Observable will when a mesh has been imported into the scene.
  101221. */
  101222. onMeshImportedObservable: Observable<AbstractMesh>;
  101223. /**
  101224. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  101225. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  101226. */
  101227. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  101228. /** @hidden */
  101229. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  101230. /**
  101231. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  101232. */
  101233. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  101234. /**
  101235. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  101236. */
  101237. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  101238. /**
  101239. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  101240. */
  101241. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  101242. /** Callback called when a pointer move is detected */
  101243. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101244. /** Callback called when a pointer down is detected */
  101245. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101246. /** Callback called when a pointer up is detected */
  101247. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  101248. /** Callback called when a pointer pick is detected */
  101249. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  101250. /**
  101251. * 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).
  101252. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  101253. */
  101254. onPrePointerObservable: Observable<PointerInfoPre>;
  101255. /**
  101256. * Observable event triggered each time an input event is received from the rendering canvas
  101257. */
  101258. onPointerObservable: Observable<PointerInfo>;
  101259. /**
  101260. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  101261. */
  101262. readonly unTranslatedPointer: Vector2;
  101263. /**
  101264. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  101265. */
  101266. static DragMovementThreshold: number;
  101267. /**
  101268. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  101269. */
  101270. static LongPressDelay: number;
  101271. /**
  101272. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  101273. */
  101274. static DoubleClickDelay: number;
  101275. /** If you need to check double click without raising a single click at first click, enable this flag */
  101276. static ExclusiveDoubleClickMode: boolean;
  101277. /** @hidden */
  101278. _mirroredCameraPosition: Nullable<Vector3>;
  101279. /**
  101280. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  101281. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  101282. */
  101283. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  101284. /**
  101285. * Observable event triggered each time an keyboard event is received from the hosting window
  101286. */
  101287. onKeyboardObservable: Observable<KeyboardInfo>;
  101288. private _useRightHandedSystem;
  101289. /**
  101290. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  101291. */
  101292. useRightHandedSystem: boolean;
  101293. private _timeAccumulator;
  101294. private _currentStepId;
  101295. private _currentInternalStep;
  101296. /**
  101297. * Sets the step Id used by deterministic lock step
  101298. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101299. * @param newStepId defines the step Id
  101300. */
  101301. setStepId(newStepId: number): void;
  101302. /**
  101303. * Gets the step Id used by deterministic lock step
  101304. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101305. * @returns the step Id
  101306. */
  101307. getStepId(): number;
  101308. /**
  101309. * Gets the internal step used by deterministic lock step
  101310. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101311. * @returns the internal step
  101312. */
  101313. getInternalStep(): number;
  101314. private _fogEnabled;
  101315. /**
  101316. * Gets or sets a boolean indicating if fog is enabled on this scene
  101317. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101318. * (Default is true)
  101319. */
  101320. fogEnabled: boolean;
  101321. private _fogMode;
  101322. /**
  101323. * Gets or sets the fog mode to use
  101324. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101325. * | mode | value |
  101326. * | --- | --- |
  101327. * | FOGMODE_NONE | 0 |
  101328. * | FOGMODE_EXP | 1 |
  101329. * | FOGMODE_EXP2 | 2 |
  101330. * | FOGMODE_LINEAR | 3 |
  101331. */
  101332. fogMode: number;
  101333. /**
  101334. * Gets or sets the fog color to use
  101335. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101336. * (Default is Color3(0.2, 0.2, 0.3))
  101337. */
  101338. fogColor: Color3;
  101339. /**
  101340. * Gets or sets the fog density to use
  101341. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101342. * (Default is 0.1)
  101343. */
  101344. fogDensity: number;
  101345. /**
  101346. * Gets or sets the fog start distance to use
  101347. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101348. * (Default is 0)
  101349. */
  101350. fogStart: number;
  101351. /**
  101352. * Gets or sets the fog end distance to use
  101353. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101354. * (Default is 1000)
  101355. */
  101356. fogEnd: number;
  101357. private _shadowsEnabled;
  101358. /**
  101359. * Gets or sets a boolean indicating if shadows are enabled on this scene
  101360. */
  101361. shadowsEnabled: boolean;
  101362. private _lightsEnabled;
  101363. /**
  101364. * Gets or sets a boolean indicating if lights are enabled on this scene
  101365. */
  101366. lightsEnabled: boolean;
  101367. /** All of the active cameras added to this scene. */
  101368. activeCameras: Camera[];
  101369. /** @hidden */
  101370. _activeCamera: Nullable<Camera>;
  101371. /** Gets or sets the current active camera */
  101372. activeCamera: Nullable<Camera>;
  101373. private _defaultMaterial;
  101374. /** The default material used on meshes when no material is affected */
  101375. /** The default material used on meshes when no material is affected */
  101376. defaultMaterial: Material;
  101377. private _texturesEnabled;
  101378. /**
  101379. * Gets or sets a boolean indicating if textures are enabled on this scene
  101380. */
  101381. texturesEnabled: boolean;
  101382. /**
  101383. * Gets or sets a boolean indicating if particles are enabled on this scene
  101384. */
  101385. particlesEnabled: boolean;
  101386. /**
  101387. * Gets or sets a boolean indicating if sprites are enabled on this scene
  101388. */
  101389. spritesEnabled: boolean;
  101390. private _skeletonsEnabled;
  101391. /**
  101392. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  101393. */
  101394. skeletonsEnabled: boolean;
  101395. /**
  101396. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  101397. */
  101398. lensFlaresEnabled: boolean;
  101399. /**
  101400. * Gets or sets a boolean indicating if collisions are enabled on this scene
  101401. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101402. */
  101403. collisionsEnabled: boolean;
  101404. private _collisionCoordinator;
  101405. /** @hidden */
  101406. readonly collisionCoordinator: ICollisionCoordinator;
  101407. /**
  101408. * Defines the gravity applied to this scene (used only for collisions)
  101409. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101410. */
  101411. gravity: Vector3;
  101412. /**
  101413. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  101414. */
  101415. postProcessesEnabled: boolean;
  101416. /**
  101417. * The list of postprocesses added to the scene
  101418. */
  101419. postProcesses: PostProcess[];
  101420. /**
  101421. * Gets the current postprocess manager
  101422. */
  101423. postProcessManager: PostProcessManager;
  101424. /**
  101425. * Gets or sets a boolean indicating if render targets are enabled on this scene
  101426. */
  101427. renderTargetsEnabled: boolean;
  101428. /**
  101429. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  101430. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  101431. */
  101432. dumpNextRenderTargets: boolean;
  101433. /**
  101434. * The list of user defined render targets added to the scene
  101435. */
  101436. customRenderTargets: RenderTargetTexture[];
  101437. /**
  101438. * Defines if texture loading must be delayed
  101439. * If true, textures will only be loaded when they need to be rendered
  101440. */
  101441. useDelayedTextureLoading: boolean;
  101442. /**
  101443. * Gets the list of meshes imported to the scene through SceneLoader
  101444. */
  101445. importedMeshesFiles: String[];
  101446. /**
  101447. * Gets or sets a boolean indicating if probes are enabled on this scene
  101448. */
  101449. probesEnabled: boolean;
  101450. /**
  101451. * Gets or sets the current offline provider to use to store scene data
  101452. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  101453. */
  101454. offlineProvider: IOfflineProvider;
  101455. /**
  101456. * Gets or sets the action manager associated with the scene
  101457. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101458. */
  101459. actionManager: AbstractActionManager;
  101460. private _meshesForIntersections;
  101461. /**
  101462. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  101463. */
  101464. proceduralTexturesEnabled: boolean;
  101465. private _engine;
  101466. private _totalVertices;
  101467. /** @hidden */
  101468. _activeIndices: PerfCounter;
  101469. /** @hidden */
  101470. _activeParticles: PerfCounter;
  101471. /** @hidden */
  101472. _activeBones: PerfCounter;
  101473. private _animationRatio;
  101474. /** @hidden */
  101475. _animationTimeLast: number;
  101476. /** @hidden */
  101477. _animationTime: number;
  101478. /**
  101479. * Gets or sets a general scale for animation speed
  101480. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  101481. */
  101482. animationTimeScale: number;
  101483. /** @hidden */
  101484. _cachedMaterial: Nullable<Material>;
  101485. /** @hidden */
  101486. _cachedEffect: Nullable<Effect>;
  101487. /** @hidden */
  101488. _cachedVisibility: Nullable<number>;
  101489. private _renderId;
  101490. private _frameId;
  101491. private _executeWhenReadyTimeoutId;
  101492. private _intermediateRendering;
  101493. private _viewUpdateFlag;
  101494. private _projectionUpdateFlag;
  101495. /** @hidden */
  101496. _toBeDisposed: Nullable<IDisposable>[];
  101497. private _activeRequests;
  101498. /** @hidden */
  101499. _pendingData: any[];
  101500. private _isDisposed;
  101501. /**
  101502. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  101503. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  101504. */
  101505. dispatchAllSubMeshesOfActiveMeshes: boolean;
  101506. private _activeMeshes;
  101507. private _processedMaterials;
  101508. private _renderTargets;
  101509. /** @hidden */
  101510. _activeParticleSystems: SmartArray<IParticleSystem>;
  101511. private _activeSkeletons;
  101512. private _softwareSkinnedMeshes;
  101513. private _renderingManager;
  101514. /** @hidden */
  101515. _activeAnimatables: Animatable[];
  101516. private _transformMatrix;
  101517. private _sceneUbo;
  101518. /** @hidden */
  101519. _viewMatrix: Matrix;
  101520. private _projectionMatrix;
  101521. /** @hidden */
  101522. _forcedViewPosition: Nullable<Vector3>;
  101523. /** @hidden */
  101524. _frustumPlanes: Plane[];
  101525. /**
  101526. * Gets the list of frustum planes (built from the active camera)
  101527. */
  101528. readonly frustumPlanes: Plane[];
  101529. /**
  101530. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  101531. * This is useful if there are more lights that the maximum simulteanous authorized
  101532. */
  101533. requireLightSorting: boolean;
  101534. /** @hidden */
  101535. readonly useMaterialMeshMap: boolean;
  101536. /** @hidden */
  101537. readonly useClonedMeshhMap: boolean;
  101538. private _externalData;
  101539. private _uid;
  101540. /**
  101541. * @hidden
  101542. * Backing store of defined scene components.
  101543. */
  101544. _components: ISceneComponent[];
  101545. /**
  101546. * @hidden
  101547. * Backing store of defined scene components.
  101548. */
  101549. _serializableComponents: ISceneSerializableComponent[];
  101550. /**
  101551. * List of components to register on the next registration step.
  101552. */
  101553. private _transientComponents;
  101554. /**
  101555. * Registers the transient components if needed.
  101556. */
  101557. private _registerTransientComponents;
  101558. /**
  101559. * @hidden
  101560. * Add a component to the scene.
  101561. * Note that the ccomponent could be registered on th next frame if this is called after
  101562. * the register component stage.
  101563. * @param component Defines the component to add to the scene
  101564. */
  101565. _addComponent(component: ISceneComponent): void;
  101566. /**
  101567. * @hidden
  101568. * Gets a component from the scene.
  101569. * @param name defines the name of the component to retrieve
  101570. * @returns the component or null if not present
  101571. */
  101572. _getComponent(name: string): Nullable<ISceneComponent>;
  101573. /**
  101574. * @hidden
  101575. * Defines the actions happening before camera updates.
  101576. */
  101577. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  101578. /**
  101579. * @hidden
  101580. * Defines the actions happening before clear the canvas.
  101581. */
  101582. _beforeClearStage: Stage<SimpleStageAction>;
  101583. /**
  101584. * @hidden
  101585. * Defines the actions when collecting render targets for the frame.
  101586. */
  101587. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101588. /**
  101589. * @hidden
  101590. * Defines the actions happening for one camera in the frame.
  101591. */
  101592. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101593. /**
  101594. * @hidden
  101595. * Defines the actions happening during the per mesh ready checks.
  101596. */
  101597. _isReadyForMeshStage: Stage<MeshStageAction>;
  101598. /**
  101599. * @hidden
  101600. * Defines the actions happening before evaluate active mesh checks.
  101601. */
  101602. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  101603. /**
  101604. * @hidden
  101605. * Defines the actions happening during the evaluate sub mesh checks.
  101606. */
  101607. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  101608. /**
  101609. * @hidden
  101610. * Defines the actions happening during the active mesh stage.
  101611. */
  101612. _activeMeshStage: Stage<ActiveMeshStageAction>;
  101613. /**
  101614. * @hidden
  101615. * Defines the actions happening during the per camera render target step.
  101616. */
  101617. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  101618. /**
  101619. * @hidden
  101620. * Defines the actions happening just before the active camera is drawing.
  101621. */
  101622. _beforeCameraDrawStage: Stage<CameraStageAction>;
  101623. /**
  101624. * @hidden
  101625. * Defines the actions happening just before a render target is drawing.
  101626. */
  101627. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101628. /**
  101629. * @hidden
  101630. * Defines the actions happening just before a rendering group is drawing.
  101631. */
  101632. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101633. /**
  101634. * @hidden
  101635. * Defines the actions happening just before a mesh is drawing.
  101636. */
  101637. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101638. /**
  101639. * @hidden
  101640. * Defines the actions happening just after a mesh has been drawn.
  101641. */
  101642. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101643. /**
  101644. * @hidden
  101645. * Defines the actions happening just after a rendering group has been drawn.
  101646. */
  101647. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101648. /**
  101649. * @hidden
  101650. * Defines the actions happening just after the active camera has been drawn.
  101651. */
  101652. _afterCameraDrawStage: Stage<CameraStageAction>;
  101653. /**
  101654. * @hidden
  101655. * Defines the actions happening just after a render target has been drawn.
  101656. */
  101657. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101658. /**
  101659. * @hidden
  101660. * Defines the actions happening just after rendering all cameras and computing intersections.
  101661. */
  101662. _afterRenderStage: Stage<SimpleStageAction>;
  101663. /**
  101664. * @hidden
  101665. * Defines the actions happening when a pointer move event happens.
  101666. */
  101667. _pointerMoveStage: Stage<PointerMoveStageAction>;
  101668. /**
  101669. * @hidden
  101670. * Defines the actions happening when a pointer down event happens.
  101671. */
  101672. _pointerDownStage: Stage<PointerUpDownStageAction>;
  101673. /**
  101674. * @hidden
  101675. * Defines the actions happening when a pointer up event happens.
  101676. */
  101677. _pointerUpStage: Stage<PointerUpDownStageAction>;
  101678. /**
  101679. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  101680. */
  101681. private geometriesByUniqueId;
  101682. /**
  101683. * Creates a new Scene
  101684. * @param engine defines the engine to use to render this scene
  101685. * @param options defines the scene options
  101686. */
  101687. constructor(engine: Engine, options?: SceneOptions);
  101688. /**
  101689. * Gets a string idenfifying the name of the class
  101690. * @returns "Scene" string
  101691. */
  101692. getClassName(): string;
  101693. private _defaultMeshCandidates;
  101694. /**
  101695. * @hidden
  101696. */
  101697. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  101698. private _defaultSubMeshCandidates;
  101699. /**
  101700. * @hidden
  101701. */
  101702. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  101703. /**
  101704. * Sets the default candidate providers for the scene.
  101705. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  101706. * and getCollidingSubMeshCandidates to their default function
  101707. */
  101708. setDefaultCandidateProviders(): void;
  101709. /**
  101710. * Gets the mesh that is currently under the pointer
  101711. */
  101712. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101713. /**
  101714. * Gets or sets the current on-screen X position of the pointer
  101715. */
  101716. pointerX: number;
  101717. /**
  101718. * Gets or sets the current on-screen Y position of the pointer
  101719. */
  101720. pointerY: number;
  101721. /**
  101722. * Gets the cached material (ie. the latest rendered one)
  101723. * @returns the cached material
  101724. */
  101725. getCachedMaterial(): Nullable<Material>;
  101726. /**
  101727. * Gets the cached effect (ie. the latest rendered one)
  101728. * @returns the cached effect
  101729. */
  101730. getCachedEffect(): Nullable<Effect>;
  101731. /**
  101732. * Gets the cached visibility state (ie. the latest rendered one)
  101733. * @returns the cached visibility state
  101734. */
  101735. getCachedVisibility(): Nullable<number>;
  101736. /**
  101737. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  101738. * @param material defines the current material
  101739. * @param effect defines the current effect
  101740. * @param visibility defines the current visibility state
  101741. * @returns true if one parameter is not cached
  101742. */
  101743. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  101744. /**
  101745. * Gets the engine associated with the scene
  101746. * @returns an Engine
  101747. */
  101748. getEngine(): Engine;
  101749. /**
  101750. * Gets the total number of vertices rendered per frame
  101751. * @returns the total number of vertices rendered per frame
  101752. */
  101753. getTotalVertices(): number;
  101754. /**
  101755. * Gets the performance counter for total vertices
  101756. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101757. */
  101758. readonly totalVerticesPerfCounter: PerfCounter;
  101759. /**
  101760. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  101761. * @returns the total number of active indices rendered per frame
  101762. */
  101763. getActiveIndices(): number;
  101764. /**
  101765. * Gets the performance counter for active indices
  101766. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101767. */
  101768. readonly totalActiveIndicesPerfCounter: PerfCounter;
  101769. /**
  101770. * Gets the total number of active particles rendered per frame
  101771. * @returns the total number of active particles rendered per frame
  101772. */
  101773. getActiveParticles(): number;
  101774. /**
  101775. * Gets the performance counter for active particles
  101776. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101777. */
  101778. readonly activeParticlesPerfCounter: PerfCounter;
  101779. /**
  101780. * Gets the total number of active bones rendered per frame
  101781. * @returns the total number of active bones rendered per frame
  101782. */
  101783. getActiveBones(): number;
  101784. /**
  101785. * Gets the performance counter for active bones
  101786. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101787. */
  101788. readonly activeBonesPerfCounter: PerfCounter;
  101789. /**
  101790. * Gets the array of active meshes
  101791. * @returns an array of AbstractMesh
  101792. */
  101793. getActiveMeshes(): SmartArray<AbstractMesh>;
  101794. /**
  101795. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  101796. * @returns a number
  101797. */
  101798. getAnimationRatio(): number;
  101799. /**
  101800. * Gets an unique Id for the current render phase
  101801. * @returns a number
  101802. */
  101803. getRenderId(): number;
  101804. /**
  101805. * Gets an unique Id for the current frame
  101806. * @returns a number
  101807. */
  101808. getFrameId(): number;
  101809. /** Call this function if you want to manually increment the render Id*/
  101810. incrementRenderId(): void;
  101811. private _createUbo;
  101812. /**
  101813. * Use this method to simulate a pointer move on a mesh
  101814. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101815. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101816. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101817. * @returns the current scene
  101818. */
  101819. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101820. /**
  101821. * Use this method to simulate a pointer down on a mesh
  101822. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101823. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101824. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101825. * @returns the current scene
  101826. */
  101827. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101828. /**
  101829. * Use this method to simulate a pointer up on a mesh
  101830. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101831. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101832. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101833. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101834. * @returns the current scene
  101835. */
  101836. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  101837. /**
  101838. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101839. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101840. * @returns true if the pointer was captured
  101841. */
  101842. isPointerCaptured(pointerId?: number): boolean;
  101843. /**
  101844. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101845. * @param attachUp defines if you want to attach events to pointerup
  101846. * @param attachDown defines if you want to attach events to pointerdown
  101847. * @param attachMove defines if you want to attach events to pointermove
  101848. */
  101849. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101850. /** Detaches all event handlers*/
  101851. detachControl(): void;
  101852. /**
  101853. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  101854. * Delay loaded resources are not taking in account
  101855. * @return true if all required resources are ready
  101856. */
  101857. isReady(): boolean;
  101858. /** Resets all cached information relative to material (including effect and visibility) */
  101859. resetCachedMaterial(): void;
  101860. /**
  101861. * Registers a function to be called before every frame render
  101862. * @param func defines the function to register
  101863. */
  101864. registerBeforeRender(func: () => void): void;
  101865. /**
  101866. * Unregisters a function called before every frame render
  101867. * @param func defines the function to unregister
  101868. */
  101869. unregisterBeforeRender(func: () => void): void;
  101870. /**
  101871. * Registers a function to be called after every frame render
  101872. * @param func defines the function to register
  101873. */
  101874. registerAfterRender(func: () => void): void;
  101875. /**
  101876. * Unregisters a function called after every frame render
  101877. * @param func defines the function to unregister
  101878. */
  101879. unregisterAfterRender(func: () => void): void;
  101880. private _executeOnceBeforeRender;
  101881. /**
  101882. * The provided function will run before render once and will be disposed afterwards.
  101883. * A timeout delay can be provided so that the function will be executed in N ms.
  101884. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  101885. * @param func The function to be executed.
  101886. * @param timeout optional delay in ms
  101887. */
  101888. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  101889. /** @hidden */
  101890. _addPendingData(data: any): void;
  101891. /** @hidden */
  101892. _removePendingData(data: any): void;
  101893. /**
  101894. * Returns the number of items waiting to be loaded
  101895. * @returns the number of items waiting to be loaded
  101896. */
  101897. getWaitingItemsCount(): number;
  101898. /**
  101899. * Returns a boolean indicating if the scene is still loading data
  101900. */
  101901. readonly isLoading: boolean;
  101902. /**
  101903. * Registers a function to be executed when the scene is ready
  101904. * @param {Function} func - the function to be executed
  101905. */
  101906. executeWhenReady(func: () => void): void;
  101907. /**
  101908. * Returns a promise that resolves when the scene is ready
  101909. * @returns A promise that resolves when the scene is ready
  101910. */
  101911. whenReadyAsync(): Promise<void>;
  101912. /** @hidden */
  101913. _checkIsReady(): void;
  101914. /**
  101915. * Gets all animatable attached to the scene
  101916. */
  101917. readonly animatables: Animatable[];
  101918. /**
  101919. * Resets the last animation time frame.
  101920. * Useful to override when animations start running when loading a scene for the first time.
  101921. */
  101922. resetLastAnimationTimeFrame(): void;
  101923. /**
  101924. * Gets the current view matrix
  101925. * @returns a Matrix
  101926. */
  101927. getViewMatrix(): Matrix;
  101928. /**
  101929. * Gets the current projection matrix
  101930. * @returns a Matrix
  101931. */
  101932. getProjectionMatrix(): Matrix;
  101933. /**
  101934. * Gets the current transform matrix
  101935. * @returns a Matrix made of View * Projection
  101936. */
  101937. getTransformMatrix(): Matrix;
  101938. /**
  101939. * Sets the current transform matrix
  101940. * @param viewL defines the View matrix to use
  101941. * @param projectionL defines the Projection matrix to use
  101942. * @param viewR defines the right View matrix to use (if provided)
  101943. * @param projectionR defines the right Projection matrix to use (if provided)
  101944. */
  101945. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  101946. /**
  101947. * Gets the uniform buffer used to store scene data
  101948. * @returns a UniformBuffer
  101949. */
  101950. getSceneUniformBuffer(): UniformBuffer;
  101951. /**
  101952. * Gets an unique (relatively to the current scene) Id
  101953. * @returns an unique number for the scene
  101954. */
  101955. getUniqueId(): number;
  101956. /**
  101957. * Add a mesh to the list of scene's meshes
  101958. * @param newMesh defines the mesh to add
  101959. * @param recursive if all child meshes should also be added to the scene
  101960. */
  101961. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  101962. /**
  101963. * Remove a mesh for the list of scene's meshes
  101964. * @param toRemove defines the mesh to remove
  101965. * @param recursive if all child meshes should also be removed from the scene
  101966. * @returns the index where the mesh was in the mesh list
  101967. */
  101968. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  101969. /**
  101970. * Add a transform node to the list of scene's transform nodes
  101971. * @param newTransformNode defines the transform node to add
  101972. */
  101973. addTransformNode(newTransformNode: TransformNode): void;
  101974. /**
  101975. * Remove a transform node for the list of scene's transform nodes
  101976. * @param toRemove defines the transform node to remove
  101977. * @returns the index where the transform node was in the transform node list
  101978. */
  101979. removeTransformNode(toRemove: TransformNode): number;
  101980. /**
  101981. * Remove a skeleton for the list of scene's skeletons
  101982. * @param toRemove defines the skeleton to remove
  101983. * @returns the index where the skeleton was in the skeleton list
  101984. */
  101985. removeSkeleton(toRemove: Skeleton): number;
  101986. /**
  101987. * Remove a morph target for the list of scene's morph targets
  101988. * @param toRemove defines the morph target to remove
  101989. * @returns the index where the morph target was in the morph target list
  101990. */
  101991. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  101992. /**
  101993. * Remove a light for the list of scene's lights
  101994. * @param toRemove defines the light to remove
  101995. * @returns the index where the light was in the light list
  101996. */
  101997. removeLight(toRemove: Light): number;
  101998. /**
  101999. * Remove a camera for the list of scene's cameras
  102000. * @param toRemove defines the camera to remove
  102001. * @returns the index where the camera was in the camera list
  102002. */
  102003. removeCamera(toRemove: Camera): number;
  102004. /**
  102005. * Remove a particle system for the list of scene's particle systems
  102006. * @param toRemove defines the particle system to remove
  102007. * @returns the index where the particle system was in the particle system list
  102008. */
  102009. removeParticleSystem(toRemove: IParticleSystem): number;
  102010. /**
  102011. * Remove a animation for the list of scene's animations
  102012. * @param toRemove defines the animation to remove
  102013. * @returns the index where the animation was in the animation list
  102014. */
  102015. removeAnimation(toRemove: Animation): number;
  102016. /**
  102017. * Will stop the animation of the given target
  102018. * @param target - the target
  102019. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  102020. * @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)
  102021. */
  102022. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  102023. /**
  102024. * Removes the given animation group from this scene.
  102025. * @param toRemove The animation group to remove
  102026. * @returns The index of the removed animation group
  102027. */
  102028. removeAnimationGroup(toRemove: AnimationGroup): number;
  102029. /**
  102030. * Removes the given multi-material from this scene.
  102031. * @param toRemove The multi-material to remove
  102032. * @returns The index of the removed multi-material
  102033. */
  102034. removeMultiMaterial(toRemove: MultiMaterial): number;
  102035. /**
  102036. * Removes the given material from this scene.
  102037. * @param toRemove The material to remove
  102038. * @returns The index of the removed material
  102039. */
  102040. removeMaterial(toRemove: Material): number;
  102041. /**
  102042. * Removes the given action manager from this scene.
  102043. * @param toRemove The action manager to remove
  102044. * @returns The index of the removed action manager
  102045. */
  102046. removeActionManager(toRemove: AbstractActionManager): number;
  102047. /**
  102048. * Removes the given texture from this scene.
  102049. * @param toRemove The texture to remove
  102050. * @returns The index of the removed texture
  102051. */
  102052. removeTexture(toRemove: BaseTexture): number;
  102053. /**
  102054. * Adds the given light to this scene
  102055. * @param newLight The light to add
  102056. */
  102057. addLight(newLight: Light): void;
  102058. /**
  102059. * Sorts the list list based on light priorities
  102060. */
  102061. sortLightsByPriority(): void;
  102062. /**
  102063. * Adds the given camera to this scene
  102064. * @param newCamera The camera to add
  102065. */
  102066. addCamera(newCamera: Camera): void;
  102067. /**
  102068. * Adds the given skeleton to this scene
  102069. * @param newSkeleton The skeleton to add
  102070. */
  102071. addSkeleton(newSkeleton: Skeleton): void;
  102072. /**
  102073. * Adds the given particle system to this scene
  102074. * @param newParticleSystem The particle system to add
  102075. */
  102076. addParticleSystem(newParticleSystem: IParticleSystem): void;
  102077. /**
  102078. * Adds the given animation to this scene
  102079. * @param newAnimation The animation to add
  102080. */
  102081. addAnimation(newAnimation: Animation): void;
  102082. /**
  102083. * Adds the given animation group to this scene.
  102084. * @param newAnimationGroup The animation group to add
  102085. */
  102086. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  102087. /**
  102088. * Adds the given multi-material to this scene
  102089. * @param newMultiMaterial The multi-material to add
  102090. */
  102091. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  102092. /**
  102093. * Adds the given material to this scene
  102094. * @param newMaterial The material to add
  102095. */
  102096. addMaterial(newMaterial: Material): void;
  102097. /**
  102098. * Adds the given morph target to this scene
  102099. * @param newMorphTargetManager The morph target to add
  102100. */
  102101. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  102102. /**
  102103. * Adds the given geometry to this scene
  102104. * @param newGeometry The geometry to add
  102105. */
  102106. addGeometry(newGeometry: Geometry): void;
  102107. /**
  102108. * Adds the given action manager to this scene
  102109. * @param newActionManager The action manager to add
  102110. */
  102111. addActionManager(newActionManager: AbstractActionManager): void;
  102112. /**
  102113. * Adds the given texture to this scene.
  102114. * @param newTexture The texture to add
  102115. */
  102116. addTexture(newTexture: BaseTexture): void;
  102117. /**
  102118. * Switch active camera
  102119. * @param newCamera defines the new active camera
  102120. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  102121. */
  102122. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  102123. /**
  102124. * sets the active camera of the scene using its ID
  102125. * @param id defines the camera's ID
  102126. * @return the new active camera or null if none found.
  102127. */
  102128. setActiveCameraByID(id: string): Nullable<Camera>;
  102129. /**
  102130. * sets the active camera of the scene using its name
  102131. * @param name defines the camera's name
  102132. * @returns the new active camera or null if none found.
  102133. */
  102134. setActiveCameraByName(name: string): Nullable<Camera>;
  102135. /**
  102136. * get an animation group using its name
  102137. * @param name defines the material's name
  102138. * @return the animation group or null if none found.
  102139. */
  102140. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  102141. /**
  102142. * Get a material using its unique id
  102143. * @param uniqueId defines the material's unique id
  102144. * @return the material or null if none found.
  102145. */
  102146. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  102147. /**
  102148. * get a material using its id
  102149. * @param id defines the material's ID
  102150. * @return the material or null if none found.
  102151. */
  102152. getMaterialByID(id: string): Nullable<Material>;
  102153. /**
  102154. * Gets a the last added material using a given id
  102155. * @param id defines the material's ID
  102156. * @return the last material with the given id or null if none found.
  102157. */
  102158. getLastMaterialByID(id: string): Nullable<Material>;
  102159. /**
  102160. * Gets a material using its name
  102161. * @param name defines the material's name
  102162. * @return the material or null if none found.
  102163. */
  102164. getMaterialByName(name: string): Nullable<Material>;
  102165. /**
  102166. * Get a texture using its unique id
  102167. * @param uniqueId defines the texture's unique id
  102168. * @return the texture or null if none found.
  102169. */
  102170. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  102171. /**
  102172. * Gets a camera using its id
  102173. * @param id defines the id to look for
  102174. * @returns the camera or null if not found
  102175. */
  102176. getCameraByID(id: string): Nullable<Camera>;
  102177. /**
  102178. * Gets a camera using its unique id
  102179. * @param uniqueId defines the unique id to look for
  102180. * @returns the camera or null if not found
  102181. */
  102182. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  102183. /**
  102184. * Gets a camera using its name
  102185. * @param name defines the camera's name
  102186. * @return the camera or null if none found.
  102187. */
  102188. getCameraByName(name: string): Nullable<Camera>;
  102189. /**
  102190. * Gets a bone using its id
  102191. * @param id defines the bone's id
  102192. * @return the bone or null if not found
  102193. */
  102194. getBoneByID(id: string): Nullable<Bone>;
  102195. /**
  102196. * Gets a bone using its id
  102197. * @param name defines the bone's name
  102198. * @return the bone or null if not found
  102199. */
  102200. getBoneByName(name: string): Nullable<Bone>;
  102201. /**
  102202. * Gets a light node using its name
  102203. * @param name defines the the light's name
  102204. * @return the light or null if none found.
  102205. */
  102206. getLightByName(name: string): Nullable<Light>;
  102207. /**
  102208. * Gets a light node using its id
  102209. * @param id defines the light's id
  102210. * @return the light or null if none found.
  102211. */
  102212. getLightByID(id: string): Nullable<Light>;
  102213. /**
  102214. * Gets a light node using its scene-generated unique ID
  102215. * @param uniqueId defines the light's unique id
  102216. * @return the light or null if none found.
  102217. */
  102218. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  102219. /**
  102220. * Gets a particle system by id
  102221. * @param id defines the particle system id
  102222. * @return the corresponding system or null if none found
  102223. */
  102224. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  102225. /**
  102226. * Gets a geometry using its ID
  102227. * @param id defines the geometry's id
  102228. * @return the geometry or null if none found.
  102229. */
  102230. getGeometryByID(id: string): Nullable<Geometry>;
  102231. private _getGeometryByUniqueID;
  102232. /**
  102233. * Add a new geometry to this scene
  102234. * @param geometry defines the geometry to be added to the scene.
  102235. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  102236. * @return a boolean defining if the geometry was added or not
  102237. */
  102238. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  102239. /**
  102240. * Removes an existing geometry
  102241. * @param geometry defines the geometry to be removed from the scene
  102242. * @return a boolean defining if the geometry was removed or not
  102243. */
  102244. removeGeometry(geometry: Geometry): boolean;
  102245. /**
  102246. * Gets the list of geometries attached to the scene
  102247. * @returns an array of Geometry
  102248. */
  102249. getGeometries(): Geometry[];
  102250. /**
  102251. * Gets the first added mesh found of a given ID
  102252. * @param id defines the id to search for
  102253. * @return the mesh found or null if not found at all
  102254. */
  102255. getMeshByID(id: string): Nullable<AbstractMesh>;
  102256. /**
  102257. * Gets a list of meshes using their id
  102258. * @param id defines the id to search for
  102259. * @returns a list of meshes
  102260. */
  102261. getMeshesByID(id: string): Array<AbstractMesh>;
  102262. /**
  102263. * Gets the first added transform node found of a given ID
  102264. * @param id defines the id to search for
  102265. * @return the found transform node or null if not found at all.
  102266. */
  102267. getTransformNodeByID(id: string): Nullable<TransformNode>;
  102268. /**
  102269. * Gets a transform node with its auto-generated unique id
  102270. * @param uniqueId efines the unique id to search for
  102271. * @return the found transform node or null if not found at all.
  102272. */
  102273. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  102274. /**
  102275. * Gets a list of transform nodes using their id
  102276. * @param id defines the id to search for
  102277. * @returns a list of transform nodes
  102278. */
  102279. getTransformNodesByID(id: string): Array<TransformNode>;
  102280. /**
  102281. * Gets a mesh with its auto-generated unique id
  102282. * @param uniqueId defines the unique id to search for
  102283. * @return the found mesh or null if not found at all.
  102284. */
  102285. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  102286. /**
  102287. * Gets a the last added mesh using a given id
  102288. * @param id defines the id to search for
  102289. * @return the found mesh or null if not found at all.
  102290. */
  102291. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  102292. /**
  102293. * Gets a the last added node (Mesh, Camera, Light) using a given id
  102294. * @param id defines the id to search for
  102295. * @return the found node or null if not found at all
  102296. */
  102297. getLastEntryByID(id: string): Nullable<Node>;
  102298. /**
  102299. * Gets a node (Mesh, Camera, Light) using a given id
  102300. * @param id defines the id to search for
  102301. * @return the found node or null if not found at all
  102302. */
  102303. getNodeByID(id: string): Nullable<Node>;
  102304. /**
  102305. * Gets a node (Mesh, Camera, Light) using a given name
  102306. * @param name defines the name to search for
  102307. * @return the found node or null if not found at all.
  102308. */
  102309. getNodeByName(name: string): Nullable<Node>;
  102310. /**
  102311. * Gets a mesh using a given name
  102312. * @param name defines the name to search for
  102313. * @return the found mesh or null if not found at all.
  102314. */
  102315. getMeshByName(name: string): Nullable<AbstractMesh>;
  102316. /**
  102317. * Gets a transform node using a given name
  102318. * @param name defines the name to search for
  102319. * @return the found transform node or null if not found at all.
  102320. */
  102321. getTransformNodeByName(name: string): Nullable<TransformNode>;
  102322. /**
  102323. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  102324. * @param id defines the id to search for
  102325. * @return the found skeleton or null if not found at all.
  102326. */
  102327. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  102328. /**
  102329. * Gets a skeleton using a given auto generated unique id
  102330. * @param uniqueId defines the unique id to search for
  102331. * @return the found skeleton or null if not found at all.
  102332. */
  102333. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  102334. /**
  102335. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  102336. * @param id defines the id to search for
  102337. * @return the found skeleton or null if not found at all.
  102338. */
  102339. getSkeletonById(id: string): Nullable<Skeleton>;
  102340. /**
  102341. * Gets a skeleton using a given name
  102342. * @param name defines the name to search for
  102343. * @return the found skeleton or null if not found at all.
  102344. */
  102345. getSkeletonByName(name: string): Nullable<Skeleton>;
  102346. /**
  102347. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  102348. * @param id defines the id to search for
  102349. * @return the found morph target manager or null if not found at all.
  102350. */
  102351. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  102352. /**
  102353. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  102354. * @param id defines the id to search for
  102355. * @return the found morph target or null if not found at all.
  102356. */
  102357. getMorphTargetById(id: string): Nullable<MorphTarget>;
  102358. /**
  102359. * Gets a boolean indicating if the given mesh is active
  102360. * @param mesh defines the mesh to look for
  102361. * @returns true if the mesh is in the active list
  102362. */
  102363. isActiveMesh(mesh: AbstractMesh): boolean;
  102364. /**
  102365. * Return a unique id as a string which can serve as an identifier for the scene
  102366. */
  102367. readonly uid: string;
  102368. /**
  102369. * Add an externaly attached data from its key.
  102370. * This method call will fail and return false, if such key already exists.
  102371. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  102372. * @param key the unique key that identifies the data
  102373. * @param data the data object to associate to the key for this Engine instance
  102374. * @return true if no such key were already present and the data was added successfully, false otherwise
  102375. */
  102376. addExternalData<T>(key: string, data: T): boolean;
  102377. /**
  102378. * Get an externaly attached data from its key
  102379. * @param key the unique key that identifies the data
  102380. * @return the associated data, if present (can be null), or undefined if not present
  102381. */
  102382. getExternalData<T>(key: string): Nullable<T>;
  102383. /**
  102384. * Get an externaly attached data from its key, create it using a factory if it's not already present
  102385. * @param key the unique key that identifies the data
  102386. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  102387. * @return the associated data, can be null if the factory returned null.
  102388. */
  102389. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  102390. /**
  102391. * Remove an externaly attached data from the Engine instance
  102392. * @param key the unique key that identifies the data
  102393. * @return true if the data was successfully removed, false if it doesn't exist
  102394. */
  102395. removeExternalData(key: string): boolean;
  102396. private _evaluateSubMesh;
  102397. /**
  102398. * Clear the processed materials smart array preventing retention point in material dispose.
  102399. */
  102400. freeProcessedMaterials(): void;
  102401. private _preventFreeActiveMeshesAndRenderingGroups;
  102402. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  102403. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  102404. * when disposing several meshes in a row or a hierarchy of meshes.
  102405. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  102406. */
  102407. blockfreeActiveMeshesAndRenderingGroups: boolean;
  102408. /**
  102409. * Clear the active meshes smart array preventing retention point in mesh dispose.
  102410. */
  102411. freeActiveMeshes(): void;
  102412. /**
  102413. * Clear the info related to rendering groups preventing retention points during dispose.
  102414. */
  102415. freeRenderingGroups(): void;
  102416. /** @hidden */
  102417. _isInIntermediateRendering(): boolean;
  102418. /**
  102419. * Lambda returning the list of potentially active meshes.
  102420. */
  102421. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  102422. /**
  102423. * Lambda returning the list of potentially active sub meshes.
  102424. */
  102425. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  102426. /**
  102427. * Lambda returning the list of potentially intersecting sub meshes.
  102428. */
  102429. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  102430. /**
  102431. * Lambda returning the list of potentially colliding sub meshes.
  102432. */
  102433. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  102434. private _activeMeshesFrozen;
  102435. /**
  102436. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  102437. * @returns the current scene
  102438. */
  102439. freezeActiveMeshes(): Scene;
  102440. /**
  102441. * Use this function to restart evaluating active meshes on every frame
  102442. * @returns the current scene
  102443. */
  102444. unfreezeActiveMeshes(): Scene;
  102445. private _evaluateActiveMeshes;
  102446. private _activeMesh;
  102447. /**
  102448. * Update the transform matrix to update from the current active camera
  102449. * @param force defines a boolean used to force the update even if cache is up to date
  102450. */
  102451. updateTransformMatrix(force?: boolean): void;
  102452. private _bindFrameBuffer;
  102453. /** @hidden */
  102454. _allowPostProcessClearColor: boolean;
  102455. /** @hidden */
  102456. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  102457. private _processSubCameras;
  102458. private _checkIntersections;
  102459. /** @hidden */
  102460. _advancePhysicsEngineStep(step: number): void;
  102461. /**
  102462. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  102463. */
  102464. getDeterministicFrameTime: () => number;
  102465. /** @hidden */
  102466. _animate(): void;
  102467. /** Execute all animations (for a frame) */
  102468. animate(): void;
  102469. /**
  102470. * Render the scene
  102471. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  102472. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  102473. */
  102474. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  102475. /**
  102476. * Freeze all materials
  102477. * A frozen material will not be updatable but should be faster to render
  102478. */
  102479. freezeMaterials(): void;
  102480. /**
  102481. * Unfreeze all materials
  102482. * A frozen material will not be updatable but should be faster to render
  102483. */
  102484. unfreezeMaterials(): void;
  102485. /**
  102486. * Releases all held ressources
  102487. */
  102488. dispose(): void;
  102489. /**
  102490. * Gets if the scene is already disposed
  102491. */
  102492. readonly isDisposed: boolean;
  102493. /**
  102494. * Call this function to reduce memory footprint of the scene.
  102495. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  102496. */
  102497. clearCachedVertexData(): void;
  102498. /**
  102499. * This function will remove the local cached buffer data from texture.
  102500. * It will save memory but will prevent the texture from being rebuilt
  102501. */
  102502. cleanCachedTextureBuffer(): void;
  102503. /**
  102504. * Get the world extend vectors with an optional filter
  102505. *
  102506. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  102507. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  102508. */
  102509. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  102510. min: Vector3;
  102511. max: Vector3;
  102512. };
  102513. /**
  102514. * Creates a ray that can be used to pick in the scene
  102515. * @param x defines the x coordinate of the origin (on-screen)
  102516. * @param y defines the y coordinate of the origin (on-screen)
  102517. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102518. * @param camera defines the camera to use for the picking
  102519. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102520. * @returns a Ray
  102521. */
  102522. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  102523. /**
  102524. * Creates a ray that can be used to pick in the scene
  102525. * @param x defines the x coordinate of the origin (on-screen)
  102526. * @param y defines the y coordinate of the origin (on-screen)
  102527. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102528. * @param result defines the ray where to store the picking ray
  102529. * @param camera defines the camera to use for the picking
  102530. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102531. * @returns the current scene
  102532. */
  102533. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  102534. /**
  102535. * Creates a ray that can be used to pick in the scene
  102536. * @param x defines the x coordinate of the origin (on-screen)
  102537. * @param y defines the y coordinate of the origin (on-screen)
  102538. * @param camera defines the camera to use for the picking
  102539. * @returns a Ray
  102540. */
  102541. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  102542. /**
  102543. * Creates a ray that can be used to pick in the scene
  102544. * @param x defines the x coordinate of the origin (on-screen)
  102545. * @param y defines the y coordinate of the origin (on-screen)
  102546. * @param result defines the ray where to store the picking ray
  102547. * @param camera defines the camera to use for the picking
  102548. * @returns the current scene
  102549. */
  102550. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  102551. /** Launch a ray to try to pick a mesh in the scene
  102552. * @param x position on screen
  102553. * @param y position on screen
  102554. * @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
  102555. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  102556. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102557. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102558. * @returns a PickingInfo
  102559. */
  102560. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102561. /** Use the given ray to pick a mesh in the scene
  102562. * @param ray The ray to use to pick meshes
  102563. * @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
  102564. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  102565. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102566. * @returns a PickingInfo
  102567. */
  102568. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102569. /**
  102570. * Launch a ray to try to pick a mesh in the scene
  102571. * @param x X position on screen
  102572. * @param y Y position on screen
  102573. * @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
  102574. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102575. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102576. * @returns an array of PickingInfo
  102577. */
  102578. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102579. /**
  102580. * Launch a ray to try to pick a mesh in the scene
  102581. * @param ray Ray to use
  102582. * @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
  102583. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102584. * @returns an array of PickingInfo
  102585. */
  102586. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102587. /**
  102588. * Force the value of meshUnderPointer
  102589. * @param mesh defines the mesh to use
  102590. */
  102591. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  102592. /**
  102593. * Gets the mesh under the pointer
  102594. * @returns a Mesh or null if no mesh is under the pointer
  102595. */
  102596. getPointerOverMesh(): Nullable<AbstractMesh>;
  102597. /** @hidden */
  102598. _rebuildGeometries(): void;
  102599. /** @hidden */
  102600. _rebuildTextures(): void;
  102601. private _getByTags;
  102602. /**
  102603. * Get a list of meshes by tags
  102604. * @param tagsQuery defines the tags query to use
  102605. * @param forEach defines a predicate used to filter results
  102606. * @returns an array of Mesh
  102607. */
  102608. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  102609. /**
  102610. * Get a list of cameras by tags
  102611. * @param tagsQuery defines the tags query to use
  102612. * @param forEach defines a predicate used to filter results
  102613. * @returns an array of Camera
  102614. */
  102615. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  102616. /**
  102617. * Get a list of lights by tags
  102618. * @param tagsQuery defines the tags query to use
  102619. * @param forEach defines a predicate used to filter results
  102620. * @returns an array of Light
  102621. */
  102622. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  102623. /**
  102624. * Get a list of materials by tags
  102625. * @param tagsQuery defines the tags query to use
  102626. * @param forEach defines a predicate used to filter results
  102627. * @returns an array of Material
  102628. */
  102629. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  102630. /**
  102631. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  102632. * This allowed control for front to back rendering or reversly depending of the special needs.
  102633. *
  102634. * @param renderingGroupId The rendering group id corresponding to its index
  102635. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  102636. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  102637. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  102638. */
  102639. 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;
  102640. /**
  102641. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  102642. *
  102643. * @param renderingGroupId The rendering group id corresponding to its index
  102644. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  102645. * @param depth Automatically clears depth between groups if true and autoClear is true.
  102646. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  102647. */
  102648. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  102649. /**
  102650. * Gets the current auto clear configuration for one rendering group of the rendering
  102651. * manager.
  102652. * @param index the rendering group index to get the information for
  102653. * @returns The auto clear setup for the requested rendering group
  102654. */
  102655. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  102656. private _blockMaterialDirtyMechanism;
  102657. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  102658. blockMaterialDirtyMechanism: boolean;
  102659. /**
  102660. * Will flag all materials as dirty to trigger new shader compilation
  102661. * @param flag defines the flag used to specify which material part must be marked as dirty
  102662. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  102663. */
  102664. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  102665. /** @hidden */
  102666. _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;
  102667. /** @hidden */
  102668. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102669. /** @hidden */
  102670. _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;
  102671. /** @hidden */
  102672. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  102673. /** @hidden */
  102674. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  102675. /** @hidden */
  102676. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102677. }
  102678. }
  102679. declare module BABYLON {
  102680. /**
  102681. * Set of assets to keep when moving a scene into an asset container.
  102682. */
  102683. export class KeepAssets extends AbstractScene {
  102684. }
  102685. /**
  102686. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  102687. */
  102688. export class InstantiatedEntries {
  102689. /**
  102690. * List of new root nodes (eg. nodes with no parent)
  102691. */
  102692. rootNodes: TransformNode[];
  102693. /**
  102694. * List of new skeletons
  102695. */
  102696. skeletons: Skeleton[];
  102697. /**
  102698. * List of new animation groups
  102699. */
  102700. animationGroups: AnimationGroup[];
  102701. }
  102702. /**
  102703. * Container with a set of assets that can be added or removed from a scene.
  102704. */
  102705. export class AssetContainer extends AbstractScene {
  102706. /**
  102707. * The scene the AssetContainer belongs to.
  102708. */
  102709. scene: Scene;
  102710. /**
  102711. * Instantiates an AssetContainer.
  102712. * @param scene The scene the AssetContainer belongs to.
  102713. */
  102714. constructor(scene: Scene);
  102715. /**
  102716. * Instantiate or clone all meshes and add the new ones to the scene.
  102717. * Skeletons and animation groups will all be cloned
  102718. * @param nameFunction defines an optional function used to get new names for clones
  102719. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  102720. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  102721. */
  102722. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  102723. /**
  102724. * Adds all the assets from the container to the scene.
  102725. */
  102726. addAllToScene(): void;
  102727. /**
  102728. * Removes all the assets in the container from the scene
  102729. */
  102730. removeAllFromScene(): void;
  102731. /**
  102732. * Disposes all the assets in the container
  102733. */
  102734. dispose(): void;
  102735. private _moveAssets;
  102736. /**
  102737. * Removes all the assets contained in the scene and adds them to the container.
  102738. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  102739. */
  102740. moveAllFromScene(keepAssets?: KeepAssets): void;
  102741. /**
  102742. * 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.
  102743. * @returns the root mesh
  102744. */
  102745. createRootMesh(): Mesh;
  102746. }
  102747. }
  102748. declare module BABYLON {
  102749. /**
  102750. * Defines how the parser contract is defined.
  102751. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  102752. */
  102753. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  102754. /**
  102755. * Defines how the individual parser contract is defined.
  102756. * These parser can parse an individual asset
  102757. */
  102758. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  102759. /**
  102760. * Base class of the scene acting as a container for the different elements composing a scene.
  102761. * This class is dynamically extended by the different components of the scene increasing
  102762. * flexibility and reducing coupling
  102763. */
  102764. export abstract class AbstractScene {
  102765. /**
  102766. * Stores the list of available parsers in the application.
  102767. */
  102768. private static _BabylonFileParsers;
  102769. /**
  102770. * Stores the list of available individual parsers in the application.
  102771. */
  102772. private static _IndividualBabylonFileParsers;
  102773. /**
  102774. * Adds a parser in the list of available ones
  102775. * @param name Defines the name of the parser
  102776. * @param parser Defines the parser to add
  102777. */
  102778. static AddParser(name: string, parser: BabylonFileParser): void;
  102779. /**
  102780. * Gets a general parser from the list of avaialble ones
  102781. * @param name Defines the name of the parser
  102782. * @returns the requested parser or null
  102783. */
  102784. static GetParser(name: string): Nullable<BabylonFileParser>;
  102785. /**
  102786. * Adds n individual parser in the list of available ones
  102787. * @param name Defines the name of the parser
  102788. * @param parser Defines the parser to add
  102789. */
  102790. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  102791. /**
  102792. * Gets an individual parser from the list of avaialble ones
  102793. * @param name Defines the name of the parser
  102794. * @returns the requested parser or null
  102795. */
  102796. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  102797. /**
  102798. * Parser json data and populate both a scene and its associated container object
  102799. * @param jsonData Defines the data to parse
  102800. * @param scene Defines the scene to parse the data for
  102801. * @param container Defines the container attached to the parsing sequence
  102802. * @param rootUrl Defines the root url of the data
  102803. */
  102804. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  102805. /**
  102806. * Gets the list of root nodes (ie. nodes with no parent)
  102807. */
  102808. rootNodes: Node[];
  102809. /** All of the cameras added to this scene
  102810. * @see http://doc.babylonjs.com/babylon101/cameras
  102811. */
  102812. cameras: Camera[];
  102813. /**
  102814. * All of the lights added to this scene
  102815. * @see http://doc.babylonjs.com/babylon101/lights
  102816. */
  102817. lights: Light[];
  102818. /**
  102819. * All of the (abstract) meshes added to this scene
  102820. */
  102821. meshes: AbstractMesh[];
  102822. /**
  102823. * The list of skeletons added to the scene
  102824. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  102825. */
  102826. skeletons: Skeleton[];
  102827. /**
  102828. * All of the particle systems added to this scene
  102829. * @see http://doc.babylonjs.com/babylon101/particles
  102830. */
  102831. particleSystems: IParticleSystem[];
  102832. /**
  102833. * Gets a list of Animations associated with the scene
  102834. */
  102835. animations: Animation[];
  102836. /**
  102837. * All of the animation groups added to this scene
  102838. * @see http://doc.babylonjs.com/how_to/group
  102839. */
  102840. animationGroups: AnimationGroup[];
  102841. /**
  102842. * All of the multi-materials added to this scene
  102843. * @see http://doc.babylonjs.com/how_to/multi_materials
  102844. */
  102845. multiMaterials: MultiMaterial[];
  102846. /**
  102847. * All of the materials added to this scene
  102848. * In the context of a Scene, it is not supposed to be modified manually.
  102849. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  102850. * Note also that the order of the Material within the array is not significant and might change.
  102851. * @see http://doc.babylonjs.com/babylon101/materials
  102852. */
  102853. materials: Material[];
  102854. /**
  102855. * The list of morph target managers added to the scene
  102856. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  102857. */
  102858. morphTargetManagers: MorphTargetManager[];
  102859. /**
  102860. * The list of geometries used in the scene.
  102861. */
  102862. geometries: Geometry[];
  102863. /**
  102864. * All of the tranform nodes added to this scene
  102865. * In the context of a Scene, it is not supposed to be modified manually.
  102866. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  102867. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  102868. * @see http://doc.babylonjs.com/how_to/transformnode
  102869. */
  102870. transformNodes: TransformNode[];
  102871. /**
  102872. * ActionManagers available on the scene.
  102873. */
  102874. actionManagers: AbstractActionManager[];
  102875. /**
  102876. * Textures to keep.
  102877. */
  102878. textures: BaseTexture[];
  102879. /**
  102880. * Environment texture for the scene
  102881. */
  102882. environmentTexture: Nullable<BaseTexture>;
  102883. }
  102884. }
  102885. declare module BABYLON {
  102886. /**
  102887. * Interface used to define options for Sound class
  102888. */
  102889. export interface ISoundOptions {
  102890. /**
  102891. * Does the sound autoplay once loaded.
  102892. */
  102893. autoplay?: boolean;
  102894. /**
  102895. * Does the sound loop after it finishes playing once.
  102896. */
  102897. loop?: boolean;
  102898. /**
  102899. * Sound's volume
  102900. */
  102901. volume?: number;
  102902. /**
  102903. * Is it a spatial sound?
  102904. */
  102905. spatialSound?: boolean;
  102906. /**
  102907. * Maximum distance to hear that sound
  102908. */
  102909. maxDistance?: number;
  102910. /**
  102911. * Uses user defined attenuation function
  102912. */
  102913. useCustomAttenuation?: boolean;
  102914. /**
  102915. * Define the roll off factor of spatial sounds.
  102916. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102917. */
  102918. rolloffFactor?: number;
  102919. /**
  102920. * Define the reference distance the sound should be heard perfectly.
  102921. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102922. */
  102923. refDistance?: number;
  102924. /**
  102925. * Define the distance attenuation model the sound will follow.
  102926. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102927. */
  102928. distanceModel?: string;
  102929. /**
  102930. * Defines the playback speed (1 by default)
  102931. */
  102932. playbackRate?: number;
  102933. /**
  102934. * Defines if the sound is from a streaming source
  102935. */
  102936. streaming?: boolean;
  102937. /**
  102938. * Defines an optional length (in seconds) inside the sound file
  102939. */
  102940. length?: number;
  102941. /**
  102942. * Defines an optional offset (in seconds) inside the sound file
  102943. */
  102944. offset?: number;
  102945. /**
  102946. * If true, URLs will not be required to state the audio file codec to use.
  102947. */
  102948. skipCodecCheck?: boolean;
  102949. }
  102950. /**
  102951. * Defines a sound that can be played in the application.
  102952. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  102953. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  102954. */
  102955. export class Sound {
  102956. /**
  102957. * The name of the sound in the scene.
  102958. */
  102959. name: string;
  102960. /**
  102961. * Does the sound autoplay once loaded.
  102962. */
  102963. autoplay: boolean;
  102964. /**
  102965. * Does the sound loop after it finishes playing once.
  102966. */
  102967. loop: boolean;
  102968. /**
  102969. * Does the sound use a custom attenuation curve to simulate the falloff
  102970. * happening when the source gets further away from the camera.
  102971. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  102972. */
  102973. useCustomAttenuation: boolean;
  102974. /**
  102975. * The sound track id this sound belongs to.
  102976. */
  102977. soundTrackId: number;
  102978. /**
  102979. * Is this sound currently played.
  102980. */
  102981. isPlaying: boolean;
  102982. /**
  102983. * Is this sound currently paused.
  102984. */
  102985. isPaused: boolean;
  102986. /**
  102987. * Does this sound enables spatial sound.
  102988. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102989. */
  102990. spatialSound: boolean;
  102991. /**
  102992. * Define the reference distance the sound should be heard perfectly.
  102993. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102994. */
  102995. refDistance: number;
  102996. /**
  102997. * Define the roll off factor of spatial sounds.
  102998. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102999. */
  103000. rolloffFactor: number;
  103001. /**
  103002. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  103003. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103004. */
  103005. maxDistance: number;
  103006. /**
  103007. * Define the distance attenuation model the sound will follow.
  103008. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103009. */
  103010. distanceModel: string;
  103011. /**
  103012. * @hidden
  103013. * Back Compat
  103014. **/
  103015. onended: () => any;
  103016. /**
  103017. * Observable event when the current playing sound finishes.
  103018. */
  103019. onEndedObservable: Observable<Sound>;
  103020. private _panningModel;
  103021. private _playbackRate;
  103022. private _streaming;
  103023. private _startTime;
  103024. private _startOffset;
  103025. private _position;
  103026. /** @hidden */
  103027. _positionInEmitterSpace: boolean;
  103028. private _localDirection;
  103029. private _volume;
  103030. private _isReadyToPlay;
  103031. private _isDirectional;
  103032. private _readyToPlayCallback;
  103033. private _audioBuffer;
  103034. private _soundSource;
  103035. private _streamingSource;
  103036. private _soundPanner;
  103037. private _soundGain;
  103038. private _inputAudioNode;
  103039. private _outputAudioNode;
  103040. private _coneInnerAngle;
  103041. private _coneOuterAngle;
  103042. private _coneOuterGain;
  103043. private _scene;
  103044. private _connectedTransformNode;
  103045. private _customAttenuationFunction;
  103046. private _registerFunc;
  103047. private _isOutputConnected;
  103048. private _htmlAudioElement;
  103049. private _urlType;
  103050. private _length?;
  103051. private _offset?;
  103052. /** @hidden */
  103053. static _SceneComponentInitialization: (scene: Scene) => void;
  103054. /**
  103055. * Create a sound and attach it to a scene
  103056. * @param name Name of your sound
  103057. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  103058. * @param scene defines the scene the sound belongs to
  103059. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  103060. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  103061. */
  103062. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  103063. /**
  103064. * Release the sound and its associated resources
  103065. */
  103066. dispose(): void;
  103067. /**
  103068. * Gets if the sounds is ready to be played or not.
  103069. * @returns true if ready, otherwise false
  103070. */
  103071. isReady(): boolean;
  103072. private _soundLoaded;
  103073. /**
  103074. * Sets the data of the sound from an audiobuffer
  103075. * @param audioBuffer The audioBuffer containing the data
  103076. */
  103077. setAudioBuffer(audioBuffer: AudioBuffer): void;
  103078. /**
  103079. * Updates the current sounds options such as maxdistance, loop...
  103080. * @param options A JSON object containing values named as the object properties
  103081. */
  103082. updateOptions(options: ISoundOptions): void;
  103083. private _createSpatialParameters;
  103084. private _updateSpatialParameters;
  103085. /**
  103086. * Switch the panning model to HRTF:
  103087. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103088. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103089. */
  103090. switchPanningModelToHRTF(): void;
  103091. /**
  103092. * Switch the panning model to Equal Power:
  103093. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103094. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103095. */
  103096. switchPanningModelToEqualPower(): void;
  103097. private _switchPanningModel;
  103098. /**
  103099. * Connect this sound to a sound track audio node like gain...
  103100. * @param soundTrackAudioNode the sound track audio node to connect to
  103101. */
  103102. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  103103. /**
  103104. * Transform this sound into a directional source
  103105. * @param coneInnerAngle Size of the inner cone in degree
  103106. * @param coneOuterAngle Size of the outer cone in degree
  103107. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  103108. */
  103109. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  103110. /**
  103111. * Gets or sets the inner angle for the directional cone.
  103112. */
  103113. /**
  103114. * Gets or sets the inner angle for the directional cone.
  103115. */
  103116. directionalConeInnerAngle: number;
  103117. /**
  103118. * Gets or sets the outer angle for the directional cone.
  103119. */
  103120. /**
  103121. * Gets or sets the outer angle for the directional cone.
  103122. */
  103123. directionalConeOuterAngle: number;
  103124. /**
  103125. * Sets the position of the emitter if spatial sound is enabled
  103126. * @param newPosition Defines the new posisiton
  103127. */
  103128. setPosition(newPosition: Vector3): void;
  103129. /**
  103130. * Sets the local direction of the emitter if spatial sound is enabled
  103131. * @param newLocalDirection Defines the new local direction
  103132. */
  103133. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  103134. private _updateDirection;
  103135. /** @hidden */
  103136. updateDistanceFromListener(): void;
  103137. /**
  103138. * Sets a new custom attenuation function for the sound.
  103139. * @param callback Defines the function used for the attenuation
  103140. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103141. */
  103142. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  103143. /**
  103144. * Play the sound
  103145. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  103146. * @param offset (optional) Start the sound at a specific time in seconds
  103147. * @param length (optional) Sound duration (in seconds)
  103148. */
  103149. play(time?: number, offset?: number, length?: number): void;
  103150. private _onended;
  103151. /**
  103152. * Stop the sound
  103153. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  103154. */
  103155. stop(time?: number): void;
  103156. /**
  103157. * Put the sound in pause
  103158. */
  103159. pause(): void;
  103160. /**
  103161. * Sets a dedicated volume for this sounds
  103162. * @param newVolume Define the new volume of the sound
  103163. * @param time Define time for gradual change to new volume
  103164. */
  103165. setVolume(newVolume: number, time?: number): void;
  103166. /**
  103167. * Set the sound play back rate
  103168. * @param newPlaybackRate Define the playback rate the sound should be played at
  103169. */
  103170. setPlaybackRate(newPlaybackRate: number): void;
  103171. /**
  103172. * Gets the volume of the sound.
  103173. * @returns the volume of the sound
  103174. */
  103175. getVolume(): number;
  103176. /**
  103177. * Attach the sound to a dedicated mesh
  103178. * @param transformNode The transform node to connect the sound with
  103179. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103180. */
  103181. attachToMesh(transformNode: TransformNode): void;
  103182. /**
  103183. * Detach the sound from the previously attached mesh
  103184. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103185. */
  103186. detachFromMesh(): void;
  103187. private _onRegisterAfterWorldMatrixUpdate;
  103188. /**
  103189. * Clone the current sound in the scene.
  103190. * @returns the new sound clone
  103191. */
  103192. clone(): Nullable<Sound>;
  103193. /**
  103194. * Gets the current underlying audio buffer containing the data
  103195. * @returns the audio buffer
  103196. */
  103197. getAudioBuffer(): Nullable<AudioBuffer>;
  103198. /**
  103199. * Serializes the Sound in a JSON representation
  103200. * @returns the JSON representation of the sound
  103201. */
  103202. serialize(): any;
  103203. /**
  103204. * Parse a JSON representation of a sound to innstantiate in a given scene
  103205. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  103206. * @param scene Define the scene the new parsed sound should be created in
  103207. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  103208. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  103209. * @returns the newly parsed sound
  103210. */
  103211. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  103212. }
  103213. }
  103214. declare module BABYLON {
  103215. /**
  103216. * This defines an action helpful to play a defined sound on a triggered action.
  103217. */
  103218. export class PlaySoundAction extends Action {
  103219. private _sound;
  103220. /**
  103221. * Instantiate the action
  103222. * @param triggerOptions defines the trigger options
  103223. * @param sound defines the sound to play
  103224. * @param condition defines the trigger related conditions
  103225. */
  103226. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103227. /** @hidden */
  103228. _prepare(): void;
  103229. /**
  103230. * Execute the action and play the sound.
  103231. */
  103232. execute(): void;
  103233. /**
  103234. * Serializes the actions and its related information.
  103235. * @param parent defines the object to serialize in
  103236. * @returns the serialized object
  103237. */
  103238. serialize(parent: any): any;
  103239. }
  103240. /**
  103241. * This defines an action helpful to stop a defined sound on a triggered action.
  103242. */
  103243. export class StopSoundAction extends Action {
  103244. private _sound;
  103245. /**
  103246. * Instantiate the action
  103247. * @param triggerOptions defines the trigger options
  103248. * @param sound defines the sound to stop
  103249. * @param condition defines the trigger related conditions
  103250. */
  103251. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103252. /** @hidden */
  103253. _prepare(): void;
  103254. /**
  103255. * Execute the action and stop the sound.
  103256. */
  103257. execute(): void;
  103258. /**
  103259. * Serializes the actions and its related information.
  103260. * @param parent defines the object to serialize in
  103261. * @returns the serialized object
  103262. */
  103263. serialize(parent: any): any;
  103264. }
  103265. }
  103266. declare module BABYLON {
  103267. /**
  103268. * This defines an action responsible to change the value of a property
  103269. * by interpolating between its current value and the newly set one once triggered.
  103270. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  103271. */
  103272. export class InterpolateValueAction extends Action {
  103273. /**
  103274. * Defines the path of the property where the value should be interpolated
  103275. */
  103276. propertyPath: string;
  103277. /**
  103278. * Defines the target value at the end of the interpolation.
  103279. */
  103280. value: any;
  103281. /**
  103282. * Defines the time it will take for the property to interpolate to the value.
  103283. */
  103284. duration: number;
  103285. /**
  103286. * Defines if the other scene animations should be stopped when the action has been triggered
  103287. */
  103288. stopOtherAnimations?: boolean;
  103289. /**
  103290. * Defines a callback raised once the interpolation animation has been done.
  103291. */
  103292. onInterpolationDone?: () => void;
  103293. /**
  103294. * Observable triggered once the interpolation animation has been done.
  103295. */
  103296. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  103297. private _target;
  103298. private _effectiveTarget;
  103299. private _property;
  103300. /**
  103301. * Instantiate the action
  103302. * @param triggerOptions defines the trigger options
  103303. * @param target defines the object containing the value to interpolate
  103304. * @param propertyPath defines the path to the property in the target object
  103305. * @param value defines the target value at the end of the interpolation
  103306. * @param duration deines the time it will take for the property to interpolate to the value.
  103307. * @param condition defines the trigger related conditions
  103308. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  103309. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  103310. */
  103311. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  103312. /** @hidden */
  103313. _prepare(): void;
  103314. /**
  103315. * Execute the action starts the value interpolation.
  103316. */
  103317. execute(): void;
  103318. /**
  103319. * Serializes the actions and its related information.
  103320. * @param parent defines the object to serialize in
  103321. * @returns the serialized object
  103322. */
  103323. serialize(parent: any): any;
  103324. }
  103325. }
  103326. declare module BABYLON {
  103327. /**
  103328. * Options allowed during the creation of a sound track.
  103329. */
  103330. export interface ISoundTrackOptions {
  103331. /**
  103332. * The volume the sound track should take during creation
  103333. */
  103334. volume?: number;
  103335. /**
  103336. * Define if the sound track is the main sound track of the scene
  103337. */
  103338. mainTrack?: boolean;
  103339. }
  103340. /**
  103341. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  103342. * It will be also used in a future release to apply effects on a specific track.
  103343. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103344. */
  103345. export class SoundTrack {
  103346. /**
  103347. * The unique identifier of the sound track in the scene.
  103348. */
  103349. id: number;
  103350. /**
  103351. * The list of sounds included in the sound track.
  103352. */
  103353. soundCollection: Array<Sound>;
  103354. private _outputAudioNode;
  103355. private _scene;
  103356. private _isMainTrack;
  103357. private _connectedAnalyser;
  103358. private _options;
  103359. private _isInitialized;
  103360. /**
  103361. * Creates a new sound track.
  103362. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103363. * @param scene Define the scene the sound track belongs to
  103364. * @param options
  103365. */
  103366. constructor(scene: Scene, options?: ISoundTrackOptions);
  103367. private _initializeSoundTrackAudioGraph;
  103368. /**
  103369. * Release the sound track and its associated resources
  103370. */
  103371. dispose(): void;
  103372. /**
  103373. * Adds a sound to this sound track
  103374. * @param sound define the cound to add
  103375. * @ignoreNaming
  103376. */
  103377. AddSound(sound: Sound): void;
  103378. /**
  103379. * Removes a sound to this sound track
  103380. * @param sound define the cound to remove
  103381. * @ignoreNaming
  103382. */
  103383. RemoveSound(sound: Sound): void;
  103384. /**
  103385. * Set a global volume for the full sound track.
  103386. * @param newVolume Define the new volume of the sound track
  103387. */
  103388. setVolume(newVolume: number): void;
  103389. /**
  103390. * Switch the panning model to HRTF:
  103391. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103392. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103393. */
  103394. switchPanningModelToHRTF(): void;
  103395. /**
  103396. * Switch the panning model to Equal Power:
  103397. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103398. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103399. */
  103400. switchPanningModelToEqualPower(): void;
  103401. /**
  103402. * Connect the sound track to an audio analyser allowing some amazing
  103403. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  103404. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  103405. * @param analyser The analyser to connect to the engine
  103406. */
  103407. connectToAnalyser(analyser: Analyser): void;
  103408. }
  103409. }
  103410. declare module BABYLON {
  103411. interface AbstractScene {
  103412. /**
  103413. * The list of sounds used in the scene.
  103414. */
  103415. sounds: Nullable<Array<Sound>>;
  103416. }
  103417. interface Scene {
  103418. /**
  103419. * @hidden
  103420. * Backing field
  103421. */
  103422. _mainSoundTrack: SoundTrack;
  103423. /**
  103424. * The main sound track played by the scene.
  103425. * It cotains your primary collection of sounds.
  103426. */
  103427. mainSoundTrack: SoundTrack;
  103428. /**
  103429. * The list of sound tracks added to the scene
  103430. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103431. */
  103432. soundTracks: Nullable<Array<SoundTrack>>;
  103433. /**
  103434. * Gets a sound using a given name
  103435. * @param name defines the name to search for
  103436. * @return the found sound or null if not found at all.
  103437. */
  103438. getSoundByName(name: string): Nullable<Sound>;
  103439. /**
  103440. * Gets or sets if audio support is enabled
  103441. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103442. */
  103443. audioEnabled: boolean;
  103444. /**
  103445. * Gets or sets if audio will be output to headphones
  103446. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103447. */
  103448. headphone: boolean;
  103449. /**
  103450. * Gets or sets custom audio listener position provider
  103451. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103452. */
  103453. audioListenerPositionProvider: Nullable<() => Vector3>;
  103454. /**
  103455. * Gets or sets a refresh rate when using 3D audio positioning
  103456. */
  103457. audioPositioningRefreshRate: number;
  103458. }
  103459. /**
  103460. * Defines the sound scene component responsible to manage any sounds
  103461. * in a given scene.
  103462. */
  103463. export class AudioSceneComponent implements ISceneSerializableComponent {
  103464. /**
  103465. * The component name helpfull to identify the component in the list of scene components.
  103466. */
  103467. readonly name: string;
  103468. /**
  103469. * The scene the component belongs to.
  103470. */
  103471. scene: Scene;
  103472. private _audioEnabled;
  103473. /**
  103474. * Gets whether audio is enabled or not.
  103475. * Please use related enable/disable method to switch state.
  103476. */
  103477. readonly audioEnabled: boolean;
  103478. private _headphone;
  103479. /**
  103480. * Gets whether audio is outputing to headphone or not.
  103481. * Please use the according Switch methods to change output.
  103482. */
  103483. readonly headphone: boolean;
  103484. /**
  103485. * Gets or sets a refresh rate when using 3D audio positioning
  103486. */
  103487. audioPositioningRefreshRate: number;
  103488. private _audioListenerPositionProvider;
  103489. /**
  103490. * Gets the current audio listener position provider
  103491. */
  103492. /**
  103493. * Sets a custom listener position for all sounds in the scene
  103494. * By default, this is the position of the first active camera
  103495. */
  103496. audioListenerPositionProvider: Nullable<() => Vector3>;
  103497. /**
  103498. * Creates a new instance of the component for the given scene
  103499. * @param scene Defines the scene to register the component in
  103500. */
  103501. constructor(scene: Scene);
  103502. /**
  103503. * Registers the component in a given scene
  103504. */
  103505. register(): void;
  103506. /**
  103507. * Rebuilds the elements related to this component in case of
  103508. * context lost for instance.
  103509. */
  103510. rebuild(): void;
  103511. /**
  103512. * Serializes the component data to the specified json object
  103513. * @param serializationObject The object to serialize to
  103514. */
  103515. serialize(serializationObject: any): void;
  103516. /**
  103517. * Adds all the elements from the container to the scene
  103518. * @param container the container holding the elements
  103519. */
  103520. addFromContainer(container: AbstractScene): void;
  103521. /**
  103522. * Removes all the elements in the container from the scene
  103523. * @param container contains the elements to remove
  103524. * @param dispose if the removed element should be disposed (default: false)
  103525. */
  103526. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  103527. /**
  103528. * Disposes the component and the associated ressources.
  103529. */
  103530. dispose(): void;
  103531. /**
  103532. * Disables audio in the associated scene.
  103533. */
  103534. disableAudio(): void;
  103535. /**
  103536. * Enables audio in the associated scene.
  103537. */
  103538. enableAudio(): void;
  103539. /**
  103540. * Switch audio to headphone output.
  103541. */
  103542. switchAudioModeForHeadphones(): void;
  103543. /**
  103544. * Switch audio to normal speakers.
  103545. */
  103546. switchAudioModeForNormalSpeakers(): void;
  103547. private _cachedCameraDirection;
  103548. private _cachedCameraPosition;
  103549. private _lastCheck;
  103550. private _afterRender;
  103551. }
  103552. }
  103553. declare module BABYLON {
  103554. /**
  103555. * Wraps one or more Sound objects and selects one with random weight for playback.
  103556. */
  103557. export class WeightedSound {
  103558. /** When true a Sound will be selected and played when the current playing Sound completes. */
  103559. loop: boolean;
  103560. private _coneInnerAngle;
  103561. private _coneOuterAngle;
  103562. private _volume;
  103563. /** A Sound is currently playing. */
  103564. isPlaying: boolean;
  103565. /** A Sound is currently paused. */
  103566. isPaused: boolean;
  103567. private _sounds;
  103568. private _weights;
  103569. private _currentIndex?;
  103570. /**
  103571. * Creates a new WeightedSound from the list of sounds given.
  103572. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  103573. * @param sounds Array of Sounds that will be selected from.
  103574. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  103575. */
  103576. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  103577. /**
  103578. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  103579. */
  103580. /**
  103581. * The size of cone in degress for a directional sound in which there will be no attenuation.
  103582. */
  103583. directionalConeInnerAngle: number;
  103584. /**
  103585. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103586. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103587. */
  103588. /**
  103589. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103590. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103591. */
  103592. directionalConeOuterAngle: number;
  103593. /**
  103594. * Playback volume.
  103595. */
  103596. /**
  103597. * Playback volume.
  103598. */
  103599. volume: number;
  103600. private _onended;
  103601. /**
  103602. * Suspend playback
  103603. */
  103604. pause(): void;
  103605. /**
  103606. * Stop playback
  103607. */
  103608. stop(): void;
  103609. /**
  103610. * Start playback.
  103611. * @param startOffset Position the clip head at a specific time in seconds.
  103612. */
  103613. play(startOffset?: number): void;
  103614. }
  103615. }
  103616. declare module BABYLON {
  103617. /**
  103618. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  103619. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  103620. */
  103621. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  103622. /**
  103623. * Gets the name of the behavior.
  103624. */
  103625. readonly name: string;
  103626. /**
  103627. * The easing function used by animations
  103628. */
  103629. static EasingFunction: BackEase;
  103630. /**
  103631. * The easing mode used by animations
  103632. */
  103633. static EasingMode: number;
  103634. /**
  103635. * The duration of the animation, in milliseconds
  103636. */
  103637. transitionDuration: number;
  103638. /**
  103639. * Length of the distance animated by the transition when lower radius is reached
  103640. */
  103641. lowerRadiusTransitionRange: number;
  103642. /**
  103643. * Length of the distance animated by the transition when upper radius is reached
  103644. */
  103645. upperRadiusTransitionRange: number;
  103646. private _autoTransitionRange;
  103647. /**
  103648. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103649. */
  103650. /**
  103651. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103652. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  103653. */
  103654. autoTransitionRange: boolean;
  103655. private _attachedCamera;
  103656. private _onAfterCheckInputsObserver;
  103657. private _onMeshTargetChangedObserver;
  103658. /**
  103659. * Initializes the behavior.
  103660. */
  103661. init(): void;
  103662. /**
  103663. * Attaches the behavior to its arc rotate camera.
  103664. * @param camera Defines the camera to attach the behavior to
  103665. */
  103666. attach(camera: ArcRotateCamera): void;
  103667. /**
  103668. * Detaches the behavior from its current arc rotate camera.
  103669. */
  103670. detach(): void;
  103671. private _radiusIsAnimating;
  103672. private _radiusBounceTransition;
  103673. private _animatables;
  103674. private _cachedWheelPrecision;
  103675. /**
  103676. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  103677. * @param radiusLimit The limit to check against.
  103678. * @return Bool to indicate if at limit.
  103679. */
  103680. private _isRadiusAtLimit;
  103681. /**
  103682. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  103683. * @param radiusDelta The delta by which to animate to. Can be negative.
  103684. */
  103685. private _applyBoundRadiusAnimation;
  103686. /**
  103687. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  103688. */
  103689. protected _clearAnimationLocks(): void;
  103690. /**
  103691. * Stops and removes all animations that have been applied to the camera
  103692. */
  103693. stopAllAnimations(): void;
  103694. }
  103695. }
  103696. declare module BABYLON {
  103697. /**
  103698. * 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.
  103699. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  103700. */
  103701. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  103702. /**
  103703. * Gets the name of the behavior.
  103704. */
  103705. readonly name: string;
  103706. private _mode;
  103707. private _radiusScale;
  103708. private _positionScale;
  103709. private _defaultElevation;
  103710. private _elevationReturnTime;
  103711. private _elevationReturnWaitTime;
  103712. private _zoomStopsAnimation;
  103713. private _framingTime;
  103714. /**
  103715. * The easing function used by animations
  103716. */
  103717. static EasingFunction: ExponentialEase;
  103718. /**
  103719. * The easing mode used by animations
  103720. */
  103721. static EasingMode: number;
  103722. /**
  103723. * Sets the current mode used by the behavior
  103724. */
  103725. /**
  103726. * Gets current mode used by the behavior.
  103727. */
  103728. mode: number;
  103729. /**
  103730. * Sets the scale applied to the radius (1 by default)
  103731. */
  103732. /**
  103733. * Gets the scale applied to the radius
  103734. */
  103735. radiusScale: number;
  103736. /**
  103737. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103738. */
  103739. /**
  103740. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103741. */
  103742. positionScale: number;
  103743. /**
  103744. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103745. * behaviour is triggered, in radians.
  103746. */
  103747. /**
  103748. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103749. * behaviour is triggered, in radians.
  103750. */
  103751. defaultElevation: number;
  103752. /**
  103753. * Sets the time (in milliseconds) taken to return to the default beta position.
  103754. * Negative value indicates camera should not return to default.
  103755. */
  103756. /**
  103757. * Gets the time (in milliseconds) taken to return to the default beta position.
  103758. * Negative value indicates camera should not return to default.
  103759. */
  103760. elevationReturnTime: number;
  103761. /**
  103762. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103763. */
  103764. /**
  103765. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103766. */
  103767. elevationReturnWaitTime: number;
  103768. /**
  103769. * Sets the flag that indicates if user zooming should stop animation.
  103770. */
  103771. /**
  103772. * Gets the flag that indicates if user zooming should stop animation.
  103773. */
  103774. zoomStopsAnimation: boolean;
  103775. /**
  103776. * Sets the transition time when framing the mesh, in milliseconds
  103777. */
  103778. /**
  103779. * Gets the transition time when framing the mesh, in milliseconds
  103780. */
  103781. framingTime: number;
  103782. /**
  103783. * Define if the behavior should automatically change the configured
  103784. * camera limits and sensibilities.
  103785. */
  103786. autoCorrectCameraLimitsAndSensibility: boolean;
  103787. private _onPrePointerObservableObserver;
  103788. private _onAfterCheckInputsObserver;
  103789. private _onMeshTargetChangedObserver;
  103790. private _attachedCamera;
  103791. private _isPointerDown;
  103792. private _lastInteractionTime;
  103793. /**
  103794. * Initializes the behavior.
  103795. */
  103796. init(): void;
  103797. /**
  103798. * Attaches the behavior to its arc rotate camera.
  103799. * @param camera Defines the camera to attach the behavior to
  103800. */
  103801. attach(camera: ArcRotateCamera): void;
  103802. /**
  103803. * Detaches the behavior from its current arc rotate camera.
  103804. */
  103805. detach(): void;
  103806. private _animatables;
  103807. private _betaIsAnimating;
  103808. private _betaTransition;
  103809. private _radiusTransition;
  103810. private _vectorTransition;
  103811. /**
  103812. * Targets the given mesh and updates zoom level accordingly.
  103813. * @param mesh The mesh to target.
  103814. * @param radius Optional. If a cached radius position already exists, overrides default.
  103815. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103816. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103817. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103818. */
  103819. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103820. /**
  103821. * Targets the given mesh with its children and updates zoom level accordingly.
  103822. * @param mesh The mesh to target.
  103823. * @param radius Optional. If a cached radius position already exists, overrides default.
  103824. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103825. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103826. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103827. */
  103828. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103829. /**
  103830. * Targets the given meshes with their children and updates zoom level accordingly.
  103831. * @param meshes The mesh to target.
  103832. * @param radius Optional. If a cached radius position already exists, overrides default.
  103833. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103834. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103835. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103836. */
  103837. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103838. /**
  103839. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  103840. * @param minimumWorld Determines the smaller position of the bounding box extend
  103841. * @param maximumWorld Determines the bigger position of the bounding box extend
  103842. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103843. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103844. */
  103845. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103846. /**
  103847. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  103848. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  103849. * frustum width.
  103850. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  103851. * to fully enclose the mesh in the viewing frustum.
  103852. */
  103853. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  103854. /**
  103855. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  103856. * is automatically returned to its default position (expected to be above ground plane).
  103857. */
  103858. private _maintainCameraAboveGround;
  103859. /**
  103860. * Returns the frustum slope based on the canvas ratio and camera FOV
  103861. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  103862. */
  103863. private _getFrustumSlope;
  103864. /**
  103865. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  103866. */
  103867. private _clearAnimationLocks;
  103868. /**
  103869. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  103870. */
  103871. private _applyUserInteraction;
  103872. /**
  103873. * Stops and removes all animations that have been applied to the camera
  103874. */
  103875. stopAllAnimations(): void;
  103876. /**
  103877. * Gets a value indicating if the user is moving the camera
  103878. */
  103879. readonly isUserIsMoving: boolean;
  103880. /**
  103881. * The camera can move all the way towards the mesh.
  103882. */
  103883. static IgnoreBoundsSizeMode: number;
  103884. /**
  103885. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  103886. */
  103887. static FitFrustumSidesMode: number;
  103888. }
  103889. }
  103890. declare module BABYLON {
  103891. /**
  103892. * Base class for Camera Pointer Inputs.
  103893. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  103894. * for example usage.
  103895. */
  103896. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  103897. /**
  103898. * Defines the camera the input is attached to.
  103899. */
  103900. abstract camera: Camera;
  103901. /**
  103902. * Whether keyboard modifier keys are pressed at time of last mouse event.
  103903. */
  103904. protected _altKey: boolean;
  103905. protected _ctrlKey: boolean;
  103906. protected _metaKey: boolean;
  103907. protected _shiftKey: boolean;
  103908. /**
  103909. * Which mouse buttons were pressed at time of last mouse event.
  103910. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  103911. */
  103912. protected _buttonsPressed: number;
  103913. /**
  103914. * Defines the buttons associated with the input to handle camera move.
  103915. */
  103916. buttons: number[];
  103917. /**
  103918. * Attach the input controls to a specific dom element to get the input from.
  103919. * @param element Defines the element the controls should be listened from
  103920. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103921. */
  103922. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103923. /**
  103924. * Detach the current controls from the specified dom element.
  103925. * @param element Defines the element to stop listening the inputs from
  103926. */
  103927. detachControl(element: Nullable<HTMLElement>): void;
  103928. /**
  103929. * Gets the class name of the current input.
  103930. * @returns the class name
  103931. */
  103932. getClassName(): string;
  103933. /**
  103934. * Get the friendly name associated with the input class.
  103935. * @returns the input friendly name
  103936. */
  103937. getSimpleName(): string;
  103938. /**
  103939. * Called on pointer POINTERDOUBLETAP event.
  103940. * Override this method to provide functionality on POINTERDOUBLETAP event.
  103941. */
  103942. protected onDoubleTap(type: string): void;
  103943. /**
  103944. * Called on pointer POINTERMOVE event if only a single touch is active.
  103945. * Override this method to provide functionality.
  103946. */
  103947. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103948. /**
  103949. * Called on pointer POINTERMOVE event if multiple touches are active.
  103950. * Override this method to provide functionality.
  103951. */
  103952. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103953. /**
  103954. * Called on JS contextmenu event.
  103955. * Override this method to provide functionality.
  103956. */
  103957. protected onContextMenu(evt: PointerEvent): void;
  103958. /**
  103959. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103960. * press.
  103961. * Override this method to provide functionality.
  103962. */
  103963. protected onButtonDown(evt: PointerEvent): void;
  103964. /**
  103965. * Called each time a new POINTERUP event occurs. Ie, for each button
  103966. * release.
  103967. * Override this method to provide functionality.
  103968. */
  103969. protected onButtonUp(evt: PointerEvent): void;
  103970. /**
  103971. * Called when window becomes inactive.
  103972. * Override this method to provide functionality.
  103973. */
  103974. protected onLostFocus(): void;
  103975. private _pointerInput;
  103976. private _observer;
  103977. private _onLostFocus;
  103978. private pointA;
  103979. private pointB;
  103980. }
  103981. }
  103982. declare module BABYLON {
  103983. /**
  103984. * Manage the pointers inputs to control an arc rotate camera.
  103985. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103986. */
  103987. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  103988. /**
  103989. * Defines the camera the input is attached to.
  103990. */
  103991. camera: ArcRotateCamera;
  103992. /**
  103993. * Gets the class name of the current input.
  103994. * @returns the class name
  103995. */
  103996. getClassName(): string;
  103997. /**
  103998. * Defines the buttons associated with the input to handle camera move.
  103999. */
  104000. buttons: number[];
  104001. /**
  104002. * Defines the pointer angular sensibility along the X axis or how fast is
  104003. * the camera rotating.
  104004. */
  104005. angularSensibilityX: number;
  104006. /**
  104007. * Defines the pointer angular sensibility along the Y axis or how fast is
  104008. * the camera rotating.
  104009. */
  104010. angularSensibilityY: number;
  104011. /**
  104012. * Defines the pointer pinch precision or how fast is the camera zooming.
  104013. */
  104014. pinchPrecision: number;
  104015. /**
  104016. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  104017. * from 0.
  104018. * It defines the percentage of current camera.radius to use as delta when
  104019. * pinch zoom is used.
  104020. */
  104021. pinchDeltaPercentage: number;
  104022. /**
  104023. * Defines the pointer panning sensibility or how fast is the camera moving.
  104024. */
  104025. panningSensibility: number;
  104026. /**
  104027. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  104028. */
  104029. multiTouchPanning: boolean;
  104030. /**
  104031. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  104032. * zoom (pinch) through multitouch.
  104033. */
  104034. multiTouchPanAndZoom: boolean;
  104035. /**
  104036. * Revers pinch action direction.
  104037. */
  104038. pinchInwards: boolean;
  104039. private _isPanClick;
  104040. private _twoFingerActivityCount;
  104041. private _isPinching;
  104042. /**
  104043. * Called on pointer POINTERMOVE event if only a single touch is active.
  104044. */
  104045. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104046. /**
  104047. * Called on pointer POINTERDOUBLETAP event.
  104048. */
  104049. protected onDoubleTap(type: string): void;
  104050. /**
  104051. * Called on pointer POINTERMOVE event if multiple touches are active.
  104052. */
  104053. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104054. /**
  104055. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104056. * press.
  104057. */
  104058. protected onButtonDown(evt: PointerEvent): void;
  104059. /**
  104060. * Called each time a new POINTERUP event occurs. Ie, for each button
  104061. * release.
  104062. */
  104063. protected onButtonUp(evt: PointerEvent): void;
  104064. /**
  104065. * Called when window becomes inactive.
  104066. */
  104067. protected onLostFocus(): void;
  104068. }
  104069. }
  104070. declare module BABYLON {
  104071. /**
  104072. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  104073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104074. */
  104075. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  104076. /**
  104077. * Defines the camera the input is attached to.
  104078. */
  104079. camera: ArcRotateCamera;
  104080. /**
  104081. * Defines the list of key codes associated with the up action (increase alpha)
  104082. */
  104083. keysUp: number[];
  104084. /**
  104085. * Defines the list of key codes associated with the down action (decrease alpha)
  104086. */
  104087. keysDown: number[];
  104088. /**
  104089. * Defines the list of key codes associated with the left action (increase beta)
  104090. */
  104091. keysLeft: number[];
  104092. /**
  104093. * Defines the list of key codes associated with the right action (decrease beta)
  104094. */
  104095. keysRight: number[];
  104096. /**
  104097. * Defines the list of key codes associated with the reset action.
  104098. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  104099. */
  104100. keysReset: number[];
  104101. /**
  104102. * Defines the panning sensibility of the inputs.
  104103. * (How fast is the camera paning)
  104104. */
  104105. panningSensibility: number;
  104106. /**
  104107. * Defines the zooming sensibility of the inputs.
  104108. * (How fast is the camera zooming)
  104109. */
  104110. zoomingSensibility: number;
  104111. /**
  104112. * Defines wether maintaining the alt key down switch the movement mode from
  104113. * orientation to zoom.
  104114. */
  104115. useAltToZoom: boolean;
  104116. /**
  104117. * Rotation speed of the camera
  104118. */
  104119. angularSpeed: number;
  104120. private _keys;
  104121. private _ctrlPressed;
  104122. private _altPressed;
  104123. private _onCanvasBlurObserver;
  104124. private _onKeyboardObserver;
  104125. private _engine;
  104126. private _scene;
  104127. /**
  104128. * Attach the input controls to a specific dom element to get the input from.
  104129. * @param element Defines the element the controls should be listened from
  104130. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104131. */
  104132. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104133. /**
  104134. * Detach the current controls from the specified dom element.
  104135. * @param element Defines the element to stop listening the inputs from
  104136. */
  104137. detachControl(element: Nullable<HTMLElement>): void;
  104138. /**
  104139. * Update the current camera state depending on the inputs that have been used this frame.
  104140. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104141. */
  104142. checkInputs(): void;
  104143. /**
  104144. * Gets the class name of the current intput.
  104145. * @returns the class name
  104146. */
  104147. getClassName(): string;
  104148. /**
  104149. * Get the friendly name associated with the input class.
  104150. * @returns the input friendly name
  104151. */
  104152. getSimpleName(): string;
  104153. }
  104154. }
  104155. declare module BABYLON {
  104156. /**
  104157. * Manage the mouse wheel inputs to control an arc rotate camera.
  104158. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104159. */
  104160. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  104161. /**
  104162. * Defines the camera the input is attached to.
  104163. */
  104164. camera: ArcRotateCamera;
  104165. /**
  104166. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104167. */
  104168. wheelPrecision: number;
  104169. /**
  104170. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  104171. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  104172. */
  104173. wheelDeltaPercentage: number;
  104174. private _wheel;
  104175. private _observer;
  104176. private computeDeltaFromMouseWheelLegacyEvent;
  104177. /**
  104178. * Attach the input controls to a specific dom element to get the input from.
  104179. * @param element Defines the element the controls should be listened from
  104180. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104181. */
  104182. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104183. /**
  104184. * Detach the current controls from the specified dom element.
  104185. * @param element Defines the element to stop listening the inputs from
  104186. */
  104187. detachControl(element: Nullable<HTMLElement>): void;
  104188. /**
  104189. * Gets the class name of the current intput.
  104190. * @returns the class name
  104191. */
  104192. getClassName(): string;
  104193. /**
  104194. * Get the friendly name associated with the input class.
  104195. * @returns the input friendly name
  104196. */
  104197. getSimpleName(): string;
  104198. }
  104199. }
  104200. declare module BABYLON {
  104201. /**
  104202. * Default Inputs manager for the ArcRotateCamera.
  104203. * It groups all the default supported inputs for ease of use.
  104204. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104205. */
  104206. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  104207. /**
  104208. * Instantiates a new ArcRotateCameraInputsManager.
  104209. * @param camera Defines the camera the inputs belong to
  104210. */
  104211. constructor(camera: ArcRotateCamera);
  104212. /**
  104213. * Add mouse wheel input support to the input manager.
  104214. * @returns the current input manager
  104215. */
  104216. addMouseWheel(): ArcRotateCameraInputsManager;
  104217. /**
  104218. * Add pointers input support to the input manager.
  104219. * @returns the current input manager
  104220. */
  104221. addPointers(): ArcRotateCameraInputsManager;
  104222. /**
  104223. * Add keyboard input support to the input manager.
  104224. * @returns the current input manager
  104225. */
  104226. addKeyboard(): ArcRotateCameraInputsManager;
  104227. }
  104228. }
  104229. declare module BABYLON {
  104230. /**
  104231. * This represents an orbital type of camera.
  104232. *
  104233. * 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.
  104234. * 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.
  104235. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  104236. */
  104237. export class ArcRotateCamera extends TargetCamera {
  104238. /**
  104239. * Defines the rotation angle of the camera along the longitudinal axis.
  104240. */
  104241. alpha: number;
  104242. /**
  104243. * Defines the rotation angle of the camera along the latitudinal axis.
  104244. */
  104245. beta: number;
  104246. /**
  104247. * Defines the radius of the camera from it s target point.
  104248. */
  104249. radius: number;
  104250. protected _target: Vector3;
  104251. protected _targetHost: Nullable<AbstractMesh>;
  104252. /**
  104253. * Defines the target point of the camera.
  104254. * The camera looks towards it form the radius distance.
  104255. */
  104256. target: Vector3;
  104257. /**
  104258. * Define the current local position of the camera in the scene
  104259. */
  104260. position: Vector3;
  104261. protected _upVector: Vector3;
  104262. protected _upToYMatrix: Matrix;
  104263. protected _YToUpMatrix: Matrix;
  104264. /**
  104265. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  104266. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  104267. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  104268. */
  104269. upVector: Vector3;
  104270. /**
  104271. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  104272. */
  104273. setMatUp(): void;
  104274. /**
  104275. * Current inertia value on the longitudinal axis.
  104276. * The bigger this number the longer it will take for the camera to stop.
  104277. */
  104278. inertialAlphaOffset: number;
  104279. /**
  104280. * Current inertia value on the latitudinal axis.
  104281. * The bigger this number the longer it will take for the camera to stop.
  104282. */
  104283. inertialBetaOffset: number;
  104284. /**
  104285. * Current inertia value on the radius axis.
  104286. * The bigger this number the longer it will take for the camera to stop.
  104287. */
  104288. inertialRadiusOffset: number;
  104289. /**
  104290. * Minimum allowed angle on the longitudinal axis.
  104291. * This can help limiting how the Camera is able to move in the scene.
  104292. */
  104293. lowerAlphaLimit: Nullable<number>;
  104294. /**
  104295. * Maximum allowed angle on the longitudinal axis.
  104296. * This can help limiting how the Camera is able to move in the scene.
  104297. */
  104298. upperAlphaLimit: Nullable<number>;
  104299. /**
  104300. * Minimum allowed angle on the latitudinal axis.
  104301. * This can help limiting how the Camera is able to move in the scene.
  104302. */
  104303. lowerBetaLimit: number;
  104304. /**
  104305. * Maximum allowed angle on the latitudinal axis.
  104306. * This can help limiting how the Camera is able to move in the scene.
  104307. */
  104308. upperBetaLimit: number;
  104309. /**
  104310. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  104311. * This can help limiting how the Camera is able to move in the scene.
  104312. */
  104313. lowerRadiusLimit: Nullable<number>;
  104314. /**
  104315. * Maximum allowed distance of the camera to the target (The camera can not get further).
  104316. * This can help limiting how the Camera is able to move in the scene.
  104317. */
  104318. upperRadiusLimit: Nullable<number>;
  104319. /**
  104320. * Defines the current inertia value used during panning of the camera along the X axis.
  104321. */
  104322. inertialPanningX: number;
  104323. /**
  104324. * Defines the current inertia value used during panning of the camera along the Y axis.
  104325. */
  104326. inertialPanningY: number;
  104327. /**
  104328. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  104329. * Basically if your fingers moves away from more than this distance you will be considered
  104330. * in pinch mode.
  104331. */
  104332. pinchToPanMaxDistance: number;
  104333. /**
  104334. * Defines the maximum distance the camera can pan.
  104335. * This could help keeping the cammera always in your scene.
  104336. */
  104337. panningDistanceLimit: Nullable<number>;
  104338. /**
  104339. * Defines the target of the camera before paning.
  104340. */
  104341. panningOriginTarget: Vector3;
  104342. /**
  104343. * Defines the value of the inertia used during panning.
  104344. * 0 would mean stop inertia and one would mean no decelleration at all.
  104345. */
  104346. panningInertia: number;
  104347. /**
  104348. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  104349. */
  104350. angularSensibilityX: number;
  104351. /**
  104352. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  104353. */
  104354. angularSensibilityY: number;
  104355. /**
  104356. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  104357. */
  104358. pinchPrecision: number;
  104359. /**
  104360. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  104361. * It will be used instead of pinchDeltaPrecision if different from 0.
  104362. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104363. */
  104364. pinchDeltaPercentage: number;
  104365. /**
  104366. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  104367. */
  104368. panningSensibility: number;
  104369. /**
  104370. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  104371. */
  104372. keysUp: number[];
  104373. /**
  104374. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  104375. */
  104376. keysDown: number[];
  104377. /**
  104378. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  104379. */
  104380. keysLeft: number[];
  104381. /**
  104382. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  104383. */
  104384. keysRight: number[];
  104385. /**
  104386. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104387. */
  104388. wheelPrecision: number;
  104389. /**
  104390. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  104391. * It will be used instead of pinchDeltaPrecision if different from 0.
  104392. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104393. */
  104394. wheelDeltaPercentage: number;
  104395. /**
  104396. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  104397. */
  104398. zoomOnFactor: number;
  104399. /**
  104400. * Defines a screen offset for the camera position.
  104401. */
  104402. targetScreenOffset: Vector2;
  104403. /**
  104404. * Allows the camera to be completely reversed.
  104405. * If false the camera can not arrive upside down.
  104406. */
  104407. allowUpsideDown: boolean;
  104408. /**
  104409. * Define if double tap/click is used to restore the previously saved state of the camera.
  104410. */
  104411. useInputToRestoreState: boolean;
  104412. /** @hidden */
  104413. _viewMatrix: Matrix;
  104414. /** @hidden */
  104415. _useCtrlForPanning: boolean;
  104416. /** @hidden */
  104417. _panningMouseButton: number;
  104418. /**
  104419. * Defines the input associated to the camera.
  104420. */
  104421. inputs: ArcRotateCameraInputsManager;
  104422. /** @hidden */
  104423. _reset: () => void;
  104424. /**
  104425. * Defines the allowed panning axis.
  104426. */
  104427. panningAxis: Vector3;
  104428. protected _localDirection: Vector3;
  104429. protected _transformedDirection: Vector3;
  104430. private _bouncingBehavior;
  104431. /**
  104432. * Gets the bouncing behavior of the camera if it has been enabled.
  104433. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104434. */
  104435. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  104436. /**
  104437. * Defines if the bouncing behavior of the camera is enabled on the camera.
  104438. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104439. */
  104440. useBouncingBehavior: boolean;
  104441. private _framingBehavior;
  104442. /**
  104443. * Gets the framing behavior of the camera if it has been enabled.
  104444. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104445. */
  104446. readonly framingBehavior: Nullable<FramingBehavior>;
  104447. /**
  104448. * Defines if the framing behavior of the camera is enabled on the camera.
  104449. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104450. */
  104451. useFramingBehavior: boolean;
  104452. private _autoRotationBehavior;
  104453. /**
  104454. * Gets the auto rotation behavior of the camera if it has been enabled.
  104455. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104456. */
  104457. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  104458. /**
  104459. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  104460. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104461. */
  104462. useAutoRotationBehavior: boolean;
  104463. /**
  104464. * Observable triggered when the mesh target has been changed on the camera.
  104465. */
  104466. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  104467. /**
  104468. * Event raised when the camera is colliding with a mesh.
  104469. */
  104470. onCollide: (collidedMesh: AbstractMesh) => void;
  104471. /**
  104472. * Defines whether the camera should check collision with the objects oh the scene.
  104473. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  104474. */
  104475. checkCollisions: boolean;
  104476. /**
  104477. * Defines the collision radius of the camera.
  104478. * This simulates a sphere around the camera.
  104479. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  104480. */
  104481. collisionRadius: Vector3;
  104482. protected _collider: Collider;
  104483. protected _previousPosition: Vector3;
  104484. protected _collisionVelocity: Vector3;
  104485. protected _newPosition: Vector3;
  104486. protected _previousAlpha: number;
  104487. protected _previousBeta: number;
  104488. protected _previousRadius: number;
  104489. protected _collisionTriggered: boolean;
  104490. protected _targetBoundingCenter: Nullable<Vector3>;
  104491. private _computationVector;
  104492. /**
  104493. * Instantiates a new ArcRotateCamera in a given scene
  104494. * @param name Defines the name of the camera
  104495. * @param alpha Defines the camera rotation along the logitudinal axis
  104496. * @param beta Defines the camera rotation along the latitudinal axis
  104497. * @param radius Defines the camera distance from its target
  104498. * @param target Defines the camera target
  104499. * @param scene Defines the scene the camera belongs to
  104500. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  104501. */
  104502. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  104503. /** @hidden */
  104504. _initCache(): void;
  104505. /** @hidden */
  104506. _updateCache(ignoreParentClass?: boolean): void;
  104507. protected _getTargetPosition(): Vector3;
  104508. private _storedAlpha;
  104509. private _storedBeta;
  104510. private _storedRadius;
  104511. private _storedTarget;
  104512. private _storedTargetScreenOffset;
  104513. /**
  104514. * Stores the current state of the camera (alpha, beta, radius and target)
  104515. * @returns the camera itself
  104516. */
  104517. storeState(): Camera;
  104518. /**
  104519. * @hidden
  104520. * Restored camera state. You must call storeState() first
  104521. */
  104522. _restoreStateValues(): boolean;
  104523. /** @hidden */
  104524. _isSynchronizedViewMatrix(): boolean;
  104525. /**
  104526. * Attached controls to the current camera.
  104527. * @param element Defines the element the controls should be listened from
  104528. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104529. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  104530. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  104531. */
  104532. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  104533. /**
  104534. * Detach the current controls from the camera.
  104535. * The camera will stop reacting to inputs.
  104536. * @param element Defines the element to stop listening the inputs from
  104537. */
  104538. detachControl(element: HTMLElement): void;
  104539. /** @hidden */
  104540. _checkInputs(): void;
  104541. protected _checkLimits(): void;
  104542. /**
  104543. * Rebuilds angles (alpha, beta) and radius from the give position and target
  104544. */
  104545. rebuildAnglesAndRadius(): void;
  104546. /**
  104547. * Use a position to define the current camera related information like alpha, beta and radius
  104548. * @param position Defines the position to set the camera at
  104549. */
  104550. setPosition(position: Vector3): void;
  104551. /**
  104552. * Defines the target the camera should look at.
  104553. * This will automatically adapt alpha beta and radius to fit within the new target.
  104554. * @param target Defines the new target as a Vector or a mesh
  104555. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  104556. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  104557. */
  104558. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  104559. /** @hidden */
  104560. _getViewMatrix(): Matrix;
  104561. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  104562. /**
  104563. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  104564. * @param meshes Defines the mesh to zoom on
  104565. * @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)
  104566. */
  104567. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  104568. /**
  104569. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  104570. * The target will be changed but the radius
  104571. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  104572. * @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)
  104573. */
  104574. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  104575. min: Vector3;
  104576. max: Vector3;
  104577. distance: number;
  104578. }, doNotUpdateMaxZ?: boolean): void;
  104579. /**
  104580. * @override
  104581. * Override Camera.createRigCamera
  104582. */
  104583. createRigCamera(name: string, cameraIndex: number): Camera;
  104584. /**
  104585. * @hidden
  104586. * @override
  104587. * Override Camera._updateRigCameras
  104588. */
  104589. _updateRigCameras(): void;
  104590. /**
  104591. * Destroy the camera and release the current resources hold by it.
  104592. */
  104593. dispose(): void;
  104594. /**
  104595. * Gets the current object class name.
  104596. * @return the class name
  104597. */
  104598. getClassName(): string;
  104599. }
  104600. }
  104601. declare module BABYLON {
  104602. /**
  104603. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  104604. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104605. */
  104606. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  104607. /**
  104608. * Gets the name of the behavior.
  104609. */
  104610. readonly name: string;
  104611. private _zoomStopsAnimation;
  104612. private _idleRotationSpeed;
  104613. private _idleRotationWaitTime;
  104614. private _idleRotationSpinupTime;
  104615. /**
  104616. * Sets the flag that indicates if user zooming should stop animation.
  104617. */
  104618. /**
  104619. * Gets the flag that indicates if user zooming should stop animation.
  104620. */
  104621. zoomStopsAnimation: boolean;
  104622. /**
  104623. * Sets the default speed at which the camera rotates around the model.
  104624. */
  104625. /**
  104626. * Gets the default speed at which the camera rotates around the model.
  104627. */
  104628. idleRotationSpeed: number;
  104629. /**
  104630. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  104631. */
  104632. /**
  104633. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  104634. */
  104635. idleRotationWaitTime: number;
  104636. /**
  104637. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104638. */
  104639. /**
  104640. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104641. */
  104642. idleRotationSpinupTime: number;
  104643. /**
  104644. * Gets a value indicating if the camera is currently rotating because of this behavior
  104645. */
  104646. readonly rotationInProgress: boolean;
  104647. private _onPrePointerObservableObserver;
  104648. private _onAfterCheckInputsObserver;
  104649. private _attachedCamera;
  104650. private _isPointerDown;
  104651. private _lastFrameTime;
  104652. private _lastInteractionTime;
  104653. private _cameraRotationSpeed;
  104654. /**
  104655. * Initializes the behavior.
  104656. */
  104657. init(): void;
  104658. /**
  104659. * Attaches the behavior to its arc rotate camera.
  104660. * @param camera Defines the camera to attach the behavior to
  104661. */
  104662. attach(camera: ArcRotateCamera): void;
  104663. /**
  104664. * Detaches the behavior from its current arc rotate camera.
  104665. */
  104666. detach(): void;
  104667. /**
  104668. * Returns true if user is scrolling.
  104669. * @return true if user is scrolling.
  104670. */
  104671. private _userIsZooming;
  104672. private _lastFrameRadius;
  104673. private _shouldAnimationStopForInteraction;
  104674. /**
  104675. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104676. */
  104677. private _applyUserInteraction;
  104678. private _userIsMoving;
  104679. }
  104680. }
  104681. declare module BABYLON {
  104682. /**
  104683. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  104684. */
  104685. export class AttachToBoxBehavior implements Behavior<Mesh> {
  104686. private ui;
  104687. /**
  104688. * The name of the behavior
  104689. */
  104690. name: string;
  104691. /**
  104692. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  104693. */
  104694. distanceAwayFromFace: number;
  104695. /**
  104696. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  104697. */
  104698. distanceAwayFromBottomOfFace: number;
  104699. private _faceVectors;
  104700. private _target;
  104701. private _scene;
  104702. private _onRenderObserver;
  104703. private _tmpMatrix;
  104704. private _tmpVector;
  104705. /**
  104706. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  104707. * @param ui The transform node that should be attched to the mesh
  104708. */
  104709. constructor(ui: TransformNode);
  104710. /**
  104711. * Initializes the behavior
  104712. */
  104713. init(): void;
  104714. private _closestFace;
  104715. private _zeroVector;
  104716. private _lookAtTmpMatrix;
  104717. private _lookAtToRef;
  104718. /**
  104719. * Attaches the AttachToBoxBehavior to the passed in mesh
  104720. * @param target The mesh that the specified node will be attached to
  104721. */
  104722. attach(target: Mesh): void;
  104723. /**
  104724. * Detaches the behavior from the mesh
  104725. */
  104726. detach(): void;
  104727. }
  104728. }
  104729. declare module BABYLON {
  104730. /**
  104731. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  104732. */
  104733. export class FadeInOutBehavior implements Behavior<Mesh> {
  104734. /**
  104735. * Time in milliseconds to delay before fading in (Default: 0)
  104736. */
  104737. delay: number;
  104738. /**
  104739. * Time in milliseconds for the mesh to fade in (Default: 300)
  104740. */
  104741. fadeInTime: number;
  104742. private _millisecondsPerFrame;
  104743. private _hovered;
  104744. private _hoverValue;
  104745. private _ownerNode;
  104746. /**
  104747. * Instatiates the FadeInOutBehavior
  104748. */
  104749. constructor();
  104750. /**
  104751. * The name of the behavior
  104752. */
  104753. readonly name: string;
  104754. /**
  104755. * Initializes the behavior
  104756. */
  104757. init(): void;
  104758. /**
  104759. * Attaches the fade behavior on the passed in mesh
  104760. * @param ownerNode The mesh that will be faded in/out once attached
  104761. */
  104762. attach(ownerNode: Mesh): void;
  104763. /**
  104764. * Detaches the behavior from the mesh
  104765. */
  104766. detach(): void;
  104767. /**
  104768. * Triggers the mesh to begin fading in or out
  104769. * @param value if the object should fade in or out (true to fade in)
  104770. */
  104771. fadeIn(value: boolean): void;
  104772. private _update;
  104773. private _setAllVisibility;
  104774. }
  104775. }
  104776. declare module BABYLON {
  104777. /**
  104778. * Class containing a set of static utilities functions for managing Pivots
  104779. * @hidden
  104780. */
  104781. export class PivotTools {
  104782. private static _PivotCached;
  104783. private static _OldPivotPoint;
  104784. private static _PivotTranslation;
  104785. private static _PivotTmpVector;
  104786. /** @hidden */
  104787. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  104788. /** @hidden */
  104789. static _RestorePivotPoint(mesh: AbstractMesh): void;
  104790. }
  104791. }
  104792. declare module BABYLON {
  104793. /**
  104794. * Class containing static functions to help procedurally build meshes
  104795. */
  104796. export class PlaneBuilder {
  104797. /**
  104798. * Creates a plane mesh
  104799. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  104800. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  104801. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  104802. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104803. * * If you create a double-sided mesh, you can choose what parts of 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
  104804. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104805. * @param name defines the name of the mesh
  104806. * @param options defines the options used to create the mesh
  104807. * @param scene defines the hosting scene
  104808. * @returns the plane mesh
  104809. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  104810. */
  104811. static CreatePlane(name: string, options: {
  104812. size?: number;
  104813. width?: number;
  104814. height?: number;
  104815. sideOrientation?: number;
  104816. frontUVs?: Vector4;
  104817. backUVs?: Vector4;
  104818. updatable?: boolean;
  104819. sourcePlane?: Plane;
  104820. }, scene?: Nullable<Scene>): Mesh;
  104821. }
  104822. }
  104823. declare module BABYLON {
  104824. /**
  104825. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  104826. */
  104827. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  104828. private static _AnyMouseID;
  104829. /**
  104830. * Abstract mesh the behavior is set on
  104831. */
  104832. attachedNode: AbstractMesh;
  104833. private _dragPlane;
  104834. private _scene;
  104835. private _pointerObserver;
  104836. private _beforeRenderObserver;
  104837. private static _planeScene;
  104838. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  104839. /**
  104840. * 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)
  104841. */
  104842. maxDragAngle: number;
  104843. /**
  104844. * @hidden
  104845. */
  104846. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  104847. /**
  104848. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104849. */
  104850. currentDraggingPointerID: number;
  104851. /**
  104852. * The last position where the pointer hit the drag plane in world space
  104853. */
  104854. lastDragPosition: Vector3;
  104855. /**
  104856. * If the behavior is currently in a dragging state
  104857. */
  104858. dragging: boolean;
  104859. /**
  104860. * 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)
  104861. */
  104862. dragDeltaRatio: number;
  104863. /**
  104864. * If the drag plane orientation should be updated during the dragging (Default: true)
  104865. */
  104866. updateDragPlane: boolean;
  104867. private _debugMode;
  104868. private _moving;
  104869. /**
  104870. * Fires each time the attached mesh is dragged with the pointer
  104871. * * delta between last drag position and current drag position in world space
  104872. * * dragDistance along the drag axis
  104873. * * dragPlaneNormal normal of the current drag plane used during the drag
  104874. * * dragPlanePoint in world space where the drag intersects the drag plane
  104875. */
  104876. onDragObservable: Observable<{
  104877. delta: Vector3;
  104878. dragPlanePoint: Vector3;
  104879. dragPlaneNormal: Vector3;
  104880. dragDistance: number;
  104881. pointerId: number;
  104882. }>;
  104883. /**
  104884. * Fires each time a drag begins (eg. mouse down on mesh)
  104885. */
  104886. onDragStartObservable: Observable<{
  104887. dragPlanePoint: Vector3;
  104888. pointerId: number;
  104889. }>;
  104890. /**
  104891. * Fires each time a drag ends (eg. mouse release after drag)
  104892. */
  104893. onDragEndObservable: Observable<{
  104894. dragPlanePoint: Vector3;
  104895. pointerId: number;
  104896. }>;
  104897. /**
  104898. * If the attached mesh should be moved when dragged
  104899. */
  104900. moveAttached: boolean;
  104901. /**
  104902. * If the drag behavior will react to drag events (Default: true)
  104903. */
  104904. enabled: boolean;
  104905. /**
  104906. * If pointer events should start and release the drag (Default: true)
  104907. */
  104908. startAndReleaseDragOnPointerEvents: boolean;
  104909. /**
  104910. * If camera controls should be detached during the drag
  104911. */
  104912. detachCameraControls: boolean;
  104913. /**
  104914. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  104915. */
  104916. useObjectOrienationForDragging: boolean;
  104917. private _options;
  104918. /**
  104919. * Creates a pointer drag behavior that can be attached to a mesh
  104920. * @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)
  104921. */
  104922. constructor(options?: {
  104923. dragAxis?: Vector3;
  104924. dragPlaneNormal?: Vector3;
  104925. });
  104926. /**
  104927. * Predicate to determine if it is valid to move the object to a new position when it is moved
  104928. */
  104929. validateDrag: (targetPosition: Vector3) => boolean;
  104930. /**
  104931. * The name of the behavior
  104932. */
  104933. readonly name: string;
  104934. /**
  104935. * Initializes the behavior
  104936. */
  104937. init(): void;
  104938. private _tmpVector;
  104939. private _alternatePickedPoint;
  104940. private _worldDragAxis;
  104941. private _targetPosition;
  104942. private _attachedElement;
  104943. /**
  104944. * Attaches the drag behavior the passed in mesh
  104945. * @param ownerNode The mesh that will be dragged around once attached
  104946. * @param predicate Predicate to use for pick filtering
  104947. */
  104948. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  104949. /**
  104950. * Force relase the drag action by code.
  104951. */
  104952. releaseDrag(): void;
  104953. private _startDragRay;
  104954. private _lastPointerRay;
  104955. /**
  104956. * Simulates the start of a pointer drag event on the behavior
  104957. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  104958. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  104959. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  104960. */
  104961. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  104962. private _startDrag;
  104963. private _dragDelta;
  104964. private _moveDrag;
  104965. private _pickWithRayOnDragPlane;
  104966. private _pointA;
  104967. private _pointB;
  104968. private _pointC;
  104969. private _lineA;
  104970. private _lineB;
  104971. private _localAxis;
  104972. private _lookAt;
  104973. private _updateDragPlanePosition;
  104974. /**
  104975. * Detaches the behavior from the mesh
  104976. */
  104977. detach(): void;
  104978. }
  104979. }
  104980. declare module BABYLON {
  104981. /**
  104982. * A behavior that when attached to a mesh will allow the mesh to be scaled
  104983. */
  104984. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  104985. private _dragBehaviorA;
  104986. private _dragBehaviorB;
  104987. private _startDistance;
  104988. private _initialScale;
  104989. private _targetScale;
  104990. private _ownerNode;
  104991. private _sceneRenderObserver;
  104992. /**
  104993. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  104994. */
  104995. constructor();
  104996. /**
  104997. * The name of the behavior
  104998. */
  104999. readonly name: string;
  105000. /**
  105001. * Initializes the behavior
  105002. */
  105003. init(): void;
  105004. private _getCurrentDistance;
  105005. /**
  105006. * Attaches the scale behavior the passed in mesh
  105007. * @param ownerNode The mesh that will be scaled around once attached
  105008. */
  105009. attach(ownerNode: Mesh): void;
  105010. /**
  105011. * Detaches the behavior from the mesh
  105012. */
  105013. detach(): void;
  105014. }
  105015. }
  105016. declare module BABYLON {
  105017. /**
  105018. * 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
  105019. */
  105020. export class SixDofDragBehavior implements Behavior<Mesh> {
  105021. private static _virtualScene;
  105022. private _ownerNode;
  105023. private _sceneRenderObserver;
  105024. private _scene;
  105025. private _targetPosition;
  105026. private _virtualOriginMesh;
  105027. private _virtualDragMesh;
  105028. private _pointerObserver;
  105029. private _moving;
  105030. private _startingOrientation;
  105031. /**
  105032. * 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)
  105033. */
  105034. private zDragFactor;
  105035. /**
  105036. * If the object should rotate to face the drag origin
  105037. */
  105038. rotateDraggedObject: boolean;
  105039. /**
  105040. * If the behavior is currently in a dragging state
  105041. */
  105042. dragging: boolean;
  105043. /**
  105044. * 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)
  105045. */
  105046. dragDeltaRatio: number;
  105047. /**
  105048. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105049. */
  105050. currentDraggingPointerID: number;
  105051. /**
  105052. * If camera controls should be detached during the drag
  105053. */
  105054. detachCameraControls: boolean;
  105055. /**
  105056. * Fires each time a drag starts
  105057. */
  105058. onDragStartObservable: Observable<{}>;
  105059. /**
  105060. * Fires each time a drag ends (eg. mouse release after drag)
  105061. */
  105062. onDragEndObservable: Observable<{}>;
  105063. /**
  105064. * 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
  105065. */
  105066. constructor();
  105067. /**
  105068. * The name of the behavior
  105069. */
  105070. readonly name: string;
  105071. /**
  105072. * Initializes the behavior
  105073. */
  105074. init(): void;
  105075. /**
  105076. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  105077. */
  105078. private readonly _pointerCamera;
  105079. /**
  105080. * Attaches the scale behavior the passed in mesh
  105081. * @param ownerNode The mesh that will be scaled around once attached
  105082. */
  105083. attach(ownerNode: Mesh): void;
  105084. /**
  105085. * Detaches the behavior from the mesh
  105086. */
  105087. detach(): void;
  105088. }
  105089. }
  105090. declare module BABYLON {
  105091. /**
  105092. * Class used to apply inverse kinematics to bones
  105093. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  105094. */
  105095. export class BoneIKController {
  105096. private static _tmpVecs;
  105097. private static _tmpQuat;
  105098. private static _tmpMats;
  105099. /**
  105100. * Gets or sets the target mesh
  105101. */
  105102. targetMesh: AbstractMesh;
  105103. /** Gets or sets the mesh used as pole */
  105104. poleTargetMesh: AbstractMesh;
  105105. /**
  105106. * Gets or sets the bone used as pole
  105107. */
  105108. poleTargetBone: Nullable<Bone>;
  105109. /**
  105110. * Gets or sets the target position
  105111. */
  105112. targetPosition: Vector3;
  105113. /**
  105114. * Gets or sets the pole target position
  105115. */
  105116. poleTargetPosition: Vector3;
  105117. /**
  105118. * Gets or sets the pole target local offset
  105119. */
  105120. poleTargetLocalOffset: Vector3;
  105121. /**
  105122. * Gets or sets the pole angle
  105123. */
  105124. poleAngle: number;
  105125. /**
  105126. * Gets or sets the mesh associated with the controller
  105127. */
  105128. mesh: AbstractMesh;
  105129. /**
  105130. * 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)
  105131. */
  105132. slerpAmount: number;
  105133. private _bone1Quat;
  105134. private _bone1Mat;
  105135. private _bone2Ang;
  105136. private _bone1;
  105137. private _bone2;
  105138. private _bone1Length;
  105139. private _bone2Length;
  105140. private _maxAngle;
  105141. private _maxReach;
  105142. private _rightHandedSystem;
  105143. private _bendAxis;
  105144. private _slerping;
  105145. private _adjustRoll;
  105146. /**
  105147. * Gets or sets maximum allowed angle
  105148. */
  105149. maxAngle: number;
  105150. /**
  105151. * Creates a new BoneIKController
  105152. * @param mesh defines the mesh to control
  105153. * @param bone defines the bone to control
  105154. * @param options defines options to set up the controller
  105155. */
  105156. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  105157. targetMesh?: AbstractMesh;
  105158. poleTargetMesh?: AbstractMesh;
  105159. poleTargetBone?: Bone;
  105160. poleTargetLocalOffset?: Vector3;
  105161. poleAngle?: number;
  105162. bendAxis?: Vector3;
  105163. maxAngle?: number;
  105164. slerpAmount?: number;
  105165. });
  105166. private _setMaxAngle;
  105167. /**
  105168. * Force the controller to update the bones
  105169. */
  105170. update(): void;
  105171. }
  105172. }
  105173. declare module BABYLON {
  105174. /**
  105175. * Class used to make a bone look toward a point in space
  105176. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  105177. */
  105178. export class BoneLookController {
  105179. private static _tmpVecs;
  105180. private static _tmpQuat;
  105181. private static _tmpMats;
  105182. /**
  105183. * The target Vector3 that the bone will look at
  105184. */
  105185. target: Vector3;
  105186. /**
  105187. * The mesh that the bone is attached to
  105188. */
  105189. mesh: AbstractMesh;
  105190. /**
  105191. * The bone that will be looking to the target
  105192. */
  105193. bone: Bone;
  105194. /**
  105195. * The up axis of the coordinate system that is used when the bone is rotated
  105196. */
  105197. upAxis: Vector3;
  105198. /**
  105199. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  105200. */
  105201. upAxisSpace: Space;
  105202. /**
  105203. * Used to make an adjustment to the yaw of the bone
  105204. */
  105205. adjustYaw: number;
  105206. /**
  105207. * Used to make an adjustment to the pitch of the bone
  105208. */
  105209. adjustPitch: number;
  105210. /**
  105211. * Used to make an adjustment to the roll of the bone
  105212. */
  105213. adjustRoll: number;
  105214. /**
  105215. * 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)
  105216. */
  105217. slerpAmount: number;
  105218. private _minYaw;
  105219. private _maxYaw;
  105220. private _minPitch;
  105221. private _maxPitch;
  105222. private _minYawSin;
  105223. private _minYawCos;
  105224. private _maxYawSin;
  105225. private _maxYawCos;
  105226. private _midYawConstraint;
  105227. private _minPitchTan;
  105228. private _maxPitchTan;
  105229. private _boneQuat;
  105230. private _slerping;
  105231. private _transformYawPitch;
  105232. private _transformYawPitchInv;
  105233. private _firstFrameSkipped;
  105234. private _yawRange;
  105235. private _fowardAxis;
  105236. /**
  105237. * Gets or sets the minimum yaw angle that the bone can look to
  105238. */
  105239. minYaw: number;
  105240. /**
  105241. * Gets or sets the maximum yaw angle that the bone can look to
  105242. */
  105243. maxYaw: number;
  105244. /**
  105245. * Gets or sets the minimum pitch angle that the bone can look to
  105246. */
  105247. minPitch: number;
  105248. /**
  105249. * Gets or sets the maximum pitch angle that the bone can look to
  105250. */
  105251. maxPitch: number;
  105252. /**
  105253. * Create a BoneLookController
  105254. * @param mesh the mesh that the bone belongs to
  105255. * @param bone the bone that will be looking to the target
  105256. * @param target the target Vector3 to look at
  105257. * @param options optional settings:
  105258. * * maxYaw: the maximum angle the bone will yaw to
  105259. * * minYaw: the minimum angle the bone will yaw to
  105260. * * maxPitch: the maximum angle the bone will pitch to
  105261. * * minPitch: the minimum angle the bone will yaw to
  105262. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  105263. * * upAxis: the up axis of the coordinate system
  105264. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  105265. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  105266. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  105267. * * adjustYaw: used to make an adjustment to the yaw of the bone
  105268. * * adjustPitch: used to make an adjustment to the pitch of the bone
  105269. * * adjustRoll: used to make an adjustment to the roll of the bone
  105270. **/
  105271. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  105272. maxYaw?: number;
  105273. minYaw?: number;
  105274. maxPitch?: number;
  105275. minPitch?: number;
  105276. slerpAmount?: number;
  105277. upAxis?: Vector3;
  105278. upAxisSpace?: Space;
  105279. yawAxis?: Vector3;
  105280. pitchAxis?: Vector3;
  105281. adjustYaw?: number;
  105282. adjustPitch?: number;
  105283. adjustRoll?: number;
  105284. });
  105285. /**
  105286. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  105287. */
  105288. update(): void;
  105289. private _getAngleDiff;
  105290. private _getAngleBetween;
  105291. private _isAngleBetween;
  105292. }
  105293. }
  105294. declare module BABYLON {
  105295. /**
  105296. * Manage the gamepad inputs to control an arc rotate camera.
  105297. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105298. */
  105299. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  105300. /**
  105301. * Defines the camera the input is attached to.
  105302. */
  105303. camera: ArcRotateCamera;
  105304. /**
  105305. * Defines the gamepad the input is gathering event from.
  105306. */
  105307. gamepad: Nullable<Gamepad>;
  105308. /**
  105309. * Defines the gamepad rotation sensiblity.
  105310. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  105311. */
  105312. gamepadRotationSensibility: number;
  105313. /**
  105314. * Defines the gamepad move sensiblity.
  105315. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  105316. */
  105317. gamepadMoveSensibility: number;
  105318. private _yAxisScale;
  105319. /**
  105320. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  105321. */
  105322. invertYAxis: boolean;
  105323. private _onGamepadConnectedObserver;
  105324. private _onGamepadDisconnectedObserver;
  105325. /**
  105326. * Attach the input controls to a specific dom element to get the input from.
  105327. * @param element Defines the element the controls should be listened from
  105328. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105329. */
  105330. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105331. /**
  105332. * Detach the current controls from the specified dom element.
  105333. * @param element Defines the element to stop listening the inputs from
  105334. */
  105335. detachControl(element: Nullable<HTMLElement>): void;
  105336. /**
  105337. * Update the current camera state depending on the inputs that have been used this frame.
  105338. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105339. */
  105340. checkInputs(): void;
  105341. /**
  105342. * Gets the class name of the current intput.
  105343. * @returns the class name
  105344. */
  105345. getClassName(): string;
  105346. /**
  105347. * Get the friendly name associated with the input class.
  105348. * @returns the input friendly name
  105349. */
  105350. getSimpleName(): string;
  105351. }
  105352. }
  105353. declare module BABYLON {
  105354. interface ArcRotateCameraInputsManager {
  105355. /**
  105356. * Add orientation input support to the input manager.
  105357. * @returns the current input manager
  105358. */
  105359. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  105360. }
  105361. /**
  105362. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105363. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105364. */
  105365. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  105366. /**
  105367. * Defines the camera the input is attached to.
  105368. */
  105369. camera: ArcRotateCamera;
  105370. /**
  105371. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105372. */
  105373. alphaCorrection: number;
  105374. /**
  105375. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105376. */
  105377. gammaCorrection: number;
  105378. private _alpha;
  105379. private _gamma;
  105380. private _dirty;
  105381. private _deviceOrientationHandler;
  105382. /**
  105383. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105384. */
  105385. constructor();
  105386. /**
  105387. * Attach the input controls to a specific dom element to get the input from.
  105388. * @param element Defines the element the controls should be listened from
  105389. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105390. */
  105391. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105392. /** @hidden */
  105393. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  105394. /**
  105395. * Update the current camera state depending on the inputs that have been used this frame.
  105396. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105397. */
  105398. checkInputs(): void;
  105399. /**
  105400. * Detach the current controls from the specified dom element.
  105401. * @param element Defines the element to stop listening the inputs from
  105402. */
  105403. detachControl(element: Nullable<HTMLElement>): void;
  105404. /**
  105405. * Gets the class name of the current intput.
  105406. * @returns the class name
  105407. */
  105408. getClassName(): string;
  105409. /**
  105410. * Get the friendly name associated with the input class.
  105411. * @returns the input friendly name
  105412. */
  105413. getSimpleName(): string;
  105414. }
  105415. }
  105416. declare module BABYLON {
  105417. /**
  105418. * Listen to mouse events to control the camera.
  105419. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105420. */
  105421. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  105422. /**
  105423. * Defines the camera the input is attached to.
  105424. */
  105425. camera: FlyCamera;
  105426. /**
  105427. * Defines if touch is enabled. (Default is true.)
  105428. */
  105429. touchEnabled: boolean;
  105430. /**
  105431. * Defines the buttons associated with the input to handle camera rotation.
  105432. */
  105433. buttons: number[];
  105434. /**
  105435. * Assign buttons for Yaw control.
  105436. */
  105437. buttonsYaw: number[];
  105438. /**
  105439. * Assign buttons for Pitch control.
  105440. */
  105441. buttonsPitch: number[];
  105442. /**
  105443. * Assign buttons for Roll control.
  105444. */
  105445. buttonsRoll: number[];
  105446. /**
  105447. * Detect if any button is being pressed while mouse is moved.
  105448. * -1 = Mouse locked.
  105449. * 0 = Left button.
  105450. * 1 = Middle Button.
  105451. * 2 = Right Button.
  105452. */
  105453. activeButton: number;
  105454. /**
  105455. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  105456. * Higher values reduce its sensitivity.
  105457. */
  105458. angularSensibility: number;
  105459. private _mousemoveCallback;
  105460. private _observer;
  105461. private _rollObserver;
  105462. private previousPosition;
  105463. private noPreventDefault;
  105464. private element;
  105465. /**
  105466. * Listen to mouse events to control the camera.
  105467. * @param touchEnabled Define if touch is enabled. (Default is true.)
  105468. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105469. */
  105470. constructor(touchEnabled?: boolean);
  105471. /**
  105472. * Attach the mouse control to the HTML DOM element.
  105473. * @param element Defines the element that listens to the input events.
  105474. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  105475. */
  105476. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105477. /**
  105478. * Detach the current controls from the specified dom element.
  105479. * @param element Defines the element to stop listening the inputs from
  105480. */
  105481. detachControl(element: Nullable<HTMLElement>): void;
  105482. /**
  105483. * Gets the class name of the current input.
  105484. * @returns the class name.
  105485. */
  105486. getClassName(): string;
  105487. /**
  105488. * Get the friendly name associated with the input class.
  105489. * @returns the input's friendly name.
  105490. */
  105491. getSimpleName(): string;
  105492. private _pointerInput;
  105493. private _onMouseMove;
  105494. /**
  105495. * Rotate camera by mouse offset.
  105496. */
  105497. private rotateCamera;
  105498. }
  105499. }
  105500. declare module BABYLON {
  105501. /**
  105502. * Default Inputs manager for the FlyCamera.
  105503. * It groups all the default supported inputs for ease of use.
  105504. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105505. */
  105506. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  105507. /**
  105508. * Instantiates a new FlyCameraInputsManager.
  105509. * @param camera Defines the camera the inputs belong to.
  105510. */
  105511. constructor(camera: FlyCamera);
  105512. /**
  105513. * Add keyboard input support to the input manager.
  105514. * @returns the new FlyCameraKeyboardMoveInput().
  105515. */
  105516. addKeyboard(): FlyCameraInputsManager;
  105517. /**
  105518. * Add mouse input support to the input manager.
  105519. * @param touchEnabled Enable touch screen support.
  105520. * @returns the new FlyCameraMouseInput().
  105521. */
  105522. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  105523. }
  105524. }
  105525. declare module BABYLON {
  105526. /**
  105527. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105528. * such as in a 3D Space Shooter or a Flight Simulator.
  105529. */
  105530. export class FlyCamera extends TargetCamera {
  105531. /**
  105532. * Define the collision ellipsoid of the camera.
  105533. * This is helpful for simulating a camera body, like a player's body.
  105534. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105535. */
  105536. ellipsoid: Vector3;
  105537. /**
  105538. * Define an offset for the position of the ellipsoid around the camera.
  105539. * This can be helpful if the camera is attached away from the player's body center,
  105540. * such as at its head.
  105541. */
  105542. ellipsoidOffset: Vector3;
  105543. /**
  105544. * Enable or disable collisions of the camera with the rest of the scene objects.
  105545. */
  105546. checkCollisions: boolean;
  105547. /**
  105548. * Enable or disable gravity on the camera.
  105549. */
  105550. applyGravity: boolean;
  105551. /**
  105552. * Define the current direction the camera is moving to.
  105553. */
  105554. cameraDirection: Vector3;
  105555. /**
  105556. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  105557. * This overrides and empties cameraRotation.
  105558. */
  105559. rotationQuaternion: Quaternion;
  105560. /**
  105561. * Track Roll to maintain the wanted Rolling when looking around.
  105562. */
  105563. _trackRoll: number;
  105564. /**
  105565. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  105566. */
  105567. rollCorrect: number;
  105568. /**
  105569. * Mimic a banked turn, Rolling the camera when Yawing.
  105570. * It's recommended to use rollCorrect = 10 for faster banking correction.
  105571. */
  105572. bankedTurn: boolean;
  105573. /**
  105574. * Limit in radians for how much Roll banking will add. (Default: 90°)
  105575. */
  105576. bankedTurnLimit: number;
  105577. /**
  105578. * Value of 0 disables the banked Roll.
  105579. * Value of 1 is equal to the Yaw angle in radians.
  105580. */
  105581. bankedTurnMultiplier: number;
  105582. /**
  105583. * The inputs manager loads all the input sources, such as keyboard and mouse.
  105584. */
  105585. inputs: FlyCameraInputsManager;
  105586. /**
  105587. * Gets the input sensibility for mouse input.
  105588. * Higher values reduce sensitivity.
  105589. */
  105590. /**
  105591. * Sets the input sensibility for a mouse input.
  105592. * Higher values reduce sensitivity.
  105593. */
  105594. angularSensibility: number;
  105595. /**
  105596. * Get the keys for camera movement forward.
  105597. */
  105598. /**
  105599. * Set the keys for camera movement forward.
  105600. */
  105601. keysForward: number[];
  105602. /**
  105603. * Get the keys for camera movement backward.
  105604. */
  105605. keysBackward: number[];
  105606. /**
  105607. * Get the keys for camera movement up.
  105608. */
  105609. /**
  105610. * Set the keys for camera movement up.
  105611. */
  105612. keysUp: number[];
  105613. /**
  105614. * Get the keys for camera movement down.
  105615. */
  105616. /**
  105617. * Set the keys for camera movement down.
  105618. */
  105619. keysDown: number[];
  105620. /**
  105621. * Get the keys for camera movement left.
  105622. */
  105623. /**
  105624. * Set the keys for camera movement left.
  105625. */
  105626. keysLeft: number[];
  105627. /**
  105628. * Set the keys for camera movement right.
  105629. */
  105630. /**
  105631. * Set the keys for camera movement right.
  105632. */
  105633. keysRight: number[];
  105634. /**
  105635. * Event raised when the camera collides with a mesh in the scene.
  105636. */
  105637. onCollide: (collidedMesh: AbstractMesh) => void;
  105638. private _collider;
  105639. private _needMoveForGravity;
  105640. private _oldPosition;
  105641. private _diffPosition;
  105642. private _newPosition;
  105643. /** @hidden */
  105644. _localDirection: Vector3;
  105645. /** @hidden */
  105646. _transformedDirection: Vector3;
  105647. /**
  105648. * Instantiates a FlyCamera.
  105649. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105650. * such as in a 3D Space Shooter or a Flight Simulator.
  105651. * @param name Define the name of the camera in the scene.
  105652. * @param position Define the starting position of the camera in the scene.
  105653. * @param scene Define the scene the camera belongs to.
  105654. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  105655. */
  105656. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105657. /**
  105658. * Attach a control to the HTML DOM element.
  105659. * @param element Defines the element that listens to the input events.
  105660. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  105661. */
  105662. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105663. /**
  105664. * Detach a control from the HTML DOM element.
  105665. * The camera will stop reacting to that input.
  105666. * @param element Defines the element that listens to the input events.
  105667. */
  105668. detachControl(element: HTMLElement): void;
  105669. private _collisionMask;
  105670. /**
  105671. * Get the mask that the camera ignores in collision events.
  105672. */
  105673. /**
  105674. * Set the mask that the camera ignores in collision events.
  105675. */
  105676. collisionMask: number;
  105677. /** @hidden */
  105678. _collideWithWorld(displacement: Vector3): void;
  105679. /** @hidden */
  105680. private _onCollisionPositionChange;
  105681. /** @hidden */
  105682. _checkInputs(): void;
  105683. /** @hidden */
  105684. _decideIfNeedsToMove(): boolean;
  105685. /** @hidden */
  105686. _updatePosition(): void;
  105687. /**
  105688. * Restore the Roll to its target value at the rate specified.
  105689. * @param rate - Higher means slower restoring.
  105690. * @hidden
  105691. */
  105692. restoreRoll(rate: number): void;
  105693. /**
  105694. * Destroy the camera and release the current resources held by it.
  105695. */
  105696. dispose(): void;
  105697. /**
  105698. * Get the current object class name.
  105699. * @returns the class name.
  105700. */
  105701. getClassName(): string;
  105702. }
  105703. }
  105704. declare module BABYLON {
  105705. /**
  105706. * Listen to keyboard events to control the camera.
  105707. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105708. */
  105709. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  105710. /**
  105711. * Defines the camera the input is attached to.
  105712. */
  105713. camera: FlyCamera;
  105714. /**
  105715. * The list of keyboard keys used to control the forward move of the camera.
  105716. */
  105717. keysForward: number[];
  105718. /**
  105719. * The list of keyboard keys used to control the backward move of the camera.
  105720. */
  105721. keysBackward: number[];
  105722. /**
  105723. * The list of keyboard keys used to control the forward move of the camera.
  105724. */
  105725. keysUp: number[];
  105726. /**
  105727. * The list of keyboard keys used to control the backward move of the camera.
  105728. */
  105729. keysDown: number[];
  105730. /**
  105731. * The list of keyboard keys used to control the right strafe move of the camera.
  105732. */
  105733. keysRight: number[];
  105734. /**
  105735. * The list of keyboard keys used to control the left strafe move of the camera.
  105736. */
  105737. keysLeft: number[];
  105738. private _keys;
  105739. private _onCanvasBlurObserver;
  105740. private _onKeyboardObserver;
  105741. private _engine;
  105742. private _scene;
  105743. /**
  105744. * Attach the input controls to a specific dom element to get the input from.
  105745. * @param element Defines the element the controls should be listened from
  105746. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105747. */
  105748. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105749. /**
  105750. * Detach the current controls from the specified dom element.
  105751. * @param element Defines the element to stop listening the inputs from
  105752. */
  105753. detachControl(element: Nullable<HTMLElement>): void;
  105754. /**
  105755. * Gets the class name of the current intput.
  105756. * @returns the class name
  105757. */
  105758. getClassName(): string;
  105759. /** @hidden */
  105760. _onLostFocus(e: FocusEvent): void;
  105761. /**
  105762. * Get the friendly name associated with the input class.
  105763. * @returns the input friendly name
  105764. */
  105765. getSimpleName(): string;
  105766. /**
  105767. * Update the current camera state depending on the inputs that have been used this frame.
  105768. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105769. */
  105770. checkInputs(): void;
  105771. }
  105772. }
  105773. declare module BABYLON {
  105774. /**
  105775. * Manage the mouse wheel inputs to control a follow camera.
  105776. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105777. */
  105778. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  105779. /**
  105780. * Defines the camera the input is attached to.
  105781. */
  105782. camera: FollowCamera;
  105783. /**
  105784. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  105785. */
  105786. axisControlRadius: boolean;
  105787. /**
  105788. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  105789. */
  105790. axisControlHeight: boolean;
  105791. /**
  105792. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  105793. */
  105794. axisControlRotation: boolean;
  105795. /**
  105796. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  105797. * relation to mouseWheel events.
  105798. */
  105799. wheelPrecision: number;
  105800. /**
  105801. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105802. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105803. */
  105804. wheelDeltaPercentage: number;
  105805. private _wheel;
  105806. private _observer;
  105807. /**
  105808. * Attach the input controls to a specific dom element to get the input from.
  105809. * @param element Defines the element the controls should be listened from
  105810. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105811. */
  105812. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105813. /**
  105814. * Detach the current controls from the specified dom element.
  105815. * @param element Defines the element to stop listening the inputs from
  105816. */
  105817. detachControl(element: Nullable<HTMLElement>): void;
  105818. /**
  105819. * Gets the class name of the current intput.
  105820. * @returns the class name
  105821. */
  105822. getClassName(): string;
  105823. /**
  105824. * Get the friendly name associated with the input class.
  105825. * @returns the input friendly name
  105826. */
  105827. getSimpleName(): string;
  105828. }
  105829. }
  105830. declare module BABYLON {
  105831. /**
  105832. * Manage the pointers inputs to control an follow camera.
  105833. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105834. */
  105835. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  105836. /**
  105837. * Defines the camera the input is attached to.
  105838. */
  105839. camera: FollowCamera;
  105840. /**
  105841. * Gets the class name of the current input.
  105842. * @returns the class name
  105843. */
  105844. getClassName(): string;
  105845. /**
  105846. * Defines the pointer angular sensibility along the X axis or how fast is
  105847. * the camera rotating.
  105848. * A negative number will reverse the axis direction.
  105849. */
  105850. angularSensibilityX: number;
  105851. /**
  105852. * Defines the pointer angular sensibility along the Y axis or how fast is
  105853. * the camera rotating.
  105854. * A negative number will reverse the axis direction.
  105855. */
  105856. angularSensibilityY: number;
  105857. /**
  105858. * Defines the pointer pinch precision or how fast is the camera zooming.
  105859. * A negative number will reverse the axis direction.
  105860. */
  105861. pinchPrecision: number;
  105862. /**
  105863. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105864. * from 0.
  105865. * It defines the percentage of current camera.radius to use as delta when
  105866. * pinch zoom is used.
  105867. */
  105868. pinchDeltaPercentage: number;
  105869. /**
  105870. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  105871. */
  105872. axisXControlRadius: boolean;
  105873. /**
  105874. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  105875. */
  105876. axisXControlHeight: boolean;
  105877. /**
  105878. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  105879. */
  105880. axisXControlRotation: boolean;
  105881. /**
  105882. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  105883. */
  105884. axisYControlRadius: boolean;
  105885. /**
  105886. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  105887. */
  105888. axisYControlHeight: boolean;
  105889. /**
  105890. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  105891. */
  105892. axisYControlRotation: boolean;
  105893. /**
  105894. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  105895. */
  105896. axisPinchControlRadius: boolean;
  105897. /**
  105898. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  105899. */
  105900. axisPinchControlHeight: boolean;
  105901. /**
  105902. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  105903. */
  105904. axisPinchControlRotation: boolean;
  105905. /**
  105906. * Log error messages if basic misconfiguration has occurred.
  105907. */
  105908. warningEnable: boolean;
  105909. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105910. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105911. private _warningCounter;
  105912. private _warning;
  105913. }
  105914. }
  105915. declare module BABYLON {
  105916. /**
  105917. * Default Inputs manager for the FollowCamera.
  105918. * It groups all the default supported inputs for ease of use.
  105919. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105920. */
  105921. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  105922. /**
  105923. * Instantiates a new FollowCameraInputsManager.
  105924. * @param camera Defines the camera the inputs belong to
  105925. */
  105926. constructor(camera: FollowCamera);
  105927. /**
  105928. * Add keyboard input support to the input manager.
  105929. * @returns the current input manager
  105930. */
  105931. addKeyboard(): FollowCameraInputsManager;
  105932. /**
  105933. * Add mouse wheel input support to the input manager.
  105934. * @returns the current input manager
  105935. */
  105936. addMouseWheel(): FollowCameraInputsManager;
  105937. /**
  105938. * Add pointers input support to the input manager.
  105939. * @returns the current input manager
  105940. */
  105941. addPointers(): FollowCameraInputsManager;
  105942. /**
  105943. * Add orientation input support to the input manager.
  105944. * @returns the current input manager
  105945. */
  105946. addVRDeviceOrientation(): FollowCameraInputsManager;
  105947. }
  105948. }
  105949. declare module BABYLON {
  105950. /**
  105951. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  105952. * an arc rotate version arcFollowCamera are available.
  105953. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105954. */
  105955. export class FollowCamera extends TargetCamera {
  105956. /**
  105957. * Distance the follow camera should follow an object at
  105958. */
  105959. radius: number;
  105960. /**
  105961. * Minimum allowed distance of the camera to the axis of rotation
  105962. * (The camera can not get closer).
  105963. * This can help limiting how the Camera is able to move in the scene.
  105964. */
  105965. lowerRadiusLimit: Nullable<number>;
  105966. /**
  105967. * Maximum allowed distance of the camera to the axis of rotation
  105968. * (The camera can not get further).
  105969. * This can help limiting how the Camera is able to move in the scene.
  105970. */
  105971. upperRadiusLimit: Nullable<number>;
  105972. /**
  105973. * Define a rotation offset between the camera and the object it follows
  105974. */
  105975. rotationOffset: number;
  105976. /**
  105977. * Minimum allowed angle to camera position relative to target object.
  105978. * This can help limiting how the Camera is able to move in the scene.
  105979. */
  105980. lowerRotationOffsetLimit: Nullable<number>;
  105981. /**
  105982. * Maximum allowed angle to camera position relative to target object.
  105983. * This can help limiting how the Camera is able to move in the scene.
  105984. */
  105985. upperRotationOffsetLimit: Nullable<number>;
  105986. /**
  105987. * Define a height offset between the camera and the object it follows.
  105988. * It can help following an object from the top (like a car chaing a plane)
  105989. */
  105990. heightOffset: number;
  105991. /**
  105992. * Minimum allowed height of camera position relative to target object.
  105993. * This can help limiting how the Camera is able to move in the scene.
  105994. */
  105995. lowerHeightOffsetLimit: Nullable<number>;
  105996. /**
  105997. * Maximum allowed height of camera position relative to target object.
  105998. * This can help limiting how the Camera is able to move in the scene.
  105999. */
  106000. upperHeightOffsetLimit: Nullable<number>;
  106001. /**
  106002. * Define how fast the camera can accelerate to follow it s target.
  106003. */
  106004. cameraAcceleration: number;
  106005. /**
  106006. * Define the speed limit of the camera following an object.
  106007. */
  106008. maxCameraSpeed: number;
  106009. /**
  106010. * Define the target of the camera.
  106011. */
  106012. lockedTarget: Nullable<AbstractMesh>;
  106013. /**
  106014. * Defines the input associated with the camera.
  106015. */
  106016. inputs: FollowCameraInputsManager;
  106017. /**
  106018. * Instantiates the follow camera.
  106019. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106020. * @param name Define the name of the camera in the scene
  106021. * @param position Define the position of the camera
  106022. * @param scene Define the scene the camera belong to
  106023. * @param lockedTarget Define the target of the camera
  106024. */
  106025. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  106026. private _follow;
  106027. /**
  106028. * Attached controls to the current camera.
  106029. * @param element Defines the element the controls should be listened from
  106030. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106031. */
  106032. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106033. /**
  106034. * Detach the current controls from the camera.
  106035. * The camera will stop reacting to inputs.
  106036. * @param element Defines the element to stop listening the inputs from
  106037. */
  106038. detachControl(element: HTMLElement): void;
  106039. /** @hidden */
  106040. _checkInputs(): void;
  106041. private _checkLimits;
  106042. /**
  106043. * Gets the camera class name.
  106044. * @returns the class name
  106045. */
  106046. getClassName(): string;
  106047. }
  106048. /**
  106049. * Arc Rotate version of the follow camera.
  106050. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  106051. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106052. */
  106053. export class ArcFollowCamera extends TargetCamera {
  106054. /** The longitudinal angle of the camera */
  106055. alpha: number;
  106056. /** The latitudinal angle of the camera */
  106057. beta: number;
  106058. /** The radius of the camera from its target */
  106059. radius: number;
  106060. /** Define the camera target (the messh it should follow) */
  106061. target: Nullable<AbstractMesh>;
  106062. private _cartesianCoordinates;
  106063. /**
  106064. * Instantiates a new ArcFollowCamera
  106065. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106066. * @param name Define the name of the camera
  106067. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  106068. * @param beta Define the rotation angle of the camera around the elevation axis
  106069. * @param radius Define the radius of the camera from its target point
  106070. * @param target Define the target of the camera
  106071. * @param scene Define the scene the camera belongs to
  106072. */
  106073. constructor(name: string,
  106074. /** The longitudinal angle of the camera */
  106075. alpha: number,
  106076. /** The latitudinal angle of the camera */
  106077. beta: number,
  106078. /** The radius of the camera from its target */
  106079. radius: number,
  106080. /** Define the camera target (the messh it should follow) */
  106081. target: Nullable<AbstractMesh>, scene: Scene);
  106082. private _follow;
  106083. /** @hidden */
  106084. _checkInputs(): void;
  106085. /**
  106086. * Returns the class name of the object.
  106087. * It is mostly used internally for serialization purposes.
  106088. */
  106089. getClassName(): string;
  106090. }
  106091. }
  106092. declare module BABYLON {
  106093. /**
  106094. * Manage the keyboard inputs to control the movement of a follow camera.
  106095. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106096. */
  106097. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  106098. /**
  106099. * Defines the camera the input is attached to.
  106100. */
  106101. camera: FollowCamera;
  106102. /**
  106103. * Defines the list of key codes associated with the up action (increase heightOffset)
  106104. */
  106105. keysHeightOffsetIncr: number[];
  106106. /**
  106107. * Defines the list of key codes associated with the down action (decrease heightOffset)
  106108. */
  106109. keysHeightOffsetDecr: number[];
  106110. /**
  106111. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  106112. */
  106113. keysHeightOffsetModifierAlt: boolean;
  106114. /**
  106115. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  106116. */
  106117. keysHeightOffsetModifierCtrl: boolean;
  106118. /**
  106119. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  106120. */
  106121. keysHeightOffsetModifierShift: boolean;
  106122. /**
  106123. * Defines the list of key codes associated with the left action (increase rotationOffset)
  106124. */
  106125. keysRotationOffsetIncr: number[];
  106126. /**
  106127. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  106128. */
  106129. keysRotationOffsetDecr: number[];
  106130. /**
  106131. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  106132. */
  106133. keysRotationOffsetModifierAlt: boolean;
  106134. /**
  106135. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  106136. */
  106137. keysRotationOffsetModifierCtrl: boolean;
  106138. /**
  106139. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  106140. */
  106141. keysRotationOffsetModifierShift: boolean;
  106142. /**
  106143. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  106144. */
  106145. keysRadiusIncr: number[];
  106146. /**
  106147. * Defines the list of key codes associated with the zoom-out action (increase radius)
  106148. */
  106149. keysRadiusDecr: number[];
  106150. /**
  106151. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  106152. */
  106153. keysRadiusModifierAlt: boolean;
  106154. /**
  106155. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  106156. */
  106157. keysRadiusModifierCtrl: boolean;
  106158. /**
  106159. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  106160. */
  106161. keysRadiusModifierShift: boolean;
  106162. /**
  106163. * Defines the rate of change of heightOffset.
  106164. */
  106165. heightSensibility: number;
  106166. /**
  106167. * Defines the rate of change of rotationOffset.
  106168. */
  106169. rotationSensibility: number;
  106170. /**
  106171. * Defines the rate of change of radius.
  106172. */
  106173. radiusSensibility: number;
  106174. private _keys;
  106175. private _ctrlPressed;
  106176. private _altPressed;
  106177. private _shiftPressed;
  106178. private _onCanvasBlurObserver;
  106179. private _onKeyboardObserver;
  106180. private _engine;
  106181. private _scene;
  106182. /**
  106183. * Attach the input controls to a specific dom element to get the input from.
  106184. * @param element Defines the element the controls should be listened from
  106185. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106186. */
  106187. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106188. /**
  106189. * Detach the current controls from the specified dom element.
  106190. * @param element Defines the element to stop listening the inputs from
  106191. */
  106192. detachControl(element: Nullable<HTMLElement>): void;
  106193. /**
  106194. * Update the current camera state depending on the inputs that have been used this frame.
  106195. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106196. */
  106197. checkInputs(): void;
  106198. /**
  106199. * Gets the class name of the current input.
  106200. * @returns the class name
  106201. */
  106202. getClassName(): string;
  106203. /**
  106204. * Get the friendly name associated with the input class.
  106205. * @returns the input friendly name
  106206. */
  106207. getSimpleName(): string;
  106208. /**
  106209. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106210. * allow modification of the heightOffset value.
  106211. */
  106212. private _modifierHeightOffset;
  106213. /**
  106214. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106215. * allow modification of the rotationOffset value.
  106216. */
  106217. private _modifierRotationOffset;
  106218. /**
  106219. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106220. * allow modification of the radius value.
  106221. */
  106222. private _modifierRadius;
  106223. }
  106224. }
  106225. declare module BABYLON {
  106226. interface FreeCameraInputsManager {
  106227. /**
  106228. * @hidden
  106229. */
  106230. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  106231. /**
  106232. * Add orientation input support to the input manager.
  106233. * @returns the current input manager
  106234. */
  106235. addDeviceOrientation(): FreeCameraInputsManager;
  106236. }
  106237. /**
  106238. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106239. * Screen rotation is taken into account.
  106240. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106241. */
  106242. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  106243. private _camera;
  106244. private _screenOrientationAngle;
  106245. private _constantTranform;
  106246. private _screenQuaternion;
  106247. private _alpha;
  106248. private _beta;
  106249. private _gamma;
  106250. /**
  106251. * Can be used to detect if a device orientation sensor is availible on a device
  106252. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  106253. * @returns a promise that will resolve on orientation change
  106254. */
  106255. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  106256. /**
  106257. * @hidden
  106258. */
  106259. _onDeviceOrientationChangedObservable: Observable<void>;
  106260. /**
  106261. * Instantiates a new input
  106262. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106263. */
  106264. constructor();
  106265. /**
  106266. * Define the camera controlled by the input.
  106267. */
  106268. camera: FreeCamera;
  106269. /**
  106270. * Attach the input controls to a specific dom element to get the input from.
  106271. * @param element Defines the element the controls should be listened from
  106272. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106273. */
  106274. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106275. private _orientationChanged;
  106276. private _deviceOrientation;
  106277. /**
  106278. * Detach the current controls from the specified dom element.
  106279. * @param element Defines the element to stop listening the inputs from
  106280. */
  106281. detachControl(element: Nullable<HTMLElement>): void;
  106282. /**
  106283. * Update the current camera state depending on the inputs that have been used this frame.
  106284. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106285. */
  106286. checkInputs(): void;
  106287. /**
  106288. * Gets the class name of the current intput.
  106289. * @returns the class name
  106290. */
  106291. getClassName(): string;
  106292. /**
  106293. * Get the friendly name associated with the input class.
  106294. * @returns the input friendly name
  106295. */
  106296. getSimpleName(): string;
  106297. }
  106298. }
  106299. declare module BABYLON {
  106300. /**
  106301. * Manage the gamepad inputs to control a free camera.
  106302. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106303. */
  106304. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  106305. /**
  106306. * Define the camera the input is attached to.
  106307. */
  106308. camera: FreeCamera;
  106309. /**
  106310. * Define the Gamepad controlling the input
  106311. */
  106312. gamepad: Nullable<Gamepad>;
  106313. /**
  106314. * Defines the gamepad rotation sensiblity.
  106315. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106316. */
  106317. gamepadAngularSensibility: number;
  106318. /**
  106319. * Defines the gamepad move sensiblity.
  106320. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106321. */
  106322. gamepadMoveSensibility: number;
  106323. private _yAxisScale;
  106324. /**
  106325. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106326. */
  106327. invertYAxis: boolean;
  106328. private _onGamepadConnectedObserver;
  106329. private _onGamepadDisconnectedObserver;
  106330. private _cameraTransform;
  106331. private _deltaTransform;
  106332. private _vector3;
  106333. private _vector2;
  106334. /**
  106335. * Attach the input controls to a specific dom element to get the input from.
  106336. * @param element Defines the element the controls should be listened from
  106337. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106338. */
  106339. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106340. /**
  106341. * Detach the current controls from the specified dom element.
  106342. * @param element Defines the element to stop listening the inputs from
  106343. */
  106344. detachControl(element: Nullable<HTMLElement>): void;
  106345. /**
  106346. * Update the current camera state depending on the inputs that have been used this frame.
  106347. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106348. */
  106349. checkInputs(): void;
  106350. /**
  106351. * Gets the class name of the current intput.
  106352. * @returns the class name
  106353. */
  106354. getClassName(): string;
  106355. /**
  106356. * Get the friendly name associated with the input class.
  106357. * @returns the input friendly name
  106358. */
  106359. getSimpleName(): string;
  106360. }
  106361. }
  106362. declare module BABYLON {
  106363. /**
  106364. * Defines the potential axis of a Joystick
  106365. */
  106366. export enum JoystickAxis {
  106367. /** X axis */
  106368. X = 0,
  106369. /** Y axis */
  106370. Y = 1,
  106371. /** Z axis */
  106372. Z = 2
  106373. }
  106374. /**
  106375. * Class used to define virtual joystick (used in touch mode)
  106376. */
  106377. export class VirtualJoystick {
  106378. /**
  106379. * Gets or sets a boolean indicating that left and right values must be inverted
  106380. */
  106381. reverseLeftRight: boolean;
  106382. /**
  106383. * Gets or sets a boolean indicating that up and down values must be inverted
  106384. */
  106385. reverseUpDown: boolean;
  106386. /**
  106387. * Gets the offset value for the position (ie. the change of the position value)
  106388. */
  106389. deltaPosition: Vector3;
  106390. /**
  106391. * Gets a boolean indicating if the virtual joystick was pressed
  106392. */
  106393. pressed: boolean;
  106394. /**
  106395. * Canvas the virtual joystick will render onto, default z-index of this is 5
  106396. */
  106397. static Canvas: Nullable<HTMLCanvasElement>;
  106398. private static _globalJoystickIndex;
  106399. private static vjCanvasContext;
  106400. private static vjCanvasWidth;
  106401. private static vjCanvasHeight;
  106402. private static halfWidth;
  106403. private _action;
  106404. private _axisTargetedByLeftAndRight;
  106405. private _axisTargetedByUpAndDown;
  106406. private _joystickSensibility;
  106407. private _inversedSensibility;
  106408. private _joystickPointerID;
  106409. private _joystickColor;
  106410. private _joystickPointerPos;
  106411. private _joystickPreviousPointerPos;
  106412. private _joystickPointerStartPos;
  106413. private _deltaJoystickVector;
  106414. private _leftJoystick;
  106415. private _touches;
  106416. private _onPointerDownHandlerRef;
  106417. private _onPointerMoveHandlerRef;
  106418. private _onPointerUpHandlerRef;
  106419. private _onResize;
  106420. /**
  106421. * Creates a new virtual joystick
  106422. * @param leftJoystick defines that the joystick is for left hand (false by default)
  106423. */
  106424. constructor(leftJoystick?: boolean);
  106425. /**
  106426. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  106427. * @param newJoystickSensibility defines the new sensibility
  106428. */
  106429. setJoystickSensibility(newJoystickSensibility: number): void;
  106430. private _onPointerDown;
  106431. private _onPointerMove;
  106432. private _onPointerUp;
  106433. /**
  106434. * Change the color of the virtual joystick
  106435. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  106436. */
  106437. setJoystickColor(newColor: string): void;
  106438. /**
  106439. * Defines a callback to call when the joystick is touched
  106440. * @param action defines the callback
  106441. */
  106442. setActionOnTouch(action: () => any): void;
  106443. /**
  106444. * Defines which axis you'd like to control for left & right
  106445. * @param axis defines the axis to use
  106446. */
  106447. setAxisForLeftRight(axis: JoystickAxis): void;
  106448. /**
  106449. * Defines which axis you'd like to control for up & down
  106450. * @param axis defines the axis to use
  106451. */
  106452. setAxisForUpDown(axis: JoystickAxis): void;
  106453. private _drawVirtualJoystick;
  106454. /**
  106455. * Release internal HTML canvas
  106456. */
  106457. releaseCanvas(): void;
  106458. }
  106459. }
  106460. declare module BABYLON {
  106461. interface FreeCameraInputsManager {
  106462. /**
  106463. * Add virtual joystick input support to the input manager.
  106464. * @returns the current input manager
  106465. */
  106466. addVirtualJoystick(): FreeCameraInputsManager;
  106467. }
  106468. /**
  106469. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  106470. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106471. */
  106472. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  106473. /**
  106474. * Defines the camera the input is attached to.
  106475. */
  106476. camera: FreeCamera;
  106477. private _leftjoystick;
  106478. private _rightjoystick;
  106479. /**
  106480. * Gets the left stick of the virtual joystick.
  106481. * @returns The virtual Joystick
  106482. */
  106483. getLeftJoystick(): VirtualJoystick;
  106484. /**
  106485. * Gets the right stick of the virtual joystick.
  106486. * @returns The virtual Joystick
  106487. */
  106488. getRightJoystick(): VirtualJoystick;
  106489. /**
  106490. * Update the current camera state depending on the inputs that have been used this frame.
  106491. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106492. */
  106493. checkInputs(): void;
  106494. /**
  106495. * Attach the input controls to a specific dom element to get the input from.
  106496. * @param element Defines the element the controls should be listened from
  106497. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106498. */
  106499. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106500. /**
  106501. * Detach the current controls from the specified dom element.
  106502. * @param element Defines the element to stop listening the inputs from
  106503. */
  106504. detachControl(element: Nullable<HTMLElement>): void;
  106505. /**
  106506. * Gets the class name of the current intput.
  106507. * @returns the class name
  106508. */
  106509. getClassName(): string;
  106510. /**
  106511. * Get the friendly name associated with the input class.
  106512. * @returns the input friendly name
  106513. */
  106514. getSimpleName(): string;
  106515. }
  106516. }
  106517. declare module BABYLON {
  106518. /**
  106519. * This represents a FPS type of camera controlled by touch.
  106520. * This is like a universal camera minus the Gamepad controls.
  106521. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106522. */
  106523. export class TouchCamera extends FreeCamera {
  106524. /**
  106525. * Defines the touch sensibility for rotation.
  106526. * The higher the faster.
  106527. */
  106528. touchAngularSensibility: number;
  106529. /**
  106530. * Defines the touch sensibility for move.
  106531. * The higher the faster.
  106532. */
  106533. touchMoveSensibility: number;
  106534. /**
  106535. * Instantiates a new touch camera.
  106536. * This represents a FPS type of camera controlled by touch.
  106537. * This is like a universal camera minus the Gamepad controls.
  106538. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106539. * @param name Define the name of the camera in the scene
  106540. * @param position Define the start position of the camera in the scene
  106541. * @param scene Define the scene the camera belongs to
  106542. */
  106543. constructor(name: string, position: Vector3, scene: Scene);
  106544. /**
  106545. * Gets the current object class name.
  106546. * @return the class name
  106547. */
  106548. getClassName(): string;
  106549. /** @hidden */
  106550. _setupInputs(): void;
  106551. }
  106552. }
  106553. declare module BABYLON {
  106554. /**
  106555. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106556. * being tilted forward or back and left or right.
  106557. */
  106558. export class DeviceOrientationCamera extends FreeCamera {
  106559. private _initialQuaternion;
  106560. private _quaternionCache;
  106561. private _tmpDragQuaternion;
  106562. private _disablePointerInputWhenUsingDeviceOrientation;
  106563. /**
  106564. * Creates a new device orientation camera
  106565. * @param name The name of the camera
  106566. * @param position The start position camera
  106567. * @param scene The scene the camera belongs to
  106568. */
  106569. constructor(name: string, position: Vector3, scene: Scene);
  106570. /**
  106571. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  106572. */
  106573. disablePointerInputWhenUsingDeviceOrientation: boolean;
  106574. private _dragFactor;
  106575. /**
  106576. * Enabled turning on the y axis when the orientation sensor is active
  106577. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  106578. */
  106579. enableHorizontalDragging(dragFactor?: number): void;
  106580. /**
  106581. * Gets the current instance class name ("DeviceOrientationCamera").
  106582. * This helps avoiding instanceof at run time.
  106583. * @returns the class name
  106584. */
  106585. getClassName(): string;
  106586. /**
  106587. * @hidden
  106588. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106589. */
  106590. _checkInputs(): void;
  106591. /**
  106592. * Reset the camera to its default orientation on the specified axis only.
  106593. * @param axis The axis to reset
  106594. */
  106595. resetToCurrentRotation(axis?: Axis): void;
  106596. }
  106597. }
  106598. declare module BABYLON {
  106599. /**
  106600. * Defines supported buttons for XBox360 compatible gamepads
  106601. */
  106602. export enum Xbox360Button {
  106603. /** A */
  106604. A = 0,
  106605. /** B */
  106606. B = 1,
  106607. /** X */
  106608. X = 2,
  106609. /** Y */
  106610. Y = 3,
  106611. /** Start */
  106612. Start = 4,
  106613. /** Back */
  106614. Back = 5,
  106615. /** Left button */
  106616. LB = 6,
  106617. /** Right button */
  106618. RB = 7,
  106619. /** Left stick */
  106620. LeftStick = 8,
  106621. /** Right stick */
  106622. RightStick = 9
  106623. }
  106624. /** Defines values for XBox360 DPad */
  106625. export enum Xbox360Dpad {
  106626. /** Up */
  106627. Up = 0,
  106628. /** Down */
  106629. Down = 1,
  106630. /** Left */
  106631. Left = 2,
  106632. /** Right */
  106633. Right = 3
  106634. }
  106635. /**
  106636. * Defines a XBox360 gamepad
  106637. */
  106638. export class Xbox360Pad extends Gamepad {
  106639. private _leftTrigger;
  106640. private _rightTrigger;
  106641. private _onlefttriggerchanged;
  106642. private _onrighttriggerchanged;
  106643. private _onbuttondown;
  106644. private _onbuttonup;
  106645. private _ondpaddown;
  106646. private _ondpadup;
  106647. /** Observable raised when a button is pressed */
  106648. onButtonDownObservable: Observable<Xbox360Button>;
  106649. /** Observable raised when a button is released */
  106650. onButtonUpObservable: Observable<Xbox360Button>;
  106651. /** Observable raised when a pad is pressed */
  106652. onPadDownObservable: Observable<Xbox360Dpad>;
  106653. /** Observable raised when a pad is released */
  106654. onPadUpObservable: Observable<Xbox360Dpad>;
  106655. private _buttonA;
  106656. private _buttonB;
  106657. private _buttonX;
  106658. private _buttonY;
  106659. private _buttonBack;
  106660. private _buttonStart;
  106661. private _buttonLB;
  106662. private _buttonRB;
  106663. private _buttonLeftStick;
  106664. private _buttonRightStick;
  106665. private _dPadUp;
  106666. private _dPadDown;
  106667. private _dPadLeft;
  106668. private _dPadRight;
  106669. private _isXboxOnePad;
  106670. /**
  106671. * Creates a new XBox360 gamepad object
  106672. * @param id defines the id of this gamepad
  106673. * @param index defines its index
  106674. * @param gamepad defines the internal HTML gamepad object
  106675. * @param xboxOne defines if it is a XBox One gamepad
  106676. */
  106677. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  106678. /**
  106679. * Defines the callback to call when left trigger is pressed
  106680. * @param callback defines the callback to use
  106681. */
  106682. onlefttriggerchanged(callback: (value: number) => void): void;
  106683. /**
  106684. * Defines the callback to call when right trigger is pressed
  106685. * @param callback defines the callback to use
  106686. */
  106687. onrighttriggerchanged(callback: (value: number) => void): void;
  106688. /**
  106689. * Gets the left trigger value
  106690. */
  106691. /**
  106692. * Sets the left trigger value
  106693. */
  106694. leftTrigger: number;
  106695. /**
  106696. * Gets the right trigger value
  106697. */
  106698. /**
  106699. * Sets the right trigger value
  106700. */
  106701. rightTrigger: number;
  106702. /**
  106703. * Defines the callback to call when a button is pressed
  106704. * @param callback defines the callback to use
  106705. */
  106706. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  106707. /**
  106708. * Defines the callback to call when a button is released
  106709. * @param callback defines the callback to use
  106710. */
  106711. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  106712. /**
  106713. * Defines the callback to call when a pad is pressed
  106714. * @param callback defines the callback to use
  106715. */
  106716. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  106717. /**
  106718. * Defines the callback to call when a pad is released
  106719. * @param callback defines the callback to use
  106720. */
  106721. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  106722. private _setButtonValue;
  106723. private _setDPadValue;
  106724. /**
  106725. * Gets the value of the `A` button
  106726. */
  106727. /**
  106728. * Sets the value of the `A` button
  106729. */
  106730. buttonA: number;
  106731. /**
  106732. * Gets the value of the `B` button
  106733. */
  106734. /**
  106735. * Sets the value of the `B` button
  106736. */
  106737. buttonB: number;
  106738. /**
  106739. * Gets the value of the `X` button
  106740. */
  106741. /**
  106742. * Sets the value of the `X` button
  106743. */
  106744. buttonX: number;
  106745. /**
  106746. * Gets the value of the `Y` button
  106747. */
  106748. /**
  106749. * Sets the value of the `Y` button
  106750. */
  106751. buttonY: number;
  106752. /**
  106753. * Gets the value of the `Start` button
  106754. */
  106755. /**
  106756. * Sets the value of the `Start` button
  106757. */
  106758. buttonStart: number;
  106759. /**
  106760. * Gets the value of the `Back` button
  106761. */
  106762. /**
  106763. * Sets the value of the `Back` button
  106764. */
  106765. buttonBack: number;
  106766. /**
  106767. * Gets the value of the `Left` button
  106768. */
  106769. /**
  106770. * Sets the value of the `Left` button
  106771. */
  106772. buttonLB: number;
  106773. /**
  106774. * Gets the value of the `Right` button
  106775. */
  106776. /**
  106777. * Sets the value of the `Right` button
  106778. */
  106779. buttonRB: number;
  106780. /**
  106781. * Gets the value of the Left joystick
  106782. */
  106783. /**
  106784. * Sets the value of the Left joystick
  106785. */
  106786. buttonLeftStick: number;
  106787. /**
  106788. * Gets the value of the Right joystick
  106789. */
  106790. /**
  106791. * Sets the value of the Right joystick
  106792. */
  106793. buttonRightStick: number;
  106794. /**
  106795. * Gets the value of D-pad up
  106796. */
  106797. /**
  106798. * Sets the value of D-pad up
  106799. */
  106800. dPadUp: number;
  106801. /**
  106802. * Gets the value of D-pad down
  106803. */
  106804. /**
  106805. * Sets the value of D-pad down
  106806. */
  106807. dPadDown: number;
  106808. /**
  106809. * Gets the value of D-pad left
  106810. */
  106811. /**
  106812. * Sets the value of D-pad left
  106813. */
  106814. dPadLeft: number;
  106815. /**
  106816. * Gets the value of D-pad right
  106817. */
  106818. /**
  106819. * Sets the value of D-pad right
  106820. */
  106821. dPadRight: number;
  106822. /**
  106823. * Force the gamepad to synchronize with device values
  106824. */
  106825. update(): void;
  106826. /**
  106827. * Disposes the gamepad
  106828. */
  106829. dispose(): void;
  106830. }
  106831. }
  106832. declare module BABYLON {
  106833. /**
  106834. * Defines supported buttons for DualShock compatible gamepads
  106835. */
  106836. export enum DualShockButton {
  106837. /** Cross */
  106838. Cross = 0,
  106839. /** Circle */
  106840. Circle = 1,
  106841. /** Square */
  106842. Square = 2,
  106843. /** Triangle */
  106844. Triangle = 3,
  106845. /** Options */
  106846. Options = 4,
  106847. /** Share */
  106848. Share = 5,
  106849. /** L1 */
  106850. L1 = 6,
  106851. /** R1 */
  106852. R1 = 7,
  106853. /** Left stick */
  106854. LeftStick = 8,
  106855. /** Right stick */
  106856. RightStick = 9
  106857. }
  106858. /** Defines values for DualShock DPad */
  106859. export enum DualShockDpad {
  106860. /** Up */
  106861. Up = 0,
  106862. /** Down */
  106863. Down = 1,
  106864. /** Left */
  106865. Left = 2,
  106866. /** Right */
  106867. Right = 3
  106868. }
  106869. /**
  106870. * Defines a DualShock gamepad
  106871. */
  106872. export class DualShockPad extends Gamepad {
  106873. private _leftTrigger;
  106874. private _rightTrigger;
  106875. private _onlefttriggerchanged;
  106876. private _onrighttriggerchanged;
  106877. private _onbuttondown;
  106878. private _onbuttonup;
  106879. private _ondpaddown;
  106880. private _ondpadup;
  106881. /** Observable raised when a button is pressed */
  106882. onButtonDownObservable: Observable<DualShockButton>;
  106883. /** Observable raised when a button is released */
  106884. onButtonUpObservable: Observable<DualShockButton>;
  106885. /** Observable raised when a pad is pressed */
  106886. onPadDownObservable: Observable<DualShockDpad>;
  106887. /** Observable raised when a pad is released */
  106888. onPadUpObservable: Observable<DualShockDpad>;
  106889. private _buttonCross;
  106890. private _buttonCircle;
  106891. private _buttonSquare;
  106892. private _buttonTriangle;
  106893. private _buttonShare;
  106894. private _buttonOptions;
  106895. private _buttonL1;
  106896. private _buttonR1;
  106897. private _buttonLeftStick;
  106898. private _buttonRightStick;
  106899. private _dPadUp;
  106900. private _dPadDown;
  106901. private _dPadLeft;
  106902. private _dPadRight;
  106903. /**
  106904. * Creates a new DualShock gamepad object
  106905. * @param id defines the id of this gamepad
  106906. * @param index defines its index
  106907. * @param gamepad defines the internal HTML gamepad object
  106908. */
  106909. constructor(id: string, index: number, gamepad: any);
  106910. /**
  106911. * Defines the callback to call when left trigger is pressed
  106912. * @param callback defines the callback to use
  106913. */
  106914. onlefttriggerchanged(callback: (value: number) => void): void;
  106915. /**
  106916. * Defines the callback to call when right trigger is pressed
  106917. * @param callback defines the callback to use
  106918. */
  106919. onrighttriggerchanged(callback: (value: number) => void): void;
  106920. /**
  106921. * Gets the left trigger value
  106922. */
  106923. /**
  106924. * Sets the left trigger value
  106925. */
  106926. leftTrigger: number;
  106927. /**
  106928. * Gets the right trigger value
  106929. */
  106930. /**
  106931. * Sets the right trigger value
  106932. */
  106933. rightTrigger: number;
  106934. /**
  106935. * Defines the callback to call when a button is pressed
  106936. * @param callback defines the callback to use
  106937. */
  106938. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  106939. /**
  106940. * Defines the callback to call when a button is released
  106941. * @param callback defines the callback to use
  106942. */
  106943. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  106944. /**
  106945. * Defines the callback to call when a pad is pressed
  106946. * @param callback defines the callback to use
  106947. */
  106948. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  106949. /**
  106950. * Defines the callback to call when a pad is released
  106951. * @param callback defines the callback to use
  106952. */
  106953. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  106954. private _setButtonValue;
  106955. private _setDPadValue;
  106956. /**
  106957. * Gets the value of the `Cross` button
  106958. */
  106959. /**
  106960. * Sets the value of the `Cross` button
  106961. */
  106962. buttonCross: number;
  106963. /**
  106964. * Gets the value of the `Circle` button
  106965. */
  106966. /**
  106967. * Sets the value of the `Circle` button
  106968. */
  106969. buttonCircle: number;
  106970. /**
  106971. * Gets the value of the `Square` button
  106972. */
  106973. /**
  106974. * Sets the value of the `Square` button
  106975. */
  106976. buttonSquare: number;
  106977. /**
  106978. * Gets the value of the `Triangle` button
  106979. */
  106980. /**
  106981. * Sets the value of the `Triangle` button
  106982. */
  106983. buttonTriangle: number;
  106984. /**
  106985. * Gets the value of the `Options` button
  106986. */
  106987. /**
  106988. * Sets the value of the `Options` button
  106989. */
  106990. buttonOptions: number;
  106991. /**
  106992. * Gets the value of the `Share` button
  106993. */
  106994. /**
  106995. * Sets the value of the `Share` button
  106996. */
  106997. buttonShare: number;
  106998. /**
  106999. * Gets the value of the `L1` button
  107000. */
  107001. /**
  107002. * Sets the value of the `L1` button
  107003. */
  107004. buttonL1: number;
  107005. /**
  107006. * Gets the value of the `R1` button
  107007. */
  107008. /**
  107009. * Sets the value of the `R1` button
  107010. */
  107011. buttonR1: number;
  107012. /**
  107013. * Gets the value of the Left joystick
  107014. */
  107015. /**
  107016. * Sets the value of the Left joystick
  107017. */
  107018. buttonLeftStick: number;
  107019. /**
  107020. * Gets the value of the Right joystick
  107021. */
  107022. /**
  107023. * Sets the value of the Right joystick
  107024. */
  107025. buttonRightStick: number;
  107026. /**
  107027. * Gets the value of D-pad up
  107028. */
  107029. /**
  107030. * Sets the value of D-pad up
  107031. */
  107032. dPadUp: number;
  107033. /**
  107034. * Gets the value of D-pad down
  107035. */
  107036. /**
  107037. * Sets the value of D-pad down
  107038. */
  107039. dPadDown: number;
  107040. /**
  107041. * Gets the value of D-pad left
  107042. */
  107043. /**
  107044. * Sets the value of D-pad left
  107045. */
  107046. dPadLeft: number;
  107047. /**
  107048. * Gets the value of D-pad right
  107049. */
  107050. /**
  107051. * Sets the value of D-pad right
  107052. */
  107053. dPadRight: number;
  107054. /**
  107055. * Force the gamepad to synchronize with device values
  107056. */
  107057. update(): void;
  107058. /**
  107059. * Disposes the gamepad
  107060. */
  107061. dispose(): void;
  107062. }
  107063. }
  107064. declare module BABYLON {
  107065. /**
  107066. * Manager for handling gamepads
  107067. */
  107068. export class GamepadManager {
  107069. private _scene?;
  107070. private _babylonGamepads;
  107071. private _oneGamepadConnected;
  107072. /** @hidden */
  107073. _isMonitoring: boolean;
  107074. private _gamepadEventSupported;
  107075. private _gamepadSupport;
  107076. /**
  107077. * observable to be triggered when the gamepad controller has been connected
  107078. */
  107079. onGamepadConnectedObservable: Observable<Gamepad>;
  107080. /**
  107081. * observable to be triggered when the gamepad controller has been disconnected
  107082. */
  107083. onGamepadDisconnectedObservable: Observable<Gamepad>;
  107084. private _onGamepadConnectedEvent;
  107085. private _onGamepadDisconnectedEvent;
  107086. /**
  107087. * Initializes the gamepad manager
  107088. * @param _scene BabylonJS scene
  107089. */
  107090. constructor(_scene?: Scene | undefined);
  107091. /**
  107092. * The gamepads in the game pad manager
  107093. */
  107094. readonly gamepads: Gamepad[];
  107095. /**
  107096. * Get the gamepad controllers based on type
  107097. * @param type The type of gamepad controller
  107098. * @returns Nullable gamepad
  107099. */
  107100. getGamepadByType(type?: number): Nullable<Gamepad>;
  107101. /**
  107102. * Disposes the gamepad manager
  107103. */
  107104. dispose(): void;
  107105. private _addNewGamepad;
  107106. private _startMonitoringGamepads;
  107107. private _stopMonitoringGamepads;
  107108. /** @hidden */
  107109. _checkGamepadsStatus(): void;
  107110. private _updateGamepadObjects;
  107111. }
  107112. }
  107113. declare module BABYLON {
  107114. interface Scene {
  107115. /** @hidden */
  107116. _gamepadManager: Nullable<GamepadManager>;
  107117. /**
  107118. * Gets the gamepad manager associated with the scene
  107119. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  107120. */
  107121. gamepadManager: GamepadManager;
  107122. }
  107123. /**
  107124. * Interface representing a free camera inputs manager
  107125. */
  107126. interface FreeCameraInputsManager {
  107127. /**
  107128. * Adds gamepad input support to the FreeCameraInputsManager.
  107129. * @returns the FreeCameraInputsManager
  107130. */
  107131. addGamepad(): FreeCameraInputsManager;
  107132. }
  107133. /**
  107134. * Interface representing an arc rotate camera inputs manager
  107135. */
  107136. interface ArcRotateCameraInputsManager {
  107137. /**
  107138. * Adds gamepad input support to the ArcRotateCamera InputManager.
  107139. * @returns the camera inputs manager
  107140. */
  107141. addGamepad(): ArcRotateCameraInputsManager;
  107142. }
  107143. /**
  107144. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  107145. */
  107146. export class GamepadSystemSceneComponent implements ISceneComponent {
  107147. /**
  107148. * The component name helpfull to identify the component in the list of scene components.
  107149. */
  107150. readonly name: string;
  107151. /**
  107152. * The scene the component belongs to.
  107153. */
  107154. scene: Scene;
  107155. /**
  107156. * Creates a new instance of the component for the given scene
  107157. * @param scene Defines the scene to register the component in
  107158. */
  107159. constructor(scene: Scene);
  107160. /**
  107161. * Registers the component in a given scene
  107162. */
  107163. register(): void;
  107164. /**
  107165. * Rebuilds the elements related to this component in case of
  107166. * context lost for instance.
  107167. */
  107168. rebuild(): void;
  107169. /**
  107170. * Disposes the component and the associated ressources
  107171. */
  107172. dispose(): void;
  107173. private _beforeCameraUpdate;
  107174. }
  107175. }
  107176. declare module BABYLON {
  107177. /**
  107178. * 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,
  107179. * which still works and will still be found in many Playgrounds.
  107180. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107181. */
  107182. export class UniversalCamera extends TouchCamera {
  107183. /**
  107184. * Defines the gamepad rotation sensiblity.
  107185. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107186. */
  107187. gamepadAngularSensibility: number;
  107188. /**
  107189. * Defines the gamepad move sensiblity.
  107190. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107191. */
  107192. gamepadMoveSensibility: number;
  107193. /**
  107194. * 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,
  107195. * which still works and will still be found in many Playgrounds.
  107196. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107197. * @param name Define the name of the camera in the scene
  107198. * @param position Define the start position of the camera in the scene
  107199. * @param scene Define the scene the camera belongs to
  107200. */
  107201. constructor(name: string, position: Vector3, scene: Scene);
  107202. /**
  107203. * Gets the current object class name.
  107204. * @return the class name
  107205. */
  107206. getClassName(): string;
  107207. }
  107208. }
  107209. declare module BABYLON {
  107210. /**
  107211. * This represents a FPS type of camera. This is only here for back compat purpose.
  107212. * Please use the UniversalCamera instead as both are identical.
  107213. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107214. */
  107215. export class GamepadCamera extends UniversalCamera {
  107216. /**
  107217. * Instantiates a new Gamepad Camera
  107218. * This represents a FPS type of camera. This is only here for back compat purpose.
  107219. * Please use the UniversalCamera instead as both are identical.
  107220. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107221. * @param name Define the name of the camera in the scene
  107222. * @param position Define the start position of the camera in the scene
  107223. * @param scene Define the scene the camera belongs to
  107224. */
  107225. constructor(name: string, position: Vector3, scene: Scene);
  107226. /**
  107227. * Gets the current object class name.
  107228. * @return the class name
  107229. */
  107230. getClassName(): string;
  107231. }
  107232. }
  107233. declare module BABYLON {
  107234. /** @hidden */
  107235. export var passPixelShader: {
  107236. name: string;
  107237. shader: string;
  107238. };
  107239. }
  107240. declare module BABYLON {
  107241. /** @hidden */
  107242. export var passCubePixelShader: {
  107243. name: string;
  107244. shader: string;
  107245. };
  107246. }
  107247. declare module BABYLON {
  107248. /**
  107249. * PassPostProcess which produces an output the same as it's input
  107250. */
  107251. export class PassPostProcess extends PostProcess {
  107252. /**
  107253. * Creates the PassPostProcess
  107254. * @param name The name of the effect.
  107255. * @param options The required width/height ratio to downsize to before computing the render pass.
  107256. * @param camera The camera to apply the render pass to.
  107257. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107258. * @param engine The engine which the post process will be applied. (default: current engine)
  107259. * @param reusable If the post process can be reused on the same frame. (default: false)
  107260. * @param textureType The type of texture to be used when performing the post processing.
  107261. * @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)
  107262. */
  107263. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107264. }
  107265. /**
  107266. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  107267. */
  107268. export class PassCubePostProcess extends PostProcess {
  107269. private _face;
  107270. /**
  107271. * Gets or sets the cube face to display.
  107272. * * 0 is +X
  107273. * * 1 is -X
  107274. * * 2 is +Y
  107275. * * 3 is -Y
  107276. * * 4 is +Z
  107277. * * 5 is -Z
  107278. */
  107279. face: number;
  107280. /**
  107281. * Creates the PassCubePostProcess
  107282. * @param name The name of the effect.
  107283. * @param options The required width/height ratio to downsize to before computing the render pass.
  107284. * @param camera The camera to apply the render pass to.
  107285. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107286. * @param engine The engine which the post process will be applied. (default: current engine)
  107287. * @param reusable If the post process can be reused on the same frame. (default: false)
  107288. * @param textureType The type of texture to be used when performing the post processing.
  107289. * @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)
  107290. */
  107291. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107292. }
  107293. }
  107294. declare module BABYLON {
  107295. /** @hidden */
  107296. export var anaglyphPixelShader: {
  107297. name: string;
  107298. shader: string;
  107299. };
  107300. }
  107301. declare module BABYLON {
  107302. /**
  107303. * Postprocess used to generate anaglyphic rendering
  107304. */
  107305. export class AnaglyphPostProcess extends PostProcess {
  107306. private _passedProcess;
  107307. /**
  107308. * Creates a new AnaglyphPostProcess
  107309. * @param name defines postprocess name
  107310. * @param options defines creation options or target ratio scale
  107311. * @param rigCameras defines cameras using this postprocess
  107312. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  107313. * @param engine defines hosting engine
  107314. * @param reusable defines if the postprocess will be reused multiple times per frame
  107315. */
  107316. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  107317. }
  107318. }
  107319. declare module BABYLON {
  107320. /**
  107321. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  107322. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107323. */
  107324. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  107325. /**
  107326. * Creates a new AnaglyphArcRotateCamera
  107327. * @param name defines camera name
  107328. * @param alpha defines alpha angle (in radians)
  107329. * @param beta defines beta angle (in radians)
  107330. * @param radius defines radius
  107331. * @param target defines camera target
  107332. * @param interaxialDistance defines distance between each color axis
  107333. * @param scene defines the hosting scene
  107334. */
  107335. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  107336. /**
  107337. * Gets camera class name
  107338. * @returns AnaglyphArcRotateCamera
  107339. */
  107340. getClassName(): string;
  107341. }
  107342. }
  107343. declare module BABYLON {
  107344. /**
  107345. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  107346. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107347. */
  107348. export class AnaglyphFreeCamera extends FreeCamera {
  107349. /**
  107350. * Creates a new AnaglyphFreeCamera
  107351. * @param name defines camera name
  107352. * @param position defines initial position
  107353. * @param interaxialDistance defines distance between each color axis
  107354. * @param scene defines the hosting scene
  107355. */
  107356. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107357. /**
  107358. * Gets camera class name
  107359. * @returns AnaglyphFreeCamera
  107360. */
  107361. getClassName(): string;
  107362. }
  107363. }
  107364. declare module BABYLON {
  107365. /**
  107366. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  107367. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107368. */
  107369. export class AnaglyphGamepadCamera extends GamepadCamera {
  107370. /**
  107371. * Creates a new AnaglyphGamepadCamera
  107372. * @param name defines camera name
  107373. * @param position defines initial position
  107374. * @param interaxialDistance defines distance between each color axis
  107375. * @param scene defines the hosting scene
  107376. */
  107377. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107378. /**
  107379. * Gets camera class name
  107380. * @returns AnaglyphGamepadCamera
  107381. */
  107382. getClassName(): string;
  107383. }
  107384. }
  107385. declare module BABYLON {
  107386. /**
  107387. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  107388. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107389. */
  107390. export class AnaglyphUniversalCamera extends UniversalCamera {
  107391. /**
  107392. * Creates a new AnaglyphUniversalCamera
  107393. * @param name defines camera name
  107394. * @param position defines initial position
  107395. * @param interaxialDistance defines distance between each color axis
  107396. * @param scene defines the hosting scene
  107397. */
  107398. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107399. /**
  107400. * Gets camera class name
  107401. * @returns AnaglyphUniversalCamera
  107402. */
  107403. getClassName(): string;
  107404. }
  107405. }
  107406. declare module BABYLON {
  107407. /** @hidden */
  107408. export var stereoscopicInterlacePixelShader: {
  107409. name: string;
  107410. shader: string;
  107411. };
  107412. }
  107413. declare module BABYLON {
  107414. /**
  107415. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  107416. */
  107417. export class StereoscopicInterlacePostProcess extends PostProcess {
  107418. private _stepSize;
  107419. private _passedProcess;
  107420. /**
  107421. * Initializes a StereoscopicInterlacePostProcess
  107422. * @param name The name of the effect.
  107423. * @param rigCameras The rig cameras to be appled to the post process
  107424. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  107425. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107426. * @param engine The engine which the post process will be applied. (default: current engine)
  107427. * @param reusable If the post process can be reused on the same frame. (default: false)
  107428. */
  107429. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  107430. }
  107431. }
  107432. declare module BABYLON {
  107433. /**
  107434. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  107435. * @see http://doc.babylonjs.com/features/cameras
  107436. */
  107437. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  107438. /**
  107439. * Creates a new StereoscopicArcRotateCamera
  107440. * @param name defines camera name
  107441. * @param alpha defines alpha angle (in radians)
  107442. * @param beta defines beta angle (in radians)
  107443. * @param radius defines radius
  107444. * @param target defines camera target
  107445. * @param interaxialDistance defines distance between each color axis
  107446. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107447. * @param scene defines the hosting scene
  107448. */
  107449. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107450. /**
  107451. * Gets camera class name
  107452. * @returns StereoscopicArcRotateCamera
  107453. */
  107454. getClassName(): string;
  107455. }
  107456. }
  107457. declare module BABYLON {
  107458. /**
  107459. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  107460. * @see http://doc.babylonjs.com/features/cameras
  107461. */
  107462. export class StereoscopicFreeCamera extends FreeCamera {
  107463. /**
  107464. * Creates a new StereoscopicFreeCamera
  107465. * @param name defines camera name
  107466. * @param position defines initial position
  107467. * @param interaxialDistance defines distance between each color axis
  107468. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107469. * @param scene defines the hosting scene
  107470. */
  107471. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107472. /**
  107473. * Gets camera class name
  107474. * @returns StereoscopicFreeCamera
  107475. */
  107476. getClassName(): string;
  107477. }
  107478. }
  107479. declare module BABYLON {
  107480. /**
  107481. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  107482. * @see http://doc.babylonjs.com/features/cameras
  107483. */
  107484. export class StereoscopicGamepadCamera extends GamepadCamera {
  107485. /**
  107486. * Creates a new StereoscopicGamepadCamera
  107487. * @param name defines camera name
  107488. * @param position defines initial position
  107489. * @param interaxialDistance defines distance between each color axis
  107490. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107491. * @param scene defines the hosting scene
  107492. */
  107493. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107494. /**
  107495. * Gets camera class name
  107496. * @returns StereoscopicGamepadCamera
  107497. */
  107498. getClassName(): string;
  107499. }
  107500. }
  107501. declare module BABYLON {
  107502. /**
  107503. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  107504. * @see http://doc.babylonjs.com/features/cameras
  107505. */
  107506. export class StereoscopicUniversalCamera extends UniversalCamera {
  107507. /**
  107508. * Creates a new StereoscopicUniversalCamera
  107509. * @param name defines camera name
  107510. * @param position defines initial position
  107511. * @param interaxialDistance defines distance between each color axis
  107512. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107513. * @param scene defines the hosting scene
  107514. */
  107515. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107516. /**
  107517. * Gets camera class name
  107518. * @returns StereoscopicUniversalCamera
  107519. */
  107520. getClassName(): string;
  107521. }
  107522. }
  107523. declare module BABYLON {
  107524. /**
  107525. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  107526. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107527. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107528. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107529. */
  107530. export class VirtualJoysticksCamera extends FreeCamera {
  107531. /**
  107532. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  107533. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107534. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107535. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107536. * @param name Define the name of the camera in the scene
  107537. * @param position Define the start position of the camera in the scene
  107538. * @param scene Define the scene the camera belongs to
  107539. */
  107540. constructor(name: string, position: Vector3, scene: Scene);
  107541. /**
  107542. * Gets the current object class name.
  107543. * @return the class name
  107544. */
  107545. getClassName(): string;
  107546. }
  107547. }
  107548. declare module BABYLON {
  107549. /**
  107550. * This represents all the required metrics to create a VR camera.
  107551. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  107552. */
  107553. export class VRCameraMetrics {
  107554. /**
  107555. * Define the horizontal resolution off the screen.
  107556. */
  107557. hResolution: number;
  107558. /**
  107559. * Define the vertical resolution off the screen.
  107560. */
  107561. vResolution: number;
  107562. /**
  107563. * Define the horizontal screen size.
  107564. */
  107565. hScreenSize: number;
  107566. /**
  107567. * Define the vertical screen size.
  107568. */
  107569. vScreenSize: number;
  107570. /**
  107571. * Define the vertical screen center position.
  107572. */
  107573. vScreenCenter: number;
  107574. /**
  107575. * Define the distance of the eyes to the screen.
  107576. */
  107577. eyeToScreenDistance: number;
  107578. /**
  107579. * Define the distance between both lenses
  107580. */
  107581. lensSeparationDistance: number;
  107582. /**
  107583. * Define the distance between both viewer's eyes.
  107584. */
  107585. interpupillaryDistance: number;
  107586. /**
  107587. * Define the distortion factor of the VR postprocess.
  107588. * Please, touch with care.
  107589. */
  107590. distortionK: number[];
  107591. /**
  107592. * Define the chromatic aberration correction factors for the VR post process.
  107593. */
  107594. chromaAbCorrection: number[];
  107595. /**
  107596. * Define the scale factor of the post process.
  107597. * The smaller the better but the slower.
  107598. */
  107599. postProcessScaleFactor: number;
  107600. /**
  107601. * Define an offset for the lens center.
  107602. */
  107603. lensCenterOffset: number;
  107604. /**
  107605. * Define if the current vr camera should compensate the distortion of the lense or not.
  107606. */
  107607. compensateDistortion: boolean;
  107608. /**
  107609. * Defines if multiview should be enabled when rendering (Default: false)
  107610. */
  107611. multiviewEnabled: boolean;
  107612. /**
  107613. * Gets the rendering aspect ratio based on the provided resolutions.
  107614. */
  107615. readonly aspectRatio: number;
  107616. /**
  107617. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  107618. */
  107619. readonly aspectRatioFov: number;
  107620. /**
  107621. * @hidden
  107622. */
  107623. readonly leftHMatrix: Matrix;
  107624. /**
  107625. * @hidden
  107626. */
  107627. readonly rightHMatrix: Matrix;
  107628. /**
  107629. * @hidden
  107630. */
  107631. readonly leftPreViewMatrix: Matrix;
  107632. /**
  107633. * @hidden
  107634. */
  107635. readonly rightPreViewMatrix: Matrix;
  107636. /**
  107637. * Get the default VRMetrics based on the most generic setup.
  107638. * @returns the default vr metrics
  107639. */
  107640. static GetDefault(): VRCameraMetrics;
  107641. }
  107642. }
  107643. declare module BABYLON {
  107644. /** @hidden */
  107645. export var vrDistortionCorrectionPixelShader: {
  107646. name: string;
  107647. shader: string;
  107648. };
  107649. }
  107650. declare module BABYLON {
  107651. /**
  107652. * VRDistortionCorrectionPostProcess used for mobile VR
  107653. */
  107654. export class VRDistortionCorrectionPostProcess extends PostProcess {
  107655. private _isRightEye;
  107656. private _distortionFactors;
  107657. private _postProcessScaleFactor;
  107658. private _lensCenterOffset;
  107659. private _scaleIn;
  107660. private _scaleFactor;
  107661. private _lensCenter;
  107662. /**
  107663. * Initializes the VRDistortionCorrectionPostProcess
  107664. * @param name The name of the effect.
  107665. * @param camera The camera to apply the render pass to.
  107666. * @param isRightEye If this is for the right eye distortion
  107667. * @param vrMetrics All the required metrics for the VR camera
  107668. */
  107669. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  107670. }
  107671. }
  107672. declare module BABYLON {
  107673. /**
  107674. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107675. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107676. */
  107677. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  107678. /**
  107679. * Creates a new VRDeviceOrientationArcRotateCamera
  107680. * @param name defines camera name
  107681. * @param alpha defines the camera rotation along the logitudinal axis
  107682. * @param beta defines the camera rotation along the latitudinal axis
  107683. * @param radius defines the camera distance from its target
  107684. * @param target defines the camera target
  107685. * @param scene defines the scene the camera belongs to
  107686. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107687. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107688. */
  107689. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107690. /**
  107691. * Gets camera class name
  107692. * @returns VRDeviceOrientationArcRotateCamera
  107693. */
  107694. getClassName(): string;
  107695. }
  107696. }
  107697. declare module BABYLON {
  107698. /**
  107699. * Camera used to simulate VR rendering (based on FreeCamera)
  107700. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107701. */
  107702. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  107703. /**
  107704. * Creates a new VRDeviceOrientationFreeCamera
  107705. * @param name defines camera name
  107706. * @param position defines the start position of the camera
  107707. * @param scene defines the scene the camera belongs to
  107708. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107709. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107710. */
  107711. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107712. /**
  107713. * Gets camera class name
  107714. * @returns VRDeviceOrientationFreeCamera
  107715. */
  107716. getClassName(): string;
  107717. }
  107718. }
  107719. declare module BABYLON {
  107720. /**
  107721. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107722. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107723. */
  107724. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  107725. /**
  107726. * Creates a new VRDeviceOrientationGamepadCamera
  107727. * @param name defines camera name
  107728. * @param position defines the start position of the camera
  107729. * @param scene defines the scene the camera belongs to
  107730. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107731. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107732. */
  107733. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107734. /**
  107735. * Gets camera class name
  107736. * @returns VRDeviceOrientationGamepadCamera
  107737. */
  107738. getClassName(): string;
  107739. }
  107740. }
  107741. declare module BABYLON {
  107742. /**
  107743. * Base class of materials working in push mode in babylon JS
  107744. * @hidden
  107745. */
  107746. export class PushMaterial extends Material {
  107747. protected _activeEffect: Effect;
  107748. protected _normalMatrix: Matrix;
  107749. /**
  107750. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  107751. * This means that the material can keep using a previous shader while a new one is being compiled.
  107752. * This is mostly used when shader parallel compilation is supported (true by default)
  107753. */
  107754. allowShaderHotSwapping: boolean;
  107755. constructor(name: string, scene: Scene);
  107756. getEffect(): Effect;
  107757. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  107758. /**
  107759. * Binds the given world matrix to the active effect
  107760. *
  107761. * @param world the matrix to bind
  107762. */
  107763. bindOnlyWorldMatrix(world: Matrix): void;
  107764. /**
  107765. * Binds the given normal matrix to the active effect
  107766. *
  107767. * @param normalMatrix the matrix to bind
  107768. */
  107769. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  107770. bind(world: Matrix, mesh?: Mesh): void;
  107771. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  107772. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  107773. }
  107774. }
  107775. declare module BABYLON {
  107776. /**
  107777. * This groups all the flags used to control the materials channel.
  107778. */
  107779. export class MaterialFlags {
  107780. private static _DiffuseTextureEnabled;
  107781. /**
  107782. * Are diffuse textures enabled in the application.
  107783. */
  107784. static DiffuseTextureEnabled: boolean;
  107785. private static _AmbientTextureEnabled;
  107786. /**
  107787. * Are ambient textures enabled in the application.
  107788. */
  107789. static AmbientTextureEnabled: boolean;
  107790. private static _OpacityTextureEnabled;
  107791. /**
  107792. * Are opacity textures enabled in the application.
  107793. */
  107794. static OpacityTextureEnabled: boolean;
  107795. private static _ReflectionTextureEnabled;
  107796. /**
  107797. * Are reflection textures enabled in the application.
  107798. */
  107799. static ReflectionTextureEnabled: boolean;
  107800. private static _EmissiveTextureEnabled;
  107801. /**
  107802. * Are emissive textures enabled in the application.
  107803. */
  107804. static EmissiveTextureEnabled: boolean;
  107805. private static _SpecularTextureEnabled;
  107806. /**
  107807. * Are specular textures enabled in the application.
  107808. */
  107809. static SpecularTextureEnabled: boolean;
  107810. private static _BumpTextureEnabled;
  107811. /**
  107812. * Are bump textures enabled in the application.
  107813. */
  107814. static BumpTextureEnabled: boolean;
  107815. private static _LightmapTextureEnabled;
  107816. /**
  107817. * Are lightmap textures enabled in the application.
  107818. */
  107819. static LightmapTextureEnabled: boolean;
  107820. private static _RefractionTextureEnabled;
  107821. /**
  107822. * Are refraction textures enabled in the application.
  107823. */
  107824. static RefractionTextureEnabled: boolean;
  107825. private static _ColorGradingTextureEnabled;
  107826. /**
  107827. * Are color grading textures enabled in the application.
  107828. */
  107829. static ColorGradingTextureEnabled: boolean;
  107830. private static _FresnelEnabled;
  107831. /**
  107832. * Are fresnels enabled in the application.
  107833. */
  107834. static FresnelEnabled: boolean;
  107835. private static _ClearCoatTextureEnabled;
  107836. /**
  107837. * Are clear coat textures enabled in the application.
  107838. */
  107839. static ClearCoatTextureEnabled: boolean;
  107840. private static _ClearCoatBumpTextureEnabled;
  107841. /**
  107842. * Are clear coat bump textures enabled in the application.
  107843. */
  107844. static ClearCoatBumpTextureEnabled: boolean;
  107845. private static _ClearCoatTintTextureEnabled;
  107846. /**
  107847. * Are clear coat tint textures enabled in the application.
  107848. */
  107849. static ClearCoatTintTextureEnabled: boolean;
  107850. private static _SheenTextureEnabled;
  107851. /**
  107852. * Are sheen textures enabled in the application.
  107853. */
  107854. static SheenTextureEnabled: boolean;
  107855. private static _AnisotropicTextureEnabled;
  107856. /**
  107857. * Are anisotropic textures enabled in the application.
  107858. */
  107859. static AnisotropicTextureEnabled: boolean;
  107860. private static _ThicknessTextureEnabled;
  107861. /**
  107862. * Are thickness textures enabled in the application.
  107863. */
  107864. static ThicknessTextureEnabled: boolean;
  107865. }
  107866. }
  107867. declare module BABYLON {
  107868. /** @hidden */
  107869. export var defaultFragmentDeclaration: {
  107870. name: string;
  107871. shader: string;
  107872. };
  107873. }
  107874. declare module BABYLON {
  107875. /** @hidden */
  107876. export var defaultUboDeclaration: {
  107877. name: string;
  107878. shader: string;
  107879. };
  107880. }
  107881. declare module BABYLON {
  107882. /** @hidden */
  107883. export var lightFragmentDeclaration: {
  107884. name: string;
  107885. shader: string;
  107886. };
  107887. }
  107888. declare module BABYLON {
  107889. /** @hidden */
  107890. export var lightUboDeclaration: {
  107891. name: string;
  107892. shader: string;
  107893. };
  107894. }
  107895. declare module BABYLON {
  107896. /** @hidden */
  107897. export var lightsFragmentFunctions: {
  107898. name: string;
  107899. shader: string;
  107900. };
  107901. }
  107902. declare module BABYLON {
  107903. /** @hidden */
  107904. export var shadowsFragmentFunctions: {
  107905. name: string;
  107906. shader: string;
  107907. };
  107908. }
  107909. declare module BABYLON {
  107910. /** @hidden */
  107911. export var fresnelFunction: {
  107912. name: string;
  107913. shader: string;
  107914. };
  107915. }
  107916. declare module BABYLON {
  107917. /** @hidden */
  107918. export var reflectionFunction: {
  107919. name: string;
  107920. shader: string;
  107921. };
  107922. }
  107923. declare module BABYLON {
  107924. /** @hidden */
  107925. export var bumpFragmentFunctions: {
  107926. name: string;
  107927. shader: string;
  107928. };
  107929. }
  107930. declare module BABYLON {
  107931. /** @hidden */
  107932. export var logDepthDeclaration: {
  107933. name: string;
  107934. shader: string;
  107935. };
  107936. }
  107937. declare module BABYLON {
  107938. /** @hidden */
  107939. export var bumpFragment: {
  107940. name: string;
  107941. shader: string;
  107942. };
  107943. }
  107944. declare module BABYLON {
  107945. /** @hidden */
  107946. export var depthPrePass: {
  107947. name: string;
  107948. shader: string;
  107949. };
  107950. }
  107951. declare module BABYLON {
  107952. /** @hidden */
  107953. export var lightFragment: {
  107954. name: string;
  107955. shader: string;
  107956. };
  107957. }
  107958. declare module BABYLON {
  107959. /** @hidden */
  107960. export var logDepthFragment: {
  107961. name: string;
  107962. shader: string;
  107963. };
  107964. }
  107965. declare module BABYLON {
  107966. /** @hidden */
  107967. export var defaultPixelShader: {
  107968. name: string;
  107969. shader: string;
  107970. };
  107971. }
  107972. declare module BABYLON {
  107973. /** @hidden */
  107974. export var defaultVertexDeclaration: {
  107975. name: string;
  107976. shader: string;
  107977. };
  107978. }
  107979. declare module BABYLON {
  107980. /** @hidden */
  107981. export var bumpVertexDeclaration: {
  107982. name: string;
  107983. shader: string;
  107984. };
  107985. }
  107986. declare module BABYLON {
  107987. /** @hidden */
  107988. export var bumpVertex: {
  107989. name: string;
  107990. shader: string;
  107991. };
  107992. }
  107993. declare module BABYLON {
  107994. /** @hidden */
  107995. export var fogVertex: {
  107996. name: string;
  107997. shader: string;
  107998. };
  107999. }
  108000. declare module BABYLON {
  108001. /** @hidden */
  108002. export var shadowsVertex: {
  108003. name: string;
  108004. shader: string;
  108005. };
  108006. }
  108007. declare module BABYLON {
  108008. /** @hidden */
  108009. export var pointCloudVertex: {
  108010. name: string;
  108011. shader: string;
  108012. };
  108013. }
  108014. declare module BABYLON {
  108015. /** @hidden */
  108016. export var logDepthVertex: {
  108017. name: string;
  108018. shader: string;
  108019. };
  108020. }
  108021. declare module BABYLON {
  108022. /** @hidden */
  108023. export var defaultVertexShader: {
  108024. name: string;
  108025. shader: string;
  108026. };
  108027. }
  108028. declare module BABYLON {
  108029. /** @hidden */
  108030. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  108031. MAINUV1: boolean;
  108032. MAINUV2: boolean;
  108033. DIFFUSE: boolean;
  108034. DIFFUSEDIRECTUV: number;
  108035. AMBIENT: boolean;
  108036. AMBIENTDIRECTUV: number;
  108037. OPACITY: boolean;
  108038. OPACITYDIRECTUV: number;
  108039. OPACITYRGB: boolean;
  108040. REFLECTION: boolean;
  108041. EMISSIVE: boolean;
  108042. EMISSIVEDIRECTUV: number;
  108043. SPECULAR: boolean;
  108044. SPECULARDIRECTUV: number;
  108045. BUMP: boolean;
  108046. BUMPDIRECTUV: number;
  108047. PARALLAX: boolean;
  108048. PARALLAXOCCLUSION: boolean;
  108049. SPECULAROVERALPHA: boolean;
  108050. CLIPPLANE: boolean;
  108051. CLIPPLANE2: boolean;
  108052. CLIPPLANE3: boolean;
  108053. CLIPPLANE4: boolean;
  108054. ALPHATEST: boolean;
  108055. DEPTHPREPASS: boolean;
  108056. ALPHAFROMDIFFUSE: boolean;
  108057. POINTSIZE: boolean;
  108058. FOG: boolean;
  108059. SPECULARTERM: boolean;
  108060. DIFFUSEFRESNEL: boolean;
  108061. OPACITYFRESNEL: boolean;
  108062. REFLECTIONFRESNEL: boolean;
  108063. REFRACTIONFRESNEL: boolean;
  108064. EMISSIVEFRESNEL: boolean;
  108065. FRESNEL: boolean;
  108066. NORMAL: boolean;
  108067. UV1: boolean;
  108068. UV2: boolean;
  108069. VERTEXCOLOR: boolean;
  108070. VERTEXALPHA: boolean;
  108071. NUM_BONE_INFLUENCERS: number;
  108072. BonesPerMesh: number;
  108073. BONETEXTURE: boolean;
  108074. INSTANCES: boolean;
  108075. GLOSSINESS: boolean;
  108076. ROUGHNESS: boolean;
  108077. EMISSIVEASILLUMINATION: boolean;
  108078. LINKEMISSIVEWITHDIFFUSE: boolean;
  108079. REFLECTIONFRESNELFROMSPECULAR: boolean;
  108080. LIGHTMAP: boolean;
  108081. LIGHTMAPDIRECTUV: number;
  108082. OBJECTSPACE_NORMALMAP: boolean;
  108083. USELIGHTMAPASSHADOWMAP: boolean;
  108084. REFLECTIONMAP_3D: boolean;
  108085. REFLECTIONMAP_SPHERICAL: boolean;
  108086. REFLECTIONMAP_PLANAR: boolean;
  108087. REFLECTIONMAP_CUBIC: boolean;
  108088. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  108089. REFLECTIONMAP_PROJECTION: boolean;
  108090. REFLECTIONMAP_SKYBOX: boolean;
  108091. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  108092. REFLECTIONMAP_EXPLICIT: boolean;
  108093. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  108094. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  108095. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  108096. INVERTCUBICMAP: boolean;
  108097. LOGARITHMICDEPTH: boolean;
  108098. REFRACTION: boolean;
  108099. REFRACTIONMAP_3D: boolean;
  108100. REFLECTIONOVERALPHA: boolean;
  108101. TWOSIDEDLIGHTING: boolean;
  108102. SHADOWFLOAT: boolean;
  108103. MORPHTARGETS: boolean;
  108104. MORPHTARGETS_NORMAL: boolean;
  108105. MORPHTARGETS_TANGENT: boolean;
  108106. MORPHTARGETS_UV: boolean;
  108107. NUM_MORPH_INFLUENCERS: number;
  108108. NONUNIFORMSCALING: boolean;
  108109. PREMULTIPLYALPHA: boolean;
  108110. IMAGEPROCESSING: boolean;
  108111. VIGNETTE: boolean;
  108112. VIGNETTEBLENDMODEMULTIPLY: boolean;
  108113. VIGNETTEBLENDMODEOPAQUE: boolean;
  108114. TONEMAPPING: boolean;
  108115. TONEMAPPING_ACES: boolean;
  108116. CONTRAST: boolean;
  108117. COLORCURVES: boolean;
  108118. COLORGRADING: boolean;
  108119. COLORGRADING3D: boolean;
  108120. SAMPLER3DGREENDEPTH: boolean;
  108121. SAMPLER3DBGRMAP: boolean;
  108122. IMAGEPROCESSINGPOSTPROCESS: boolean;
  108123. MULTIVIEW: boolean;
  108124. /**
  108125. * If the reflection texture on this material is in linear color space
  108126. * @hidden
  108127. */
  108128. IS_REFLECTION_LINEAR: boolean;
  108129. /**
  108130. * If the refraction texture on this material is in linear color space
  108131. * @hidden
  108132. */
  108133. IS_REFRACTION_LINEAR: boolean;
  108134. EXPOSURE: boolean;
  108135. constructor();
  108136. setReflectionMode(modeToEnable: string): void;
  108137. }
  108138. /**
  108139. * This is the default material used in Babylon. It is the best trade off between quality
  108140. * and performances.
  108141. * @see http://doc.babylonjs.com/babylon101/materials
  108142. */
  108143. export class StandardMaterial extends PushMaterial {
  108144. private _diffuseTexture;
  108145. /**
  108146. * The basic texture of the material as viewed under a light.
  108147. */
  108148. diffuseTexture: Nullable<BaseTexture>;
  108149. private _ambientTexture;
  108150. /**
  108151. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  108152. */
  108153. ambientTexture: Nullable<BaseTexture>;
  108154. private _opacityTexture;
  108155. /**
  108156. * Define the transparency of the material from a texture.
  108157. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  108158. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  108159. */
  108160. opacityTexture: Nullable<BaseTexture>;
  108161. private _reflectionTexture;
  108162. /**
  108163. * Define the texture used to display the reflection.
  108164. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108165. */
  108166. reflectionTexture: Nullable<BaseTexture>;
  108167. private _emissiveTexture;
  108168. /**
  108169. * Define texture of the material as if self lit.
  108170. * This will be mixed in the final result even in the absence of light.
  108171. */
  108172. emissiveTexture: Nullable<BaseTexture>;
  108173. private _specularTexture;
  108174. /**
  108175. * Define how the color and intensity of the highlight given by the light in the material.
  108176. */
  108177. specularTexture: Nullable<BaseTexture>;
  108178. private _bumpTexture;
  108179. /**
  108180. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  108181. * 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.
  108182. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  108183. */
  108184. bumpTexture: Nullable<BaseTexture>;
  108185. private _lightmapTexture;
  108186. /**
  108187. * Complex lighting can be computationally expensive to compute at runtime.
  108188. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  108189. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  108190. */
  108191. lightmapTexture: Nullable<BaseTexture>;
  108192. private _refractionTexture;
  108193. /**
  108194. * Define the texture used to display the refraction.
  108195. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108196. */
  108197. refractionTexture: Nullable<BaseTexture>;
  108198. /**
  108199. * The color of the material lit by the environmental background lighting.
  108200. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  108201. */
  108202. ambientColor: Color3;
  108203. /**
  108204. * The basic color of the material as viewed under a light.
  108205. */
  108206. diffuseColor: Color3;
  108207. /**
  108208. * Define how the color and intensity of the highlight given by the light in the material.
  108209. */
  108210. specularColor: Color3;
  108211. /**
  108212. * Define the color of the material as if self lit.
  108213. * This will be mixed in the final result even in the absence of light.
  108214. */
  108215. emissiveColor: Color3;
  108216. /**
  108217. * Defines how sharp are the highlights in the material.
  108218. * The bigger the value the sharper giving a more glossy feeling to the result.
  108219. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  108220. */
  108221. specularPower: number;
  108222. private _useAlphaFromDiffuseTexture;
  108223. /**
  108224. * Does the transparency come from the diffuse texture alpha channel.
  108225. */
  108226. useAlphaFromDiffuseTexture: boolean;
  108227. private _useEmissiveAsIllumination;
  108228. /**
  108229. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  108230. */
  108231. useEmissiveAsIllumination: boolean;
  108232. private _linkEmissiveWithDiffuse;
  108233. /**
  108234. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  108235. * the emissive level when the final color is close to one.
  108236. */
  108237. linkEmissiveWithDiffuse: boolean;
  108238. private _useSpecularOverAlpha;
  108239. /**
  108240. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  108241. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  108242. */
  108243. useSpecularOverAlpha: boolean;
  108244. private _useReflectionOverAlpha;
  108245. /**
  108246. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  108247. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  108248. */
  108249. useReflectionOverAlpha: boolean;
  108250. private _disableLighting;
  108251. /**
  108252. * Does lights from the scene impacts this material.
  108253. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  108254. */
  108255. disableLighting: boolean;
  108256. private _useObjectSpaceNormalMap;
  108257. /**
  108258. * Allows using an object space normal map (instead of tangent space).
  108259. */
  108260. useObjectSpaceNormalMap: boolean;
  108261. private _useParallax;
  108262. /**
  108263. * Is parallax enabled or not.
  108264. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108265. */
  108266. useParallax: boolean;
  108267. private _useParallaxOcclusion;
  108268. /**
  108269. * Is parallax occlusion enabled or not.
  108270. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  108271. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108272. */
  108273. useParallaxOcclusion: boolean;
  108274. /**
  108275. * 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.
  108276. */
  108277. parallaxScaleBias: number;
  108278. private _roughness;
  108279. /**
  108280. * Helps to define how blurry the reflections should appears in the material.
  108281. */
  108282. roughness: number;
  108283. /**
  108284. * In case of refraction, define the value of the index of refraction.
  108285. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108286. */
  108287. indexOfRefraction: number;
  108288. /**
  108289. * Invert the refraction texture alongside the y axis.
  108290. * It can be useful with procedural textures or probe for instance.
  108291. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108292. */
  108293. invertRefractionY: boolean;
  108294. /**
  108295. * Defines the alpha limits in alpha test mode.
  108296. */
  108297. alphaCutOff: number;
  108298. private _useLightmapAsShadowmap;
  108299. /**
  108300. * In case of light mapping, define whether the map contains light or shadow informations.
  108301. */
  108302. useLightmapAsShadowmap: boolean;
  108303. private _diffuseFresnelParameters;
  108304. /**
  108305. * Define the diffuse fresnel parameters of the material.
  108306. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108307. */
  108308. diffuseFresnelParameters: FresnelParameters;
  108309. private _opacityFresnelParameters;
  108310. /**
  108311. * Define the opacity fresnel parameters of the material.
  108312. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108313. */
  108314. opacityFresnelParameters: FresnelParameters;
  108315. private _reflectionFresnelParameters;
  108316. /**
  108317. * Define the reflection fresnel parameters of the material.
  108318. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108319. */
  108320. reflectionFresnelParameters: FresnelParameters;
  108321. private _refractionFresnelParameters;
  108322. /**
  108323. * Define the refraction fresnel parameters of the material.
  108324. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108325. */
  108326. refractionFresnelParameters: FresnelParameters;
  108327. private _emissiveFresnelParameters;
  108328. /**
  108329. * Define the emissive fresnel parameters of the material.
  108330. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108331. */
  108332. emissiveFresnelParameters: FresnelParameters;
  108333. private _useReflectionFresnelFromSpecular;
  108334. /**
  108335. * If true automatically deducts the fresnels values from the material specularity.
  108336. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108337. */
  108338. useReflectionFresnelFromSpecular: boolean;
  108339. private _useGlossinessFromSpecularMapAlpha;
  108340. /**
  108341. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  108342. */
  108343. useGlossinessFromSpecularMapAlpha: boolean;
  108344. private _maxSimultaneousLights;
  108345. /**
  108346. * Defines the maximum number of lights that can be used in the material
  108347. */
  108348. maxSimultaneousLights: number;
  108349. private _invertNormalMapX;
  108350. /**
  108351. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  108352. */
  108353. invertNormalMapX: boolean;
  108354. private _invertNormalMapY;
  108355. /**
  108356. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  108357. */
  108358. invertNormalMapY: boolean;
  108359. private _twoSidedLighting;
  108360. /**
  108361. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  108362. */
  108363. twoSidedLighting: boolean;
  108364. /**
  108365. * Default configuration related to image processing available in the standard Material.
  108366. */
  108367. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108368. /**
  108369. * Gets the image processing configuration used either in this material.
  108370. */
  108371. /**
  108372. * Sets the Default image processing configuration used either in the this material.
  108373. *
  108374. * If sets to null, the scene one is in use.
  108375. */
  108376. imageProcessingConfiguration: ImageProcessingConfiguration;
  108377. /**
  108378. * Keep track of the image processing observer to allow dispose and replace.
  108379. */
  108380. private _imageProcessingObserver;
  108381. /**
  108382. * Attaches a new image processing configuration to the Standard Material.
  108383. * @param configuration
  108384. */
  108385. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108386. /**
  108387. * Gets wether the color curves effect is enabled.
  108388. */
  108389. /**
  108390. * Sets wether the color curves effect is enabled.
  108391. */
  108392. cameraColorCurvesEnabled: boolean;
  108393. /**
  108394. * Gets wether the color grading effect is enabled.
  108395. */
  108396. /**
  108397. * Gets wether the color grading effect is enabled.
  108398. */
  108399. cameraColorGradingEnabled: boolean;
  108400. /**
  108401. * Gets wether tonemapping is enabled or not.
  108402. */
  108403. /**
  108404. * Sets wether tonemapping is enabled or not
  108405. */
  108406. cameraToneMappingEnabled: boolean;
  108407. /**
  108408. * The camera exposure used on this material.
  108409. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108410. * This corresponds to a photographic exposure.
  108411. */
  108412. /**
  108413. * The camera exposure used on this material.
  108414. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108415. * This corresponds to a photographic exposure.
  108416. */
  108417. cameraExposure: number;
  108418. /**
  108419. * Gets The camera contrast used on this material.
  108420. */
  108421. /**
  108422. * Sets The camera contrast used on this material.
  108423. */
  108424. cameraContrast: number;
  108425. /**
  108426. * Gets the Color Grading 2D Lookup Texture.
  108427. */
  108428. /**
  108429. * Sets the Color Grading 2D Lookup Texture.
  108430. */
  108431. cameraColorGradingTexture: Nullable<BaseTexture>;
  108432. /**
  108433. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108434. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108435. * 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;
  108436. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108437. */
  108438. /**
  108439. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108440. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108441. * 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;
  108442. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108443. */
  108444. cameraColorCurves: Nullable<ColorCurves>;
  108445. /**
  108446. * Custom callback helping to override the default shader used in the material.
  108447. */
  108448. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  108449. protected _renderTargets: SmartArray<RenderTargetTexture>;
  108450. protected _worldViewProjectionMatrix: Matrix;
  108451. protected _globalAmbientColor: Color3;
  108452. protected _useLogarithmicDepth: boolean;
  108453. protected _rebuildInParallel: boolean;
  108454. /**
  108455. * Instantiates a new standard material.
  108456. * This is the default material used in Babylon. It is the best trade off between quality
  108457. * and performances.
  108458. * @see http://doc.babylonjs.com/babylon101/materials
  108459. * @param name Define the name of the material in the scene
  108460. * @param scene Define the scene the material belong to
  108461. */
  108462. constructor(name: string, scene: Scene);
  108463. /**
  108464. * Gets a boolean indicating that current material needs to register RTT
  108465. */
  108466. readonly hasRenderTargetTextures: boolean;
  108467. /**
  108468. * Gets the current class name of the material e.g. "StandardMaterial"
  108469. * Mainly use in serialization.
  108470. * @returns the class name
  108471. */
  108472. getClassName(): string;
  108473. /**
  108474. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  108475. * You can try switching to logarithmic depth.
  108476. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  108477. */
  108478. useLogarithmicDepth: boolean;
  108479. /**
  108480. * Specifies if the material will require alpha blending
  108481. * @returns a boolean specifying if alpha blending is needed
  108482. */
  108483. needAlphaBlending(): boolean;
  108484. /**
  108485. * Specifies if this material should be rendered in alpha test mode
  108486. * @returns a boolean specifying if an alpha test is needed.
  108487. */
  108488. needAlphaTesting(): boolean;
  108489. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  108490. /**
  108491. * Get the texture used for alpha test purpose.
  108492. * @returns the diffuse texture in case of the standard material.
  108493. */
  108494. getAlphaTestTexture(): Nullable<BaseTexture>;
  108495. /**
  108496. * Get if the submesh is ready to be used and all its information available.
  108497. * Child classes can use it to update shaders
  108498. * @param mesh defines the mesh to check
  108499. * @param subMesh defines which submesh to check
  108500. * @param useInstances specifies that instances should be used
  108501. * @returns a boolean indicating that the submesh is ready or not
  108502. */
  108503. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108504. /**
  108505. * Builds the material UBO layouts.
  108506. * Used internally during the effect preparation.
  108507. */
  108508. buildUniformLayout(): void;
  108509. /**
  108510. * Unbinds the material from the mesh
  108511. */
  108512. unbind(): void;
  108513. /**
  108514. * Binds the submesh to this material by preparing the effect and shader to draw
  108515. * @param world defines the world transformation matrix
  108516. * @param mesh defines the mesh containing the submesh
  108517. * @param subMesh defines the submesh to bind the material to
  108518. */
  108519. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108520. /**
  108521. * Get the list of animatables in the material.
  108522. * @returns the list of animatables object used in the material
  108523. */
  108524. getAnimatables(): IAnimatable[];
  108525. /**
  108526. * Gets the active textures from the material
  108527. * @returns an array of textures
  108528. */
  108529. getActiveTextures(): BaseTexture[];
  108530. /**
  108531. * Specifies if the material uses a texture
  108532. * @param texture defines the texture to check against the material
  108533. * @returns a boolean specifying if the material uses the texture
  108534. */
  108535. hasTexture(texture: BaseTexture): boolean;
  108536. /**
  108537. * Disposes the material
  108538. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  108539. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  108540. */
  108541. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108542. /**
  108543. * Makes a duplicate of the material, and gives it a new name
  108544. * @param name defines the new name for the duplicated material
  108545. * @returns the cloned material
  108546. */
  108547. clone(name: string): StandardMaterial;
  108548. /**
  108549. * Serializes this material in a JSON representation
  108550. * @returns the serialized material object
  108551. */
  108552. serialize(): any;
  108553. /**
  108554. * Creates a standard material from parsed material data
  108555. * @param source defines the JSON representation of the material
  108556. * @param scene defines the hosting scene
  108557. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  108558. * @returns a new standard material
  108559. */
  108560. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  108561. /**
  108562. * Are diffuse textures enabled in the application.
  108563. */
  108564. static DiffuseTextureEnabled: boolean;
  108565. /**
  108566. * Are ambient textures enabled in the application.
  108567. */
  108568. static AmbientTextureEnabled: boolean;
  108569. /**
  108570. * Are opacity textures enabled in the application.
  108571. */
  108572. static OpacityTextureEnabled: boolean;
  108573. /**
  108574. * Are reflection textures enabled in the application.
  108575. */
  108576. static ReflectionTextureEnabled: boolean;
  108577. /**
  108578. * Are emissive textures enabled in the application.
  108579. */
  108580. static EmissiveTextureEnabled: boolean;
  108581. /**
  108582. * Are specular textures enabled in the application.
  108583. */
  108584. static SpecularTextureEnabled: boolean;
  108585. /**
  108586. * Are bump textures enabled in the application.
  108587. */
  108588. static BumpTextureEnabled: boolean;
  108589. /**
  108590. * Are lightmap textures enabled in the application.
  108591. */
  108592. static LightmapTextureEnabled: boolean;
  108593. /**
  108594. * Are refraction textures enabled in the application.
  108595. */
  108596. static RefractionTextureEnabled: boolean;
  108597. /**
  108598. * Are color grading textures enabled in the application.
  108599. */
  108600. static ColorGradingTextureEnabled: boolean;
  108601. /**
  108602. * Are fresnels enabled in the application.
  108603. */
  108604. static FresnelEnabled: boolean;
  108605. }
  108606. }
  108607. declare module BABYLON {
  108608. /** @hidden */
  108609. export var imageProcessingPixelShader: {
  108610. name: string;
  108611. shader: string;
  108612. };
  108613. }
  108614. declare module BABYLON {
  108615. /**
  108616. * ImageProcessingPostProcess
  108617. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  108618. */
  108619. export class ImageProcessingPostProcess extends PostProcess {
  108620. /**
  108621. * Default configuration related to image processing available in the PBR Material.
  108622. */
  108623. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108624. /**
  108625. * Gets the image processing configuration used either in this material.
  108626. */
  108627. /**
  108628. * Sets the Default image processing configuration used either in the this material.
  108629. *
  108630. * If sets to null, the scene one is in use.
  108631. */
  108632. imageProcessingConfiguration: ImageProcessingConfiguration;
  108633. /**
  108634. * Keep track of the image processing observer to allow dispose and replace.
  108635. */
  108636. private _imageProcessingObserver;
  108637. /**
  108638. * Attaches a new image processing configuration to the PBR Material.
  108639. * @param configuration
  108640. */
  108641. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  108642. /**
  108643. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108644. */
  108645. /**
  108646. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108647. */
  108648. colorCurves: Nullable<ColorCurves>;
  108649. /**
  108650. * Gets wether the color curves effect is enabled.
  108651. */
  108652. /**
  108653. * Sets wether the color curves effect is enabled.
  108654. */
  108655. colorCurvesEnabled: boolean;
  108656. /**
  108657. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108658. */
  108659. /**
  108660. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108661. */
  108662. colorGradingTexture: Nullable<BaseTexture>;
  108663. /**
  108664. * Gets wether the color grading effect is enabled.
  108665. */
  108666. /**
  108667. * Gets wether the color grading effect is enabled.
  108668. */
  108669. colorGradingEnabled: boolean;
  108670. /**
  108671. * Gets exposure used in the effect.
  108672. */
  108673. /**
  108674. * Sets exposure used in the effect.
  108675. */
  108676. exposure: number;
  108677. /**
  108678. * Gets wether tonemapping is enabled or not.
  108679. */
  108680. /**
  108681. * Sets wether tonemapping is enabled or not
  108682. */
  108683. toneMappingEnabled: boolean;
  108684. /**
  108685. * Gets the type of tone mapping effect.
  108686. */
  108687. /**
  108688. * Sets the type of tone mapping effect.
  108689. */
  108690. toneMappingType: number;
  108691. /**
  108692. * Gets contrast used in the effect.
  108693. */
  108694. /**
  108695. * Sets contrast used in the effect.
  108696. */
  108697. contrast: number;
  108698. /**
  108699. * Gets Vignette stretch size.
  108700. */
  108701. /**
  108702. * Sets Vignette stretch size.
  108703. */
  108704. vignetteStretch: number;
  108705. /**
  108706. * Gets Vignette centre X Offset.
  108707. */
  108708. /**
  108709. * Sets Vignette centre X Offset.
  108710. */
  108711. vignetteCentreX: number;
  108712. /**
  108713. * Gets Vignette centre Y Offset.
  108714. */
  108715. /**
  108716. * Sets Vignette centre Y Offset.
  108717. */
  108718. vignetteCentreY: number;
  108719. /**
  108720. * Gets Vignette weight or intensity of the vignette effect.
  108721. */
  108722. /**
  108723. * Sets Vignette weight or intensity of the vignette effect.
  108724. */
  108725. vignetteWeight: number;
  108726. /**
  108727. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108728. * if vignetteEnabled is set to true.
  108729. */
  108730. /**
  108731. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108732. * if vignetteEnabled is set to true.
  108733. */
  108734. vignetteColor: Color4;
  108735. /**
  108736. * Gets Camera field of view used by the Vignette effect.
  108737. */
  108738. /**
  108739. * Sets Camera field of view used by the Vignette effect.
  108740. */
  108741. vignetteCameraFov: number;
  108742. /**
  108743. * Gets the vignette blend mode allowing different kind of effect.
  108744. */
  108745. /**
  108746. * Sets the vignette blend mode allowing different kind of effect.
  108747. */
  108748. vignetteBlendMode: number;
  108749. /**
  108750. * Gets wether the vignette effect is enabled.
  108751. */
  108752. /**
  108753. * Sets wether the vignette effect is enabled.
  108754. */
  108755. vignetteEnabled: boolean;
  108756. private _fromLinearSpace;
  108757. /**
  108758. * Gets wether the input of the processing is in Gamma or Linear Space.
  108759. */
  108760. /**
  108761. * Sets wether the input of the processing is in Gamma or Linear Space.
  108762. */
  108763. fromLinearSpace: boolean;
  108764. /**
  108765. * Defines cache preventing GC.
  108766. */
  108767. private _defines;
  108768. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  108769. /**
  108770. * "ImageProcessingPostProcess"
  108771. * @returns "ImageProcessingPostProcess"
  108772. */
  108773. getClassName(): string;
  108774. protected _updateParameters(): void;
  108775. dispose(camera?: Camera): void;
  108776. }
  108777. }
  108778. declare module BABYLON {
  108779. /**
  108780. * Class containing static functions to help procedurally build meshes
  108781. */
  108782. export class GroundBuilder {
  108783. /**
  108784. * Creates a ground mesh
  108785. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  108786. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  108787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108788. * @param name defines the name of the mesh
  108789. * @param options defines the options used to create the mesh
  108790. * @param scene defines the hosting scene
  108791. * @returns the ground mesh
  108792. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  108793. */
  108794. static CreateGround(name: string, options: {
  108795. width?: number;
  108796. height?: number;
  108797. subdivisions?: number;
  108798. subdivisionsX?: number;
  108799. subdivisionsY?: number;
  108800. updatable?: boolean;
  108801. }, scene: any): Mesh;
  108802. /**
  108803. * Creates a tiled ground mesh
  108804. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  108805. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  108806. * * 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
  108807. * * 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
  108808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108809. * @param name defines the name of the mesh
  108810. * @param options defines the options used to create the mesh
  108811. * @param scene defines the hosting scene
  108812. * @returns the tiled ground mesh
  108813. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  108814. */
  108815. static CreateTiledGround(name: string, options: {
  108816. xmin: number;
  108817. zmin: number;
  108818. xmax: number;
  108819. zmax: number;
  108820. subdivisions?: {
  108821. w: number;
  108822. h: number;
  108823. };
  108824. precision?: {
  108825. w: number;
  108826. h: number;
  108827. };
  108828. updatable?: boolean;
  108829. }, scene?: Nullable<Scene>): Mesh;
  108830. /**
  108831. * Creates a ground mesh from a height map
  108832. * * The parameter `url` sets the URL of the height map image resource.
  108833. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  108834. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  108835. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  108836. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  108837. * * 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.
  108838. * * 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).
  108839. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  108840. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108841. * @param name defines the name of the mesh
  108842. * @param url defines the url to the height map
  108843. * @param options defines the options used to create the mesh
  108844. * @param scene defines the hosting scene
  108845. * @returns the ground mesh
  108846. * @see https://doc.babylonjs.com/babylon101/height_map
  108847. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  108848. */
  108849. static CreateGroundFromHeightMap(name: string, url: string, options: {
  108850. width?: number;
  108851. height?: number;
  108852. subdivisions?: number;
  108853. minHeight?: number;
  108854. maxHeight?: number;
  108855. colorFilter?: Color3;
  108856. alphaFilter?: number;
  108857. updatable?: boolean;
  108858. onReady?: (mesh: GroundMesh) => void;
  108859. }, scene?: Nullable<Scene>): GroundMesh;
  108860. }
  108861. }
  108862. declare module BABYLON {
  108863. /**
  108864. * Class containing static functions to help procedurally build meshes
  108865. */
  108866. export class TorusBuilder {
  108867. /**
  108868. * Creates a torus mesh
  108869. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  108870. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  108871. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  108872. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108873. * * If you create a double-sided mesh, you can choose what parts of 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
  108874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108875. * @param name defines the name of the mesh
  108876. * @param options defines the options used to create the mesh
  108877. * @param scene defines the hosting scene
  108878. * @returns the torus mesh
  108879. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  108880. */
  108881. static CreateTorus(name: string, options: {
  108882. diameter?: number;
  108883. thickness?: number;
  108884. tessellation?: number;
  108885. updatable?: boolean;
  108886. sideOrientation?: number;
  108887. frontUVs?: Vector4;
  108888. backUVs?: Vector4;
  108889. }, scene: any): Mesh;
  108890. }
  108891. }
  108892. declare module BABYLON {
  108893. /**
  108894. * Class containing static functions to help procedurally build meshes
  108895. */
  108896. export class CylinderBuilder {
  108897. /**
  108898. * Creates a cylinder or a cone mesh
  108899. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  108900. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  108901. * * 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.
  108902. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  108903. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  108904. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  108905. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  108906. * * 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).
  108907. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  108908. * * 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).
  108909. * * 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
  108910. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  108911. * * 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
  108912. * * 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.
  108913. * * If `enclose` is false, a ring surface is one element.
  108914. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  108915. * * 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
  108916. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108917. * * If you create a double-sided mesh, you can choose what parts of 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
  108918. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108919. * @param name defines the name of the mesh
  108920. * @param options defines the options used to create the mesh
  108921. * @param scene defines the hosting scene
  108922. * @returns the cylinder mesh
  108923. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  108924. */
  108925. static CreateCylinder(name: string, options: {
  108926. height?: number;
  108927. diameterTop?: number;
  108928. diameterBottom?: number;
  108929. diameter?: number;
  108930. tessellation?: number;
  108931. subdivisions?: number;
  108932. arc?: number;
  108933. faceColors?: Color4[];
  108934. faceUV?: Vector4[];
  108935. updatable?: boolean;
  108936. hasRings?: boolean;
  108937. enclose?: boolean;
  108938. cap?: number;
  108939. sideOrientation?: number;
  108940. frontUVs?: Vector4;
  108941. backUVs?: Vector4;
  108942. }, scene: any): Mesh;
  108943. }
  108944. }
  108945. declare module BABYLON {
  108946. /**
  108947. * Options to modify the vr teleportation behavior.
  108948. */
  108949. export interface VRTeleportationOptions {
  108950. /**
  108951. * The name of the mesh which should be used as the teleportation floor. (default: null)
  108952. */
  108953. floorMeshName?: string;
  108954. /**
  108955. * A list of meshes to be used as the teleportation floor. (default: empty)
  108956. */
  108957. floorMeshes?: Mesh[];
  108958. }
  108959. /**
  108960. * Options to modify the vr experience helper's behavior.
  108961. */
  108962. export interface VRExperienceHelperOptions extends WebVROptions {
  108963. /**
  108964. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  108965. */
  108966. createDeviceOrientationCamera?: boolean;
  108967. /**
  108968. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  108969. */
  108970. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  108971. /**
  108972. * Uses the main button on the controller to toggle the laser casted. (default: true)
  108973. */
  108974. laserToggle?: boolean;
  108975. /**
  108976. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  108977. */
  108978. floorMeshes?: Mesh[];
  108979. /**
  108980. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  108981. */
  108982. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  108983. }
  108984. /**
  108985. * Event containing information after VR has been entered
  108986. */
  108987. export class OnAfterEnteringVRObservableEvent {
  108988. /**
  108989. * If entering vr was successful
  108990. */
  108991. success: boolean;
  108992. }
  108993. /**
  108994. * Helps to quickly add VR support to an existing scene.
  108995. * See http://doc.babylonjs.com/how_to/webvr_helper
  108996. */
  108997. export class VRExperienceHelper {
  108998. /** Options to modify the vr experience helper's behavior. */
  108999. webVROptions: VRExperienceHelperOptions;
  109000. private _scene;
  109001. private _position;
  109002. private _btnVR;
  109003. private _btnVRDisplayed;
  109004. private _webVRsupported;
  109005. private _webVRready;
  109006. private _webVRrequesting;
  109007. private _webVRpresenting;
  109008. private _hasEnteredVR;
  109009. private _fullscreenVRpresenting;
  109010. private _canvas;
  109011. private _webVRCamera;
  109012. private _vrDeviceOrientationCamera;
  109013. private _deviceOrientationCamera;
  109014. private _existingCamera;
  109015. private _onKeyDown;
  109016. private _onVrDisplayPresentChange;
  109017. private _onVRDisplayChanged;
  109018. private _onVRRequestPresentStart;
  109019. private _onVRRequestPresentComplete;
  109020. /**
  109021. * 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)
  109022. */
  109023. enableGazeEvenWhenNoPointerLock: boolean;
  109024. /**
  109025. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  109026. */
  109027. exitVROnDoubleTap: boolean;
  109028. /**
  109029. * Observable raised right before entering VR.
  109030. */
  109031. onEnteringVRObservable: Observable<VRExperienceHelper>;
  109032. /**
  109033. * Observable raised when entering VR has completed.
  109034. */
  109035. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  109036. /**
  109037. * Observable raised when exiting VR.
  109038. */
  109039. onExitingVRObservable: Observable<VRExperienceHelper>;
  109040. /**
  109041. * Observable raised when controller mesh is loaded.
  109042. */
  109043. onControllerMeshLoadedObservable: Observable<WebVRController>;
  109044. /** Return this.onEnteringVRObservable
  109045. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  109046. */
  109047. readonly onEnteringVR: Observable<VRExperienceHelper>;
  109048. /** Return this.onExitingVRObservable
  109049. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  109050. */
  109051. readonly onExitingVR: Observable<VRExperienceHelper>;
  109052. /** Return this.onControllerMeshLoadedObservable
  109053. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  109054. */
  109055. readonly onControllerMeshLoaded: Observable<WebVRController>;
  109056. private _rayLength;
  109057. private _useCustomVRButton;
  109058. private _teleportationRequested;
  109059. private _teleportActive;
  109060. private _floorMeshName;
  109061. private _floorMeshesCollection;
  109062. private _rotationAllowed;
  109063. private _teleportBackwardsVector;
  109064. private _teleportationTarget;
  109065. private _isDefaultTeleportationTarget;
  109066. private _postProcessMove;
  109067. private _teleportationFillColor;
  109068. private _teleportationBorderColor;
  109069. private _rotationAngle;
  109070. private _haloCenter;
  109071. private _cameraGazer;
  109072. private _padSensibilityUp;
  109073. private _padSensibilityDown;
  109074. private _leftController;
  109075. private _rightController;
  109076. /**
  109077. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  109078. */
  109079. onNewMeshSelected: Observable<AbstractMesh>;
  109080. /**
  109081. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  109082. * This observable will provide the mesh and the controller used to select the mesh
  109083. */
  109084. onMeshSelectedWithController: Observable<{
  109085. mesh: AbstractMesh;
  109086. controller: WebVRController;
  109087. }>;
  109088. /**
  109089. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  109090. */
  109091. onNewMeshPicked: Observable<PickingInfo>;
  109092. private _circleEase;
  109093. /**
  109094. * Observable raised before camera teleportation
  109095. */
  109096. onBeforeCameraTeleport: Observable<Vector3>;
  109097. /**
  109098. * Observable raised after camera teleportation
  109099. */
  109100. onAfterCameraTeleport: Observable<Vector3>;
  109101. /**
  109102. * Observable raised when current selected mesh gets unselected
  109103. */
  109104. onSelectedMeshUnselected: Observable<AbstractMesh>;
  109105. private _raySelectionPredicate;
  109106. /**
  109107. * To be optionaly changed by user to define custom ray selection
  109108. */
  109109. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  109110. /**
  109111. * To be optionaly changed by user to define custom selection logic (after ray selection)
  109112. */
  109113. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  109114. /**
  109115. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  109116. */
  109117. teleportationEnabled: boolean;
  109118. private _defaultHeight;
  109119. private _teleportationInitialized;
  109120. private _interactionsEnabled;
  109121. private _interactionsRequested;
  109122. private _displayGaze;
  109123. private _displayLaserPointer;
  109124. /**
  109125. * The mesh used to display where the user is going to teleport.
  109126. */
  109127. /**
  109128. * Sets the mesh to be used to display where the user is going to teleport.
  109129. */
  109130. teleportationTarget: Mesh;
  109131. /**
  109132. * 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
  109133. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  109134. * See http://doc.babylonjs.com/resources/baking_transformations
  109135. */
  109136. gazeTrackerMesh: Mesh;
  109137. /**
  109138. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  109139. */
  109140. updateGazeTrackerScale: boolean;
  109141. /**
  109142. * If the gaze trackers color should be updated when selecting meshes
  109143. */
  109144. updateGazeTrackerColor: boolean;
  109145. /**
  109146. * If the controller laser color should be updated when selecting meshes
  109147. */
  109148. updateControllerLaserColor: boolean;
  109149. /**
  109150. * The gaze tracking mesh corresponding to the left controller
  109151. */
  109152. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  109153. /**
  109154. * The gaze tracking mesh corresponding to the right controller
  109155. */
  109156. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  109157. /**
  109158. * If the ray of the gaze should be displayed.
  109159. */
  109160. /**
  109161. * Sets if the ray of the gaze should be displayed.
  109162. */
  109163. displayGaze: boolean;
  109164. /**
  109165. * If the ray of the LaserPointer should be displayed.
  109166. */
  109167. /**
  109168. * Sets if the ray of the LaserPointer should be displayed.
  109169. */
  109170. displayLaserPointer: boolean;
  109171. /**
  109172. * The deviceOrientationCamera used as the camera when not in VR.
  109173. */
  109174. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  109175. /**
  109176. * Based on the current WebVR support, returns the current VR camera used.
  109177. */
  109178. readonly currentVRCamera: Nullable<Camera>;
  109179. /**
  109180. * The webVRCamera which is used when in VR.
  109181. */
  109182. readonly webVRCamera: WebVRFreeCamera;
  109183. /**
  109184. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  109185. */
  109186. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  109187. /**
  109188. * The html button that is used to trigger entering into VR.
  109189. */
  109190. readonly vrButton: Nullable<HTMLButtonElement>;
  109191. private readonly _teleportationRequestInitiated;
  109192. /**
  109193. * Defines wether or not Pointer lock should be requested when switching to
  109194. * full screen.
  109195. */
  109196. requestPointerLockOnFullScreen: boolean;
  109197. /**
  109198. * Instantiates a VRExperienceHelper.
  109199. * Helps to quickly add VR support to an existing scene.
  109200. * @param scene The scene the VRExperienceHelper belongs to.
  109201. * @param webVROptions Options to modify the vr experience helper's behavior.
  109202. */
  109203. constructor(scene: Scene,
  109204. /** Options to modify the vr experience helper's behavior. */
  109205. webVROptions?: VRExperienceHelperOptions);
  109206. private _onDefaultMeshLoaded;
  109207. private _onResize;
  109208. private _onFullscreenChange;
  109209. /**
  109210. * Gets a value indicating if we are currently in VR mode.
  109211. */
  109212. readonly isInVRMode: boolean;
  109213. private onVrDisplayPresentChange;
  109214. private onVRDisplayChanged;
  109215. private moveButtonToBottomRight;
  109216. private displayVRButton;
  109217. private updateButtonVisibility;
  109218. private _cachedAngularSensibility;
  109219. /**
  109220. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  109221. * Otherwise, will use the fullscreen API.
  109222. */
  109223. enterVR(): void;
  109224. /**
  109225. * Attempt to exit VR, or fullscreen.
  109226. */
  109227. exitVR(): void;
  109228. /**
  109229. * The position of the vr experience helper.
  109230. */
  109231. /**
  109232. * Sets the position of the vr experience helper.
  109233. */
  109234. position: Vector3;
  109235. /**
  109236. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  109237. */
  109238. enableInteractions(): void;
  109239. private readonly _noControllerIsActive;
  109240. private beforeRender;
  109241. private _isTeleportationFloor;
  109242. /**
  109243. * Adds a floor mesh to be used for teleportation.
  109244. * @param floorMesh the mesh to be used for teleportation.
  109245. */
  109246. addFloorMesh(floorMesh: Mesh): void;
  109247. /**
  109248. * Removes a floor mesh from being used for teleportation.
  109249. * @param floorMesh the mesh to be removed.
  109250. */
  109251. removeFloorMesh(floorMesh: Mesh): void;
  109252. /**
  109253. * Enables interactions and teleportation using the VR controllers and gaze.
  109254. * @param vrTeleportationOptions options to modify teleportation behavior.
  109255. */
  109256. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  109257. private _onNewGamepadConnected;
  109258. private _tryEnableInteractionOnController;
  109259. private _onNewGamepadDisconnected;
  109260. private _enableInteractionOnController;
  109261. private _checkTeleportWithRay;
  109262. private _checkRotate;
  109263. private _checkTeleportBackwards;
  109264. private _enableTeleportationOnController;
  109265. private _createTeleportationCircles;
  109266. private _displayTeleportationTarget;
  109267. private _hideTeleportationTarget;
  109268. private _rotateCamera;
  109269. private _moveTeleportationSelectorTo;
  109270. private _workingVector;
  109271. private _workingQuaternion;
  109272. private _workingMatrix;
  109273. /**
  109274. * Teleports the users feet to the desired location
  109275. * @param location The location where the user's feet should be placed
  109276. */
  109277. teleportCamera(location: Vector3): void;
  109278. private _convertNormalToDirectionOfRay;
  109279. private _castRayAndSelectObject;
  109280. private _notifySelectedMeshUnselected;
  109281. /**
  109282. * Sets the color of the laser ray from the vr controllers.
  109283. * @param color new color for the ray.
  109284. */
  109285. changeLaserColor(color: Color3): void;
  109286. /**
  109287. * Sets the color of the ray from the vr headsets gaze.
  109288. * @param color new color for the ray.
  109289. */
  109290. changeGazeColor(color: Color3): void;
  109291. /**
  109292. * Exits VR and disposes of the vr experience helper
  109293. */
  109294. dispose(): void;
  109295. /**
  109296. * Gets the name of the VRExperienceHelper class
  109297. * @returns "VRExperienceHelper"
  109298. */
  109299. getClassName(): string;
  109300. }
  109301. }
  109302. declare module BABYLON {
  109303. /**
  109304. * States of the webXR experience
  109305. */
  109306. export enum WebXRState {
  109307. /**
  109308. * Transitioning to being in XR mode
  109309. */
  109310. ENTERING_XR = 0,
  109311. /**
  109312. * Transitioning to non XR mode
  109313. */
  109314. EXITING_XR = 1,
  109315. /**
  109316. * In XR mode and presenting
  109317. */
  109318. IN_XR = 2,
  109319. /**
  109320. * Not entered XR mode
  109321. */
  109322. NOT_IN_XR = 3
  109323. }
  109324. /**
  109325. * Abstraction of the XR render target
  109326. */
  109327. export interface WebXRRenderTarget extends IDisposable {
  109328. /**
  109329. * xrpresent context of the canvas which can be used to display/mirror xr content
  109330. */
  109331. canvasContext: WebGLRenderingContext;
  109332. /**
  109333. * xr layer for the canvas
  109334. */
  109335. xrLayer: Nullable<XRWebGLLayer>;
  109336. /**
  109337. * Initializes the xr layer for the session
  109338. * @param xrSession xr session
  109339. * @returns a promise that will resolve once the XR Layer has been created
  109340. */
  109341. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  109342. }
  109343. }
  109344. declare module BABYLON {
  109345. /**
  109346. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109347. */
  109348. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  109349. private _engine;
  109350. private _canvas;
  109351. /**
  109352. * xrpresent context of the canvas which can be used to display/mirror xr content
  109353. */
  109354. canvasContext: WebGLRenderingContext;
  109355. /**
  109356. * xr layer for the canvas
  109357. */
  109358. xrLayer: Nullable<XRWebGLLayer>;
  109359. /**
  109360. * Initializes the xr layer for the session
  109361. * @param xrSession xr session
  109362. * @returns a promise that will resolve once the XR Layer has been created
  109363. */
  109364. initializeXRLayerAsync(xrSession: any): any;
  109365. /**
  109366. * Initializes the canvas to be added/removed upon entering/exiting xr
  109367. * @param engine the Babylon engine
  109368. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109369. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  109370. */
  109371. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  109372. /**
  109373. * Disposes of the object
  109374. */
  109375. dispose(): void;
  109376. private _setManagedOutputCanvas;
  109377. private _addCanvas;
  109378. private _removeCanvas;
  109379. }
  109380. }
  109381. declare module BABYLON {
  109382. /**
  109383. * Manages an XRSession to work with Babylon's engine
  109384. * @see https://doc.babylonjs.com/how_to/webxr
  109385. */
  109386. export class WebXRSessionManager implements IDisposable {
  109387. private scene;
  109388. /**
  109389. * Fires every time a new xrFrame arrives which can be used to update the camera
  109390. */
  109391. onXRFrameObservable: Observable<any>;
  109392. /**
  109393. * Fires when the xr session is ended either by the device or manually done
  109394. */
  109395. onXRSessionEnded: Observable<any>;
  109396. /**
  109397. * Underlying xr session
  109398. */
  109399. session: XRSession;
  109400. /**
  109401. * Type of reference space used when creating the session
  109402. */
  109403. referenceSpace: XRReferenceSpace;
  109404. /**
  109405. * Current XR frame
  109406. */
  109407. currentFrame: Nullable<XRFrame>;
  109408. private _xrNavigator;
  109409. private baseLayer;
  109410. private _rttProvider;
  109411. private _sessionEnded;
  109412. /**
  109413. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109414. * @param scene The scene which the session should be created for
  109415. */
  109416. constructor(scene: Scene);
  109417. /**
  109418. * Initializes the manager
  109419. * After initialization enterXR can be called to start an XR session
  109420. * @returns Promise which resolves after it is initialized
  109421. */
  109422. initializeAsync(): Promise<void>;
  109423. /**
  109424. * Initializes an xr session
  109425. * @param xrSessionMode mode to initialize
  109426. * @param optionalFeatures defines optional values to pass to the session builder
  109427. * @returns a promise which will resolve once the session has been initialized
  109428. */
  109429. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  109430. /**
  109431. * Sets the reference space on the xr session
  109432. * @param referenceSpace space to set
  109433. * @returns a promise that will resolve once the reference space has been set
  109434. */
  109435. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  109436. /**
  109437. * Updates the render state of the session
  109438. * @param state state to set
  109439. * @returns a promise that resolves once the render state has been updated
  109440. */
  109441. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  109442. /**
  109443. * Starts rendering to the xr layer
  109444. * @returns a promise that will resolve once rendering has started
  109445. */
  109446. startRenderingToXRAsync(): Promise<void>;
  109447. /**
  109448. * Gets the correct render target texture to be rendered this frame for this eye
  109449. * @param eye the eye for which to get the render target
  109450. * @returns the render target for the specified eye
  109451. */
  109452. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  109453. /**
  109454. * Stops the xrSession and restores the renderloop
  109455. * @returns Promise which resolves after it exits XR
  109456. */
  109457. exitXRAsync(): Promise<void>;
  109458. /**
  109459. * Checks if a session would be supported for the creation options specified
  109460. * @param sessionMode session mode to check if supported eg. immersive-vr
  109461. * @returns true if supported
  109462. */
  109463. supportsSessionAsync(sessionMode: XRSessionMode): any;
  109464. /**
  109465. * Creates a WebXRRenderTarget object for the XR session
  109466. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  109467. * @returns a WebXR render target to which the session can render
  109468. */
  109469. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  109470. /**
  109471. * @hidden
  109472. * Converts the render layer of xrSession to a render target
  109473. * @param session session to create render target for
  109474. * @param scene scene the new render target should be created for
  109475. */
  109476. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  109477. /**
  109478. * Disposes of the session manager
  109479. */
  109480. dispose(): void;
  109481. }
  109482. }
  109483. declare module BABYLON {
  109484. /**
  109485. * WebXR Camera which holds the views for the xrSession
  109486. * @see https://doc.babylonjs.com/how_to/webxr
  109487. */
  109488. export class WebXRCamera extends FreeCamera {
  109489. private static _TmpMatrix;
  109490. /**
  109491. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109492. * @param name the name of the camera
  109493. * @param scene the scene to add the camera to
  109494. */
  109495. constructor(name: string, scene: Scene);
  109496. private _updateNumberOfRigCameras;
  109497. /** @hidden */
  109498. _updateForDualEyeDebugging(): void;
  109499. /**
  109500. * Updates the cameras position from the current pose information of the XR session
  109501. * @param xrSessionManager the session containing pose information
  109502. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109503. */
  109504. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  109505. }
  109506. }
  109507. declare module BABYLON {
  109508. /**
  109509. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  109510. * @see https://doc.babylonjs.com/how_to/webxr
  109511. */
  109512. export class WebXRExperienceHelper implements IDisposable {
  109513. private scene;
  109514. /**
  109515. * 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
  109516. */
  109517. container: AbstractMesh;
  109518. /**
  109519. * Camera used to render xr content
  109520. */
  109521. camera: WebXRCamera;
  109522. /**
  109523. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109524. */
  109525. state: WebXRState;
  109526. private _setState;
  109527. private static _TmpVector;
  109528. /**
  109529. * Fires when the state of the experience helper has changed
  109530. */
  109531. onStateChangedObservable: Observable<WebXRState>;
  109532. /** Session manager used to keep track of xr session */
  109533. sessionManager: WebXRSessionManager;
  109534. private _nonVRCamera;
  109535. private _originalSceneAutoClear;
  109536. private _supported;
  109537. /**
  109538. * Creates the experience helper
  109539. * @param scene the scene to attach the experience helper to
  109540. * @returns a promise for the experience helper
  109541. */
  109542. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  109543. /**
  109544. * Creates a WebXRExperienceHelper
  109545. * @param scene The scene the helper should be created in
  109546. */
  109547. private constructor();
  109548. /**
  109549. * Exits XR mode and returns the scene to its original state
  109550. * @returns promise that resolves after xr mode has exited
  109551. */
  109552. exitXRAsync(): Promise<void>;
  109553. /**
  109554. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109555. * @param sessionMode options for the XR session
  109556. * @param referenceSpaceType frame of reference of the XR session
  109557. * @param renderTarget the output canvas that will be used to enter XR mode
  109558. * @returns promise that resolves after xr mode has entered
  109559. */
  109560. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  109561. /**
  109562. * Updates the global position of the camera by moving the camera's container
  109563. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109564. * @param position The desired global position of the camera
  109565. */
  109566. setPositionOfCameraUsingContainer(position: Vector3): void;
  109567. /**
  109568. * Rotates the xr camera by rotating the camera's container around the camera's position
  109569. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109570. * @param rotation the desired quaternion rotation to apply to the camera
  109571. */
  109572. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  109573. /**
  109574. * Disposes of the experience helper
  109575. */
  109576. dispose(): void;
  109577. }
  109578. }
  109579. declare module BABYLON {
  109580. /**
  109581. * Button which can be used to enter a different mode of XR
  109582. */
  109583. export class WebXREnterExitUIButton {
  109584. /** button element */
  109585. element: HTMLElement;
  109586. /** XR initialization options for the button */
  109587. sessionMode: XRSessionMode;
  109588. /** Reference space type */
  109589. referenceSpaceType: XRReferenceSpaceType;
  109590. /**
  109591. * Creates a WebXREnterExitUIButton
  109592. * @param element button element
  109593. * @param sessionMode XR initialization session mode
  109594. * @param referenceSpaceType the type of reference space to be used
  109595. */
  109596. constructor(
  109597. /** button element */
  109598. element: HTMLElement,
  109599. /** XR initialization options for the button */
  109600. sessionMode: XRSessionMode,
  109601. /** Reference space type */
  109602. referenceSpaceType: XRReferenceSpaceType);
  109603. /**
  109604. * Overwritable function which can be used to update the button's visuals when the state changes
  109605. * @param activeButton the current active button in the UI
  109606. */
  109607. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  109608. }
  109609. /**
  109610. * Options to create the webXR UI
  109611. */
  109612. export class WebXREnterExitUIOptions {
  109613. /**
  109614. * Context to enter xr with
  109615. */
  109616. renderTarget?: Nullable<WebXRRenderTarget>;
  109617. /**
  109618. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  109619. */
  109620. customButtons?: Array<WebXREnterExitUIButton>;
  109621. }
  109622. /**
  109623. * UI to allow the user to enter/exit XR mode
  109624. */
  109625. export class WebXREnterExitUI implements IDisposable {
  109626. private scene;
  109627. private _overlay;
  109628. private _buttons;
  109629. private _activeButton;
  109630. /**
  109631. * Fired every time the active button is changed.
  109632. *
  109633. * When xr is entered via a button that launches xr that button will be the callback parameter
  109634. *
  109635. * When exiting xr the callback parameter will be null)
  109636. */
  109637. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  109638. /**
  109639. * Creates UI to allow the user to enter/exit XR mode
  109640. * @param scene the scene to add the ui to
  109641. * @param helper the xr experience helper to enter/exit xr with
  109642. * @param options options to configure the UI
  109643. * @returns the created ui
  109644. */
  109645. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  109646. private constructor();
  109647. private _updateButtons;
  109648. /**
  109649. * Disposes of the object
  109650. */
  109651. dispose(): void;
  109652. }
  109653. }
  109654. declare module BABYLON {
  109655. /**
  109656. * Represents an XR input
  109657. */
  109658. export class WebXRController {
  109659. private scene;
  109660. /** The underlying input source for the controller */
  109661. inputSource: XRInputSource;
  109662. private parentContainer;
  109663. /**
  109664. * 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
  109665. */
  109666. grip?: AbstractMesh;
  109667. /**
  109668. * Pointer which can be used to select objects or attach a visible laser to
  109669. */
  109670. pointer: AbstractMesh;
  109671. private _gamepadMode;
  109672. /**
  109673. * If available, this is the gamepad object related to this controller.
  109674. * Using this object it is possible to get click events and trackpad changes of the
  109675. * webxr controller that is currently being used.
  109676. */
  109677. gamepadController?: WebVRController;
  109678. /**
  109679. * Event that fires when the controller is removed/disposed
  109680. */
  109681. onDisposeObservable: Observable<{}>;
  109682. private _tmpMatrix;
  109683. private _tmpQuaternion;
  109684. private _tmpVector;
  109685. /**
  109686. * Creates the controller
  109687. * @see https://doc.babylonjs.com/how_to/webxr
  109688. * @param scene the scene which the controller should be associated to
  109689. * @param inputSource the underlying input source for the controller
  109690. * @param parentContainer parent that the controller meshes should be children of
  109691. */
  109692. constructor(scene: Scene,
  109693. /** The underlying input source for the controller */
  109694. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  109695. /**
  109696. * Updates the controller pose based on the given XRFrame
  109697. * @param xrFrame xr frame to update the pose with
  109698. * @param referenceSpace reference space to use
  109699. */
  109700. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  109701. /**
  109702. * Gets a world space ray coming from the controller
  109703. * @param result the resulting ray
  109704. */
  109705. getWorldPointerRayToRef(result: Ray): void;
  109706. /**
  109707. * Get the scene associated with this controller
  109708. * @returns the scene object
  109709. */
  109710. getScene(): Scene;
  109711. /**
  109712. * Disposes of the object
  109713. */
  109714. dispose(): void;
  109715. }
  109716. }
  109717. declare module BABYLON {
  109718. /**
  109719. * XR input used to track XR inputs such as controllers/rays
  109720. */
  109721. export class WebXRInput implements IDisposable {
  109722. /**
  109723. * Base experience the input listens to
  109724. */
  109725. baseExperience: WebXRExperienceHelper;
  109726. /**
  109727. * XR controllers being tracked
  109728. */
  109729. controllers: Array<WebXRController>;
  109730. private _frameObserver;
  109731. private _stateObserver;
  109732. /**
  109733. * Event when a controller has been connected/added
  109734. */
  109735. onControllerAddedObservable: Observable<WebXRController>;
  109736. /**
  109737. * Event when a controller has been removed/disconnected
  109738. */
  109739. onControllerRemovedObservable: Observable<WebXRController>;
  109740. /**
  109741. * Initializes the WebXRInput
  109742. * @param baseExperience experience helper which the input should be created for
  109743. */
  109744. constructor(
  109745. /**
  109746. * Base experience the input listens to
  109747. */
  109748. baseExperience: WebXRExperienceHelper);
  109749. private _onInputSourcesChange;
  109750. private _addAndRemoveControllers;
  109751. /**
  109752. * Disposes of the object
  109753. */
  109754. dispose(): void;
  109755. }
  109756. }
  109757. declare module BABYLON {
  109758. /**
  109759. * Enables teleportation
  109760. */
  109761. export class WebXRControllerTeleportation {
  109762. private _teleportationFillColor;
  109763. private _teleportationBorderColor;
  109764. private _tmpRay;
  109765. private _tmpVector;
  109766. /**
  109767. * Creates a WebXRControllerTeleportation
  109768. * @param input input manager to add teleportation to
  109769. * @param floorMeshes floormeshes which can be teleported to
  109770. */
  109771. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  109772. }
  109773. }
  109774. declare module BABYLON {
  109775. /**
  109776. * Handles pointer input automatically for the pointer of XR controllers
  109777. */
  109778. export class WebXRControllerPointerSelection {
  109779. private static _idCounter;
  109780. private _tmpRay;
  109781. /**
  109782. * Creates a WebXRControllerPointerSelection
  109783. * @param input input manager to setup pointer selection
  109784. */
  109785. constructor(input: WebXRInput);
  109786. private _convertNormalToDirectionOfRay;
  109787. private _updatePointerDistance;
  109788. }
  109789. }
  109790. declare module BABYLON {
  109791. /**
  109792. * Class used to represent data loading progression
  109793. */
  109794. export class SceneLoaderProgressEvent {
  109795. /** defines if data length to load can be evaluated */
  109796. readonly lengthComputable: boolean;
  109797. /** defines the loaded data length */
  109798. readonly loaded: number;
  109799. /** defines the data length to load */
  109800. readonly total: number;
  109801. /**
  109802. * Create a new progress event
  109803. * @param lengthComputable defines if data length to load can be evaluated
  109804. * @param loaded defines the loaded data length
  109805. * @param total defines the data length to load
  109806. */
  109807. constructor(
  109808. /** defines if data length to load can be evaluated */
  109809. lengthComputable: boolean,
  109810. /** defines the loaded data length */
  109811. loaded: number,
  109812. /** defines the data length to load */
  109813. total: number);
  109814. /**
  109815. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  109816. * @param event defines the source event
  109817. * @returns a new SceneLoaderProgressEvent
  109818. */
  109819. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  109820. }
  109821. /**
  109822. * Interface used by SceneLoader plugins to define supported file extensions
  109823. */
  109824. export interface ISceneLoaderPluginExtensions {
  109825. /**
  109826. * Defines the list of supported extensions
  109827. */
  109828. [extension: string]: {
  109829. isBinary: boolean;
  109830. };
  109831. }
  109832. /**
  109833. * Interface used by SceneLoader plugin factory
  109834. */
  109835. export interface ISceneLoaderPluginFactory {
  109836. /**
  109837. * Defines the name of the factory
  109838. */
  109839. name: string;
  109840. /**
  109841. * Function called to create a new plugin
  109842. * @return the new plugin
  109843. */
  109844. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  109845. /**
  109846. * The callback that returns true if the data can be directly loaded.
  109847. * @param data string containing the file data
  109848. * @returns if the data can be loaded directly
  109849. */
  109850. canDirectLoad?(data: string): boolean;
  109851. }
  109852. /**
  109853. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  109854. */
  109855. export interface ISceneLoaderPluginBase {
  109856. /**
  109857. * The friendly name of this plugin.
  109858. */
  109859. name: string;
  109860. /**
  109861. * The file extensions supported by this plugin.
  109862. */
  109863. extensions: string | ISceneLoaderPluginExtensions;
  109864. /**
  109865. * The callback called when loading from a url.
  109866. * @param scene scene loading this url
  109867. * @param url url to load
  109868. * @param onSuccess callback called when the file successfully loads
  109869. * @param onProgress callback called while file is loading (if the server supports this mode)
  109870. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  109871. * @param onError callback called when the file fails to load
  109872. * @returns a file request object
  109873. */
  109874. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109875. /**
  109876. * The callback called when loading from a file object.
  109877. * @param scene scene loading this file
  109878. * @param file defines the file to load
  109879. * @param onSuccess defines the callback to call when data is loaded
  109880. * @param onProgress defines the callback to call during loading process
  109881. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  109882. * @param onError defines the callback to call when an error occurs
  109883. * @returns a file request object
  109884. */
  109885. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109886. /**
  109887. * The callback that returns true if the data can be directly loaded.
  109888. * @param data string containing the file data
  109889. * @returns if the data can be loaded directly
  109890. */
  109891. canDirectLoad?(data: string): boolean;
  109892. /**
  109893. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  109894. * @param scene scene loading this data
  109895. * @param data string containing the data
  109896. * @returns data to pass to the plugin
  109897. */
  109898. directLoad?(scene: Scene, data: string): any;
  109899. /**
  109900. * The callback that allows custom handling of the root url based on the response url.
  109901. * @param rootUrl the original root url
  109902. * @param responseURL the response url if available
  109903. * @returns the new root url
  109904. */
  109905. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  109906. }
  109907. /**
  109908. * Interface used to define a SceneLoader plugin
  109909. */
  109910. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  109911. /**
  109912. * Import meshes into a scene.
  109913. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109914. * @param scene The scene to import into
  109915. * @param data The data to import
  109916. * @param rootUrl The root url for scene and resources
  109917. * @param meshes The meshes array to import into
  109918. * @param particleSystems The particle systems array to import into
  109919. * @param skeletons The skeletons array to import into
  109920. * @param onError The callback when import fails
  109921. * @returns True if successful or false otherwise
  109922. */
  109923. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  109924. /**
  109925. * Load into a scene.
  109926. * @param scene The scene to load into
  109927. * @param data The data to import
  109928. * @param rootUrl The root url for scene and resources
  109929. * @param onError The callback when import fails
  109930. * @returns True if successful or false otherwise
  109931. */
  109932. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  109933. /**
  109934. * Load into an asset container.
  109935. * @param scene The scene to load into
  109936. * @param data The data to import
  109937. * @param rootUrl The root url for scene and resources
  109938. * @param onError The callback when import fails
  109939. * @returns The loaded asset container
  109940. */
  109941. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  109942. }
  109943. /**
  109944. * Interface used to define an async SceneLoader plugin
  109945. */
  109946. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  109947. /**
  109948. * Import meshes into a scene.
  109949. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109950. * @param scene The scene to import into
  109951. * @param data The data to import
  109952. * @param rootUrl The root url for scene and resources
  109953. * @param onProgress The callback when the load progresses
  109954. * @param fileName Defines the name of the file to load
  109955. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  109956. */
  109957. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  109958. meshes: AbstractMesh[];
  109959. particleSystems: IParticleSystem[];
  109960. skeletons: Skeleton[];
  109961. animationGroups: AnimationGroup[];
  109962. }>;
  109963. /**
  109964. * Load into a scene.
  109965. * @param scene The scene to load into
  109966. * @param data The data to import
  109967. * @param rootUrl The root url for scene and resources
  109968. * @param onProgress The callback when the load progresses
  109969. * @param fileName Defines the name of the file to load
  109970. * @returns Nothing
  109971. */
  109972. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  109973. /**
  109974. * Load into an asset container.
  109975. * @param scene The scene to load into
  109976. * @param data The data to import
  109977. * @param rootUrl The root url for scene and resources
  109978. * @param onProgress The callback when the load progresses
  109979. * @param fileName Defines the name of the file to load
  109980. * @returns The loaded asset container
  109981. */
  109982. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  109983. }
  109984. /**
  109985. * Class used to load scene from various file formats using registered plugins
  109986. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  109987. */
  109988. export class SceneLoader {
  109989. /**
  109990. * No logging while loading
  109991. */
  109992. static readonly NO_LOGGING: number;
  109993. /**
  109994. * Minimal logging while loading
  109995. */
  109996. static readonly MINIMAL_LOGGING: number;
  109997. /**
  109998. * Summary logging while loading
  109999. */
  110000. static readonly SUMMARY_LOGGING: number;
  110001. /**
  110002. * Detailled logging while loading
  110003. */
  110004. static readonly DETAILED_LOGGING: number;
  110005. /**
  110006. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  110007. */
  110008. static ForceFullSceneLoadingForIncremental: boolean;
  110009. /**
  110010. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  110011. */
  110012. static ShowLoadingScreen: boolean;
  110013. /**
  110014. * Defines the current logging level (while loading the scene)
  110015. * @ignorenaming
  110016. */
  110017. static loggingLevel: number;
  110018. /**
  110019. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  110020. */
  110021. static CleanBoneMatrixWeights: boolean;
  110022. /**
  110023. * Event raised when a plugin is used to load a scene
  110024. */
  110025. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  110026. private static _registeredPlugins;
  110027. private static _getDefaultPlugin;
  110028. private static _getPluginForExtension;
  110029. private static _getPluginForDirectLoad;
  110030. private static _getPluginForFilename;
  110031. private static _getDirectLoad;
  110032. private static _loadData;
  110033. private static _getFileInfo;
  110034. /**
  110035. * Gets a plugin that can load the given extension
  110036. * @param extension defines the extension to load
  110037. * @returns a plugin or null if none works
  110038. */
  110039. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  110040. /**
  110041. * Gets a boolean indicating that the given extension can be loaded
  110042. * @param extension defines the extension to load
  110043. * @returns true if the extension is supported
  110044. */
  110045. static IsPluginForExtensionAvailable(extension: string): boolean;
  110046. /**
  110047. * Adds a new plugin to the list of registered plugins
  110048. * @param plugin defines the plugin to add
  110049. */
  110050. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  110051. /**
  110052. * Import meshes into a scene
  110053. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110054. * @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)
  110055. * @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)
  110056. * @param scene the instance of BABYLON.Scene to append to
  110057. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  110058. * @param onProgress a callback with a progress event for each file being loaded
  110059. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110060. * @param pluginExtension the extension used to determine the plugin
  110061. * @returns The loaded plugin
  110062. */
  110063. 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>;
  110064. /**
  110065. * Import meshes into a scene
  110066. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110067. * @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)
  110068. * @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)
  110069. * @param scene the instance of BABYLON.Scene to append to
  110070. * @param onProgress a callback with a progress event for each file being loaded
  110071. * @param pluginExtension the extension used to determine the plugin
  110072. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  110073. */
  110074. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  110075. meshes: AbstractMesh[];
  110076. particleSystems: IParticleSystem[];
  110077. skeletons: Skeleton[];
  110078. animationGroups: AnimationGroup[];
  110079. }>;
  110080. /**
  110081. * Load a scene
  110082. * @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)
  110083. * @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)
  110084. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110085. * @param onSuccess a callback with the scene when import succeeds
  110086. * @param onProgress a callback with a progress event for each file being loaded
  110087. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110088. * @param pluginExtension the extension used to determine the plugin
  110089. * @returns The loaded plugin
  110090. */
  110091. 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>;
  110092. /**
  110093. * Load a scene
  110094. * @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)
  110095. * @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)
  110096. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110097. * @param onProgress a callback with a progress event for each file being loaded
  110098. * @param pluginExtension the extension used to determine the plugin
  110099. * @returns The loaded scene
  110100. */
  110101. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110102. /**
  110103. * Append a scene
  110104. * @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)
  110105. * @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)
  110106. * @param scene is the instance of BABYLON.Scene to append to
  110107. * @param onSuccess a callback with the scene when import succeeds
  110108. * @param onProgress a callback with a progress event for each file being loaded
  110109. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110110. * @param pluginExtension the extension used to determine the plugin
  110111. * @returns The loaded plugin
  110112. */
  110113. 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>;
  110114. /**
  110115. * Append a scene
  110116. * @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)
  110117. * @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)
  110118. * @param scene is the instance of BABYLON.Scene to append to
  110119. * @param onProgress a callback with a progress event for each file being loaded
  110120. * @param pluginExtension the extension used to determine the plugin
  110121. * @returns The given scene
  110122. */
  110123. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110124. /**
  110125. * Load a scene into an asset container
  110126. * @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)
  110127. * @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)
  110128. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  110129. * @param onSuccess a callback with the scene when import succeeds
  110130. * @param onProgress a callback with a progress event for each file being loaded
  110131. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110132. * @param pluginExtension the extension used to determine the plugin
  110133. * @returns The loaded plugin
  110134. */
  110135. 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>;
  110136. /**
  110137. * Load a scene into an asset container
  110138. * @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)
  110139. * @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)
  110140. * @param scene is the instance of Scene to append to
  110141. * @param onProgress a callback with a progress event for each file being loaded
  110142. * @param pluginExtension the extension used to determine the plugin
  110143. * @returns The loaded asset container
  110144. */
  110145. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  110146. }
  110147. }
  110148. declare module BABYLON {
  110149. /**
  110150. * Generic Controller
  110151. */
  110152. export class GenericController extends WebVRController {
  110153. /**
  110154. * Base Url for the controller model.
  110155. */
  110156. static readonly MODEL_BASE_URL: string;
  110157. /**
  110158. * File name for the controller model.
  110159. */
  110160. static readonly MODEL_FILENAME: string;
  110161. /**
  110162. * Creates a new GenericController from a gamepad
  110163. * @param vrGamepad the gamepad that the controller should be created from
  110164. */
  110165. constructor(vrGamepad: any);
  110166. /**
  110167. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110168. * @param scene scene in which to add meshes
  110169. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110170. */
  110171. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110172. /**
  110173. * Called once for each button that changed state since the last frame
  110174. * @param buttonIdx Which button index changed
  110175. * @param state New state of the button
  110176. * @param changes Which properties on the state changed since last frame
  110177. */
  110178. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110179. }
  110180. }
  110181. declare module BABYLON {
  110182. /**
  110183. * Defines the WindowsMotionController object that the state of the windows motion controller
  110184. */
  110185. export class WindowsMotionController extends WebVRController {
  110186. /**
  110187. * The base url used to load the left and right controller models
  110188. */
  110189. static MODEL_BASE_URL: string;
  110190. /**
  110191. * The name of the left controller model file
  110192. */
  110193. static MODEL_LEFT_FILENAME: string;
  110194. /**
  110195. * The name of the right controller model file
  110196. */
  110197. static MODEL_RIGHT_FILENAME: string;
  110198. /**
  110199. * The controller name prefix for this controller type
  110200. */
  110201. static readonly GAMEPAD_ID_PREFIX: string;
  110202. /**
  110203. * The controller id pattern for this controller type
  110204. */
  110205. private static readonly GAMEPAD_ID_PATTERN;
  110206. private _loadedMeshInfo;
  110207. private readonly _mapping;
  110208. /**
  110209. * Fired when the trackpad on this controller is clicked
  110210. */
  110211. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  110212. /**
  110213. * Fired when the trackpad on this controller is modified
  110214. */
  110215. onTrackpadValuesChangedObservable: Observable<StickValues>;
  110216. /**
  110217. * The current x and y values of this controller's trackpad
  110218. */
  110219. trackpad: StickValues;
  110220. /**
  110221. * Creates a new WindowsMotionController from a gamepad
  110222. * @param vrGamepad the gamepad that the controller should be created from
  110223. */
  110224. constructor(vrGamepad: any);
  110225. /**
  110226. * Fired when the trigger on this controller is modified
  110227. */
  110228. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110229. /**
  110230. * Fired when the menu button on this controller is modified
  110231. */
  110232. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110233. /**
  110234. * Fired when the grip button on this controller is modified
  110235. */
  110236. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110237. /**
  110238. * Fired when the thumbstick button on this controller is modified
  110239. */
  110240. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110241. /**
  110242. * Fired when the touchpad button on this controller is modified
  110243. */
  110244. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110245. /**
  110246. * Fired when the touchpad values on this controller are modified
  110247. */
  110248. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  110249. private _updateTrackpad;
  110250. /**
  110251. * Called once per frame by the engine.
  110252. */
  110253. update(): void;
  110254. /**
  110255. * Called once for each button that changed state since the last frame
  110256. * @param buttonIdx Which button index changed
  110257. * @param state New state of the button
  110258. * @param changes Which properties on the state changed since last frame
  110259. */
  110260. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110261. /**
  110262. * Moves the buttons on the controller mesh based on their current state
  110263. * @param buttonName the name of the button to move
  110264. * @param buttonValue the value of the button which determines the buttons new position
  110265. */
  110266. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  110267. /**
  110268. * Moves the axis on the controller mesh based on its current state
  110269. * @param axis the index of the axis
  110270. * @param axisValue the value of the axis which determines the meshes new position
  110271. * @hidden
  110272. */
  110273. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  110274. /**
  110275. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110276. * @param scene scene in which to add meshes
  110277. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110278. */
  110279. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  110280. /**
  110281. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  110282. * can be transformed by button presses and axes values, based on this._mapping.
  110283. *
  110284. * @param scene scene in which the meshes exist
  110285. * @param meshes list of meshes that make up the controller model to process
  110286. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  110287. */
  110288. private processModel;
  110289. private createMeshInfo;
  110290. /**
  110291. * Gets the ray of the controller in the direction the controller is pointing
  110292. * @param length the length the resulting ray should be
  110293. * @returns a ray in the direction the controller is pointing
  110294. */
  110295. getForwardRay(length?: number): Ray;
  110296. /**
  110297. * Disposes of the controller
  110298. */
  110299. dispose(): void;
  110300. }
  110301. }
  110302. declare module BABYLON {
  110303. /**
  110304. * Oculus Touch Controller
  110305. */
  110306. export class OculusTouchController extends WebVRController {
  110307. /**
  110308. * Base Url for the controller model.
  110309. */
  110310. static MODEL_BASE_URL: string;
  110311. /**
  110312. * File name for the left controller model.
  110313. */
  110314. static MODEL_LEFT_FILENAME: string;
  110315. /**
  110316. * File name for the right controller model.
  110317. */
  110318. static MODEL_RIGHT_FILENAME: string;
  110319. /**
  110320. * Base Url for the Quest controller model.
  110321. */
  110322. static QUEST_MODEL_BASE_URL: string;
  110323. /**
  110324. * @hidden
  110325. * If the controllers are running on a device that needs the updated Quest controller models
  110326. */
  110327. static _IsQuest: boolean;
  110328. /**
  110329. * Fired when the secondary trigger on this controller is modified
  110330. */
  110331. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  110332. /**
  110333. * Fired when the thumb rest on this controller is modified
  110334. */
  110335. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  110336. /**
  110337. * Creates a new OculusTouchController from a gamepad
  110338. * @param vrGamepad the gamepad that the controller should be created from
  110339. */
  110340. constructor(vrGamepad: any);
  110341. /**
  110342. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110343. * @param scene scene in which to add meshes
  110344. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110345. */
  110346. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110347. /**
  110348. * Fired when the A button on this controller is modified
  110349. */
  110350. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110351. /**
  110352. * Fired when the B button on this controller is modified
  110353. */
  110354. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110355. /**
  110356. * Fired when the X button on this controller is modified
  110357. */
  110358. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110359. /**
  110360. * Fired when the Y button on this controller is modified
  110361. */
  110362. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110363. /**
  110364. * Called once for each button that changed state since the last frame
  110365. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  110366. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  110367. * 2) secondary trigger (same)
  110368. * 3) A (right) X (left), touch, pressed = value
  110369. * 4) B / Y
  110370. * 5) thumb rest
  110371. * @param buttonIdx Which button index changed
  110372. * @param state New state of the button
  110373. * @param changes Which properties on the state changed since last frame
  110374. */
  110375. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110376. }
  110377. }
  110378. declare module BABYLON {
  110379. /**
  110380. * Vive Controller
  110381. */
  110382. export class ViveController extends WebVRController {
  110383. /**
  110384. * Base Url for the controller model.
  110385. */
  110386. static MODEL_BASE_URL: string;
  110387. /**
  110388. * File name for the controller model.
  110389. */
  110390. static MODEL_FILENAME: string;
  110391. /**
  110392. * Creates a new ViveController from a gamepad
  110393. * @param vrGamepad the gamepad that the controller should be created from
  110394. */
  110395. constructor(vrGamepad: any);
  110396. /**
  110397. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110398. * @param scene scene in which to add meshes
  110399. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110400. */
  110401. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110402. /**
  110403. * Fired when the left button on this controller is modified
  110404. */
  110405. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110406. /**
  110407. * Fired when the right button on this controller is modified
  110408. */
  110409. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110410. /**
  110411. * Fired when the menu button on this controller is modified
  110412. */
  110413. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110414. /**
  110415. * Called once for each button that changed state since the last frame
  110416. * Vive mapping:
  110417. * 0: touchpad
  110418. * 1: trigger
  110419. * 2: left AND right buttons
  110420. * 3: menu button
  110421. * @param buttonIdx Which button index changed
  110422. * @param state New state of the button
  110423. * @param changes Which properties on the state changed since last frame
  110424. */
  110425. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110426. }
  110427. }
  110428. declare module BABYLON {
  110429. /**
  110430. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  110431. */
  110432. export class WebXRControllerModelLoader {
  110433. /**
  110434. * Creates the WebXRControllerModelLoader
  110435. * @param input xr input that creates the controllers
  110436. */
  110437. constructor(input: WebXRInput);
  110438. }
  110439. }
  110440. declare module BABYLON {
  110441. /**
  110442. * Contains an array of blocks representing the octree
  110443. */
  110444. export interface IOctreeContainer<T> {
  110445. /**
  110446. * Blocks within the octree
  110447. */
  110448. blocks: Array<OctreeBlock<T>>;
  110449. }
  110450. /**
  110451. * Class used to store a cell in an octree
  110452. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110453. */
  110454. export class OctreeBlock<T> {
  110455. /**
  110456. * Gets the content of the current block
  110457. */
  110458. entries: T[];
  110459. /**
  110460. * Gets the list of block children
  110461. */
  110462. blocks: Array<OctreeBlock<T>>;
  110463. private _depth;
  110464. private _maxDepth;
  110465. private _capacity;
  110466. private _minPoint;
  110467. private _maxPoint;
  110468. private _boundingVectors;
  110469. private _creationFunc;
  110470. /**
  110471. * Creates a new block
  110472. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  110473. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  110474. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110475. * @param depth defines the current depth of this block in the octree
  110476. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  110477. * @param creationFunc defines a callback to call when an element is added to the block
  110478. */
  110479. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  110480. /**
  110481. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110482. */
  110483. readonly capacity: number;
  110484. /**
  110485. * Gets the minimum vector (in world space) of the block's bounding box
  110486. */
  110487. readonly minPoint: Vector3;
  110488. /**
  110489. * Gets the maximum vector (in world space) of the block's bounding box
  110490. */
  110491. readonly maxPoint: Vector3;
  110492. /**
  110493. * Add a new element to this block
  110494. * @param entry defines the element to add
  110495. */
  110496. addEntry(entry: T): void;
  110497. /**
  110498. * Remove an element from this block
  110499. * @param entry defines the element to remove
  110500. */
  110501. removeEntry(entry: T): void;
  110502. /**
  110503. * Add an array of elements to this block
  110504. * @param entries defines the array of elements to add
  110505. */
  110506. addEntries(entries: T[]): void;
  110507. /**
  110508. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  110509. * @param frustumPlanes defines the frustum planes to test
  110510. * @param selection defines the array to store current content if selection is positive
  110511. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110512. */
  110513. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110514. /**
  110515. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  110516. * @param sphereCenter defines the bounding sphere center
  110517. * @param sphereRadius defines the bounding sphere radius
  110518. * @param selection defines the array to store current content if selection is positive
  110519. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110520. */
  110521. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110522. /**
  110523. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  110524. * @param ray defines the ray to test with
  110525. * @param selection defines the array to store current content if selection is positive
  110526. */
  110527. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  110528. /**
  110529. * Subdivide the content into child blocks (this block will then be empty)
  110530. */
  110531. createInnerBlocks(): void;
  110532. /**
  110533. * @hidden
  110534. */
  110535. 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;
  110536. }
  110537. }
  110538. declare module BABYLON {
  110539. /**
  110540. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  110541. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110542. */
  110543. export class Octree<T> {
  110544. /** 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.) */
  110545. maxDepth: number;
  110546. /**
  110547. * Blocks within the octree containing objects
  110548. */
  110549. blocks: Array<OctreeBlock<T>>;
  110550. /**
  110551. * Content stored in the octree
  110552. */
  110553. dynamicContent: T[];
  110554. private _maxBlockCapacity;
  110555. private _selectionContent;
  110556. private _creationFunc;
  110557. /**
  110558. * Creates a octree
  110559. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110560. * @param creationFunc function to be used to instatiate the octree
  110561. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  110562. * @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.)
  110563. */
  110564. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  110565. /** 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.) */
  110566. maxDepth?: number);
  110567. /**
  110568. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  110569. * @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);
  110570. * @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);
  110571. * @param entries meshes to be added to the octree blocks
  110572. */
  110573. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  110574. /**
  110575. * Adds a mesh to the octree
  110576. * @param entry Mesh to add to the octree
  110577. */
  110578. addMesh(entry: T): void;
  110579. /**
  110580. * Remove an element from the octree
  110581. * @param entry defines the element to remove
  110582. */
  110583. removeMesh(entry: T): void;
  110584. /**
  110585. * Selects an array of meshes within the frustum
  110586. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  110587. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  110588. * @returns array of meshes within the frustum
  110589. */
  110590. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  110591. /**
  110592. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  110593. * @param sphereCenter defines the bounding sphere center
  110594. * @param sphereRadius defines the bounding sphere radius
  110595. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110596. * @returns an array of objects that intersect the sphere
  110597. */
  110598. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  110599. /**
  110600. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  110601. * @param ray defines the ray to test with
  110602. * @returns array of intersected objects
  110603. */
  110604. intersectsRay(ray: Ray): SmartArray<T>;
  110605. /**
  110606. * Adds a mesh into the octree block if it intersects the block
  110607. */
  110608. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  110609. /**
  110610. * Adds a submesh into the octree block if it intersects the block
  110611. */
  110612. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  110613. }
  110614. }
  110615. declare module BABYLON {
  110616. interface Scene {
  110617. /**
  110618. * @hidden
  110619. * Backing Filed
  110620. */
  110621. _selectionOctree: Octree<AbstractMesh>;
  110622. /**
  110623. * Gets the octree used to boost mesh selection (picking)
  110624. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110625. */
  110626. selectionOctree: Octree<AbstractMesh>;
  110627. /**
  110628. * Creates or updates the octree used to boost selection (picking)
  110629. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110630. * @param maxCapacity defines the maximum capacity per leaf
  110631. * @param maxDepth defines the maximum depth of the octree
  110632. * @returns an octree of AbstractMesh
  110633. */
  110634. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  110635. }
  110636. interface AbstractMesh {
  110637. /**
  110638. * @hidden
  110639. * Backing Field
  110640. */
  110641. _submeshesOctree: Octree<SubMesh>;
  110642. /**
  110643. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  110644. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  110645. * @param maxCapacity defines the maximum size of each block (64 by default)
  110646. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  110647. * @returns the new octree
  110648. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  110649. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110650. */
  110651. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  110652. }
  110653. /**
  110654. * Defines the octree scene component responsible to manage any octrees
  110655. * in a given scene.
  110656. */
  110657. export class OctreeSceneComponent {
  110658. /**
  110659. * The component name help to identify the component in the list of scene components.
  110660. */
  110661. readonly name: string;
  110662. /**
  110663. * The scene the component belongs to.
  110664. */
  110665. scene: Scene;
  110666. /**
  110667. * Indicates if the meshes have been checked to make sure they are isEnabled()
  110668. */
  110669. readonly checksIsEnabled: boolean;
  110670. /**
  110671. * Creates a new instance of the component for the given scene
  110672. * @param scene Defines the scene to register the component in
  110673. */
  110674. constructor(scene: Scene);
  110675. /**
  110676. * Registers the component in a given scene
  110677. */
  110678. register(): void;
  110679. /**
  110680. * Return the list of active meshes
  110681. * @returns the list of active meshes
  110682. */
  110683. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  110684. /**
  110685. * Return the list of active sub meshes
  110686. * @param mesh The mesh to get the candidates sub meshes from
  110687. * @returns the list of active sub meshes
  110688. */
  110689. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  110690. private _tempRay;
  110691. /**
  110692. * Return the list of sub meshes intersecting with a given local ray
  110693. * @param mesh defines the mesh to find the submesh for
  110694. * @param localRay defines the ray in local space
  110695. * @returns the list of intersecting sub meshes
  110696. */
  110697. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  110698. /**
  110699. * Return the list of sub meshes colliding with a collider
  110700. * @param mesh defines the mesh to find the submesh for
  110701. * @param collider defines the collider to evaluate the collision against
  110702. * @returns the list of colliding sub meshes
  110703. */
  110704. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  110705. /**
  110706. * Rebuilds the elements related to this component in case of
  110707. * context lost for instance.
  110708. */
  110709. rebuild(): void;
  110710. /**
  110711. * Disposes the component and the associated ressources.
  110712. */
  110713. dispose(): void;
  110714. }
  110715. }
  110716. declare module BABYLON {
  110717. /**
  110718. * Renders a layer on top of an existing scene
  110719. */
  110720. export class UtilityLayerRenderer implements IDisposable {
  110721. /** the original scene that will be rendered on top of */
  110722. originalScene: Scene;
  110723. private _pointerCaptures;
  110724. private _lastPointerEvents;
  110725. private static _DefaultUtilityLayer;
  110726. private static _DefaultKeepDepthUtilityLayer;
  110727. private _sharedGizmoLight;
  110728. private _renderCamera;
  110729. /**
  110730. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  110731. * @returns the camera that is used when rendering the utility layer
  110732. */
  110733. getRenderCamera(): Nullable<Camera>;
  110734. /**
  110735. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  110736. * @param cam the camera that should be used when rendering the utility layer
  110737. */
  110738. setRenderCamera(cam: Nullable<Camera>): void;
  110739. /**
  110740. * @hidden
  110741. * Light which used by gizmos to get light shading
  110742. */
  110743. _getSharedGizmoLight(): HemisphericLight;
  110744. /**
  110745. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  110746. */
  110747. pickUtilitySceneFirst: boolean;
  110748. /**
  110749. * 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)
  110750. */
  110751. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  110752. /**
  110753. * 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)
  110754. */
  110755. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  110756. /**
  110757. * The scene that is rendered on top of the original scene
  110758. */
  110759. utilityLayerScene: Scene;
  110760. /**
  110761. * If the utility layer should automatically be rendered on top of existing scene
  110762. */
  110763. shouldRender: boolean;
  110764. /**
  110765. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  110766. */
  110767. onlyCheckPointerDownEvents: boolean;
  110768. /**
  110769. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  110770. */
  110771. processAllEvents: boolean;
  110772. /**
  110773. * Observable raised when the pointer move from the utility layer scene to the main scene
  110774. */
  110775. onPointerOutObservable: Observable<number>;
  110776. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  110777. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  110778. private _afterRenderObserver;
  110779. private _sceneDisposeObserver;
  110780. private _originalPointerObserver;
  110781. /**
  110782. * Instantiates a UtilityLayerRenderer
  110783. * @param originalScene the original scene that will be rendered on top of
  110784. * @param handleEvents boolean indicating if the utility layer should handle events
  110785. */
  110786. constructor(
  110787. /** the original scene that will be rendered on top of */
  110788. originalScene: Scene, handleEvents?: boolean);
  110789. private _notifyObservers;
  110790. /**
  110791. * Renders the utility layers scene on top of the original scene
  110792. */
  110793. render(): void;
  110794. /**
  110795. * Disposes of the renderer
  110796. */
  110797. dispose(): void;
  110798. private _updateCamera;
  110799. }
  110800. }
  110801. declare module BABYLON {
  110802. /**
  110803. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  110804. */
  110805. export class Gizmo implements IDisposable {
  110806. /** The utility layer the gizmo will be added to */
  110807. gizmoLayer: UtilityLayerRenderer;
  110808. /**
  110809. * The root mesh of the gizmo
  110810. */
  110811. _rootMesh: Mesh;
  110812. private _attachedMesh;
  110813. /**
  110814. * Ratio for the scale of the gizmo (Default: 1)
  110815. */
  110816. scaleRatio: number;
  110817. /**
  110818. * If a custom mesh has been set (Default: false)
  110819. */
  110820. protected _customMeshSet: boolean;
  110821. /**
  110822. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  110823. * * When set, interactions will be enabled
  110824. */
  110825. attachedMesh: Nullable<AbstractMesh>;
  110826. /**
  110827. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110828. * @param mesh The mesh to replace the default mesh of the gizmo
  110829. */
  110830. setCustomMesh(mesh: Mesh): void;
  110831. /**
  110832. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  110833. */
  110834. updateGizmoRotationToMatchAttachedMesh: boolean;
  110835. /**
  110836. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  110837. */
  110838. updateGizmoPositionToMatchAttachedMesh: boolean;
  110839. /**
  110840. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  110841. */
  110842. updateScale: boolean;
  110843. protected _interactionsEnabled: boolean;
  110844. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110845. private _beforeRenderObserver;
  110846. private _tempVector;
  110847. /**
  110848. * Creates a gizmo
  110849. * @param gizmoLayer The utility layer the gizmo will be added to
  110850. */
  110851. constructor(
  110852. /** The utility layer the gizmo will be added to */
  110853. gizmoLayer?: UtilityLayerRenderer);
  110854. /**
  110855. * Updates the gizmo to match the attached mesh's position/rotation
  110856. */
  110857. protected _update(): void;
  110858. /**
  110859. * Disposes of the gizmo
  110860. */
  110861. dispose(): void;
  110862. }
  110863. }
  110864. declare module BABYLON {
  110865. /**
  110866. * Single plane drag gizmo
  110867. */
  110868. export class PlaneDragGizmo extends Gizmo {
  110869. /**
  110870. * Drag behavior responsible for the gizmos dragging interactions
  110871. */
  110872. dragBehavior: PointerDragBehavior;
  110873. private _pointerObserver;
  110874. /**
  110875. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110876. */
  110877. snapDistance: number;
  110878. /**
  110879. * Event that fires each time the gizmo snaps to a new location.
  110880. * * snapDistance is the the change in distance
  110881. */
  110882. onSnapObservable: Observable<{
  110883. snapDistance: number;
  110884. }>;
  110885. private _plane;
  110886. private _coloredMaterial;
  110887. private _hoverMaterial;
  110888. private _isEnabled;
  110889. private _parent;
  110890. /** @hidden */
  110891. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  110892. /** @hidden */
  110893. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110894. /**
  110895. * Creates a PlaneDragGizmo
  110896. * @param gizmoLayer The utility layer the gizmo will be added to
  110897. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  110898. * @param color The color of the gizmo
  110899. */
  110900. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110901. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110902. /**
  110903. * If the gizmo is enabled
  110904. */
  110905. isEnabled: boolean;
  110906. /**
  110907. * Disposes of the gizmo
  110908. */
  110909. dispose(): void;
  110910. }
  110911. }
  110912. declare module BABYLON {
  110913. /**
  110914. * Gizmo that enables dragging a mesh along 3 axis
  110915. */
  110916. export class PositionGizmo extends Gizmo {
  110917. /**
  110918. * Internal gizmo used for interactions on the x axis
  110919. */
  110920. xGizmo: AxisDragGizmo;
  110921. /**
  110922. * Internal gizmo used for interactions on the y axis
  110923. */
  110924. yGizmo: AxisDragGizmo;
  110925. /**
  110926. * Internal gizmo used for interactions on the z axis
  110927. */
  110928. zGizmo: AxisDragGizmo;
  110929. /**
  110930. * Internal gizmo used for interactions on the yz plane
  110931. */
  110932. xPlaneGizmo: PlaneDragGizmo;
  110933. /**
  110934. * Internal gizmo used for interactions on the xz plane
  110935. */
  110936. yPlaneGizmo: PlaneDragGizmo;
  110937. /**
  110938. * Internal gizmo used for interactions on the xy plane
  110939. */
  110940. zPlaneGizmo: PlaneDragGizmo;
  110941. /**
  110942. * private variables
  110943. */
  110944. private _meshAttached;
  110945. private _updateGizmoRotationToMatchAttachedMesh;
  110946. private _snapDistance;
  110947. private _scaleRatio;
  110948. /** Fires an event when any of it's sub gizmos are dragged */
  110949. onDragStartObservable: Observable<unknown>;
  110950. /** Fires an event when any of it's sub gizmos are released from dragging */
  110951. onDragEndObservable: Observable<unknown>;
  110952. /**
  110953. * If set to true, planar drag is enabled
  110954. */
  110955. private _planarGizmoEnabled;
  110956. attachedMesh: Nullable<AbstractMesh>;
  110957. /**
  110958. * Creates a PositionGizmo
  110959. * @param gizmoLayer The utility layer the gizmo will be added to
  110960. */
  110961. constructor(gizmoLayer?: UtilityLayerRenderer);
  110962. /**
  110963. * If the planar drag gizmo is enabled
  110964. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  110965. */
  110966. planarGizmoEnabled: boolean;
  110967. updateGizmoRotationToMatchAttachedMesh: boolean;
  110968. /**
  110969. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110970. */
  110971. snapDistance: number;
  110972. /**
  110973. * Ratio for the scale of the gizmo (Default: 1)
  110974. */
  110975. scaleRatio: number;
  110976. /**
  110977. * Disposes of the gizmo
  110978. */
  110979. dispose(): void;
  110980. /**
  110981. * CustomMeshes are not supported by this gizmo
  110982. * @param mesh The mesh to replace the default mesh of the gizmo
  110983. */
  110984. setCustomMesh(mesh: Mesh): void;
  110985. }
  110986. }
  110987. declare module BABYLON {
  110988. /**
  110989. * Single axis drag gizmo
  110990. */
  110991. export class AxisDragGizmo extends Gizmo {
  110992. /**
  110993. * Drag behavior responsible for the gizmos dragging interactions
  110994. */
  110995. dragBehavior: PointerDragBehavior;
  110996. private _pointerObserver;
  110997. /**
  110998. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110999. */
  111000. snapDistance: number;
  111001. /**
  111002. * Event that fires each time the gizmo snaps to a new location.
  111003. * * snapDistance is the the change in distance
  111004. */
  111005. onSnapObservable: Observable<{
  111006. snapDistance: number;
  111007. }>;
  111008. private _isEnabled;
  111009. private _parent;
  111010. private _arrow;
  111011. private _coloredMaterial;
  111012. private _hoverMaterial;
  111013. /** @hidden */
  111014. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  111015. /** @hidden */
  111016. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111017. /**
  111018. * Creates an AxisDragGizmo
  111019. * @param gizmoLayer The utility layer the gizmo will be added to
  111020. * @param dragAxis The axis which the gizmo will be able to drag on
  111021. * @param color The color of the gizmo
  111022. */
  111023. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111024. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111025. /**
  111026. * If the gizmo is enabled
  111027. */
  111028. isEnabled: boolean;
  111029. /**
  111030. * Disposes of the gizmo
  111031. */
  111032. dispose(): void;
  111033. }
  111034. }
  111035. declare module BABYLON.Debug {
  111036. /**
  111037. * The Axes viewer will show 3 axes in a specific point in space
  111038. */
  111039. export class AxesViewer {
  111040. private _xAxis;
  111041. private _yAxis;
  111042. private _zAxis;
  111043. private _scaleLinesFactor;
  111044. private _instanced;
  111045. /**
  111046. * Gets the hosting scene
  111047. */
  111048. scene: Scene;
  111049. /**
  111050. * Gets or sets a number used to scale line length
  111051. */
  111052. scaleLines: number;
  111053. /** Gets the node hierarchy used to render x-axis */
  111054. readonly xAxis: TransformNode;
  111055. /** Gets the node hierarchy used to render y-axis */
  111056. readonly yAxis: TransformNode;
  111057. /** Gets the node hierarchy used to render z-axis */
  111058. readonly zAxis: TransformNode;
  111059. /**
  111060. * Creates a new AxesViewer
  111061. * @param scene defines the hosting scene
  111062. * @param scaleLines defines a number used to scale line length (1 by default)
  111063. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  111064. * @param xAxis defines the node hierarchy used to render the x-axis
  111065. * @param yAxis defines the node hierarchy used to render the y-axis
  111066. * @param zAxis defines the node hierarchy used to render the z-axis
  111067. */
  111068. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  111069. /**
  111070. * Force the viewer to update
  111071. * @param position defines the position of the viewer
  111072. * @param xaxis defines the x axis of the viewer
  111073. * @param yaxis defines the y axis of the viewer
  111074. * @param zaxis defines the z axis of the viewer
  111075. */
  111076. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  111077. /**
  111078. * Creates an instance of this axes viewer.
  111079. * @returns a new axes viewer with instanced meshes
  111080. */
  111081. createInstance(): AxesViewer;
  111082. /** Releases resources */
  111083. dispose(): void;
  111084. private static _SetRenderingGroupId;
  111085. }
  111086. }
  111087. declare module BABYLON.Debug {
  111088. /**
  111089. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  111090. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  111091. */
  111092. export class BoneAxesViewer extends AxesViewer {
  111093. /**
  111094. * Gets or sets the target mesh where to display the axes viewer
  111095. */
  111096. mesh: Nullable<Mesh>;
  111097. /**
  111098. * Gets or sets the target bone where to display the axes viewer
  111099. */
  111100. bone: Nullable<Bone>;
  111101. /** Gets current position */
  111102. pos: Vector3;
  111103. /** Gets direction of X axis */
  111104. xaxis: Vector3;
  111105. /** Gets direction of Y axis */
  111106. yaxis: Vector3;
  111107. /** Gets direction of Z axis */
  111108. zaxis: Vector3;
  111109. /**
  111110. * Creates a new BoneAxesViewer
  111111. * @param scene defines the hosting scene
  111112. * @param bone defines the target bone
  111113. * @param mesh defines the target mesh
  111114. * @param scaleLines defines a scaling factor for line length (1 by default)
  111115. */
  111116. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  111117. /**
  111118. * Force the viewer to update
  111119. */
  111120. update(): void;
  111121. /** Releases resources */
  111122. dispose(): void;
  111123. }
  111124. }
  111125. declare module BABYLON {
  111126. /**
  111127. * Interface used to define scene explorer extensibility option
  111128. */
  111129. export interface IExplorerExtensibilityOption {
  111130. /**
  111131. * Define the option label
  111132. */
  111133. label: string;
  111134. /**
  111135. * Defines the action to execute on click
  111136. */
  111137. action: (entity: any) => void;
  111138. }
  111139. /**
  111140. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  111141. */
  111142. export interface IExplorerExtensibilityGroup {
  111143. /**
  111144. * Defines a predicate to test if a given type mut be extended
  111145. */
  111146. predicate: (entity: any) => boolean;
  111147. /**
  111148. * Gets the list of options added to a type
  111149. */
  111150. entries: IExplorerExtensibilityOption[];
  111151. }
  111152. /**
  111153. * Interface used to define the options to use to create the Inspector
  111154. */
  111155. export interface IInspectorOptions {
  111156. /**
  111157. * Display in overlay mode (default: false)
  111158. */
  111159. overlay?: boolean;
  111160. /**
  111161. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  111162. */
  111163. globalRoot?: HTMLElement;
  111164. /**
  111165. * Display the Scene explorer
  111166. */
  111167. showExplorer?: boolean;
  111168. /**
  111169. * Display the property inspector
  111170. */
  111171. showInspector?: boolean;
  111172. /**
  111173. * Display in embed mode (both panes on the right)
  111174. */
  111175. embedMode?: boolean;
  111176. /**
  111177. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  111178. */
  111179. handleResize?: boolean;
  111180. /**
  111181. * Allow the panes to popup (default: true)
  111182. */
  111183. enablePopup?: boolean;
  111184. /**
  111185. * Allow the panes to be closed by users (default: true)
  111186. */
  111187. enableClose?: boolean;
  111188. /**
  111189. * Optional list of extensibility entries
  111190. */
  111191. explorerExtensibility?: IExplorerExtensibilityGroup[];
  111192. /**
  111193. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  111194. */
  111195. inspectorURL?: string;
  111196. }
  111197. interface Scene {
  111198. /**
  111199. * @hidden
  111200. * Backing field
  111201. */
  111202. _debugLayer: DebugLayer;
  111203. /**
  111204. * Gets the debug layer (aka Inspector) associated with the scene
  111205. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111206. */
  111207. debugLayer: DebugLayer;
  111208. }
  111209. /**
  111210. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111211. * what is happening in your scene
  111212. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111213. */
  111214. export class DebugLayer {
  111215. /**
  111216. * Define the url to get the inspector script from.
  111217. * By default it uses the babylonjs CDN.
  111218. * @ignoreNaming
  111219. */
  111220. static InspectorURL: string;
  111221. private _scene;
  111222. private BJSINSPECTOR;
  111223. private _onPropertyChangedObservable?;
  111224. /**
  111225. * Observable triggered when a property is changed through the inspector.
  111226. */
  111227. readonly onPropertyChangedObservable: any;
  111228. /**
  111229. * Instantiates a new debug layer.
  111230. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111231. * what is happening in your scene
  111232. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111233. * @param scene Defines the scene to inspect
  111234. */
  111235. constructor(scene: Scene);
  111236. /** Creates the inspector window. */
  111237. private _createInspector;
  111238. /**
  111239. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  111240. * @param entity defines the entity to select
  111241. * @param lineContainerTitle defines the specific block to highlight
  111242. */
  111243. select(entity: any, lineContainerTitle?: string): void;
  111244. /** Get the inspector from bundle or global */
  111245. private _getGlobalInspector;
  111246. /**
  111247. * Get if the inspector is visible or not.
  111248. * @returns true if visible otherwise, false
  111249. */
  111250. isVisible(): boolean;
  111251. /**
  111252. * Hide the inspector and close its window.
  111253. */
  111254. hide(): void;
  111255. /**
  111256. * Launch the debugLayer.
  111257. * @param config Define the configuration of the inspector
  111258. * @return a promise fulfilled when the debug layer is visible
  111259. */
  111260. show(config?: IInspectorOptions): Promise<DebugLayer>;
  111261. }
  111262. }
  111263. declare module BABYLON {
  111264. /**
  111265. * Class containing static functions to help procedurally build meshes
  111266. */
  111267. export class BoxBuilder {
  111268. /**
  111269. * Creates a box mesh
  111270. * * The parameter `size` sets the size (float) of each box side (default 1)
  111271. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  111272. * * 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)
  111273. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  111274. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111275. * * If you create a double-sided mesh, you can choose what parts of 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
  111276. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111277. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  111278. * @param name defines the name of the mesh
  111279. * @param options defines the options used to create the mesh
  111280. * @param scene defines the hosting scene
  111281. * @returns the box mesh
  111282. */
  111283. static CreateBox(name: string, options: {
  111284. size?: number;
  111285. width?: number;
  111286. height?: number;
  111287. depth?: number;
  111288. faceUV?: Vector4[];
  111289. faceColors?: Color4[];
  111290. sideOrientation?: number;
  111291. frontUVs?: Vector4;
  111292. backUVs?: Vector4;
  111293. wrap?: boolean;
  111294. topBaseAt?: number;
  111295. bottomBaseAt?: number;
  111296. updatable?: boolean;
  111297. }, scene?: Nullable<Scene>): Mesh;
  111298. }
  111299. }
  111300. declare module BABYLON {
  111301. /**
  111302. * Class containing static functions to help procedurally build meshes
  111303. */
  111304. export class SphereBuilder {
  111305. /**
  111306. * Creates a sphere mesh
  111307. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  111308. * * 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`)
  111309. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  111310. * * 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
  111311. * * 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)
  111312. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111313. * * If you create a double-sided mesh, you can choose what parts of 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
  111314. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111315. * @param name defines the name of the mesh
  111316. * @param options defines the options used to create the mesh
  111317. * @param scene defines the hosting scene
  111318. * @returns the sphere mesh
  111319. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  111320. */
  111321. static CreateSphere(name: string, options: {
  111322. segments?: number;
  111323. diameter?: number;
  111324. diameterX?: number;
  111325. diameterY?: number;
  111326. diameterZ?: number;
  111327. arc?: number;
  111328. slice?: number;
  111329. sideOrientation?: number;
  111330. frontUVs?: Vector4;
  111331. backUVs?: Vector4;
  111332. updatable?: boolean;
  111333. }, scene?: Nullable<Scene>): Mesh;
  111334. }
  111335. }
  111336. declare module BABYLON.Debug {
  111337. /**
  111338. * Used to show the physics impostor around the specific mesh
  111339. */
  111340. export class PhysicsViewer {
  111341. /** @hidden */
  111342. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  111343. /** @hidden */
  111344. protected _meshes: Array<Nullable<AbstractMesh>>;
  111345. /** @hidden */
  111346. protected _scene: Nullable<Scene>;
  111347. /** @hidden */
  111348. protected _numMeshes: number;
  111349. /** @hidden */
  111350. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  111351. private _renderFunction;
  111352. private _utilityLayer;
  111353. private _debugBoxMesh;
  111354. private _debugSphereMesh;
  111355. private _debugCylinderMesh;
  111356. private _debugMaterial;
  111357. private _debugMeshMeshes;
  111358. /**
  111359. * Creates a new PhysicsViewer
  111360. * @param scene defines the hosting scene
  111361. */
  111362. constructor(scene: Scene);
  111363. /** @hidden */
  111364. protected _updateDebugMeshes(): void;
  111365. /**
  111366. * Renders a specified physic impostor
  111367. * @param impostor defines the impostor to render
  111368. * @param targetMesh defines the mesh represented by the impostor
  111369. * @returns the new debug mesh used to render the impostor
  111370. */
  111371. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  111372. /**
  111373. * Hides a specified physic impostor
  111374. * @param impostor defines the impostor to hide
  111375. */
  111376. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  111377. private _getDebugMaterial;
  111378. private _getDebugBoxMesh;
  111379. private _getDebugSphereMesh;
  111380. private _getDebugCylinderMesh;
  111381. private _getDebugMeshMesh;
  111382. private _getDebugMesh;
  111383. /** Releases all resources */
  111384. dispose(): void;
  111385. }
  111386. }
  111387. declare module BABYLON {
  111388. /**
  111389. * Class containing static functions to help procedurally build meshes
  111390. */
  111391. export class LinesBuilder {
  111392. /**
  111393. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  111394. * * 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
  111395. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  111396. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  111397. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  111398. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  111399. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  111400. * * 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
  111401. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  111402. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111403. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  111404. * @param name defines the name of the new line system
  111405. * @param options defines the options used to create the line system
  111406. * @param scene defines the hosting scene
  111407. * @returns a new line system mesh
  111408. */
  111409. static CreateLineSystem(name: string, options: {
  111410. lines: Vector3[][];
  111411. updatable?: boolean;
  111412. instance?: Nullable<LinesMesh>;
  111413. colors?: Nullable<Color4[][]>;
  111414. useVertexAlpha?: boolean;
  111415. }, scene: Nullable<Scene>): LinesMesh;
  111416. /**
  111417. * Creates a line mesh
  111418. * 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
  111419. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111420. * * The parameter `points` is an array successive Vector3
  111421. * * 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
  111422. * * The optional parameter `colors` is an array of successive Color4, one per line point
  111423. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  111424. * * When updating an instance, remember that only point positions can change, not the number of points
  111425. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111426. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  111427. * @param name defines the name of the new line system
  111428. * @param options defines the options used to create the line system
  111429. * @param scene defines the hosting scene
  111430. * @returns a new line mesh
  111431. */
  111432. static CreateLines(name: string, options: {
  111433. points: Vector3[];
  111434. updatable?: boolean;
  111435. instance?: Nullable<LinesMesh>;
  111436. colors?: Color4[];
  111437. useVertexAlpha?: boolean;
  111438. }, scene?: Nullable<Scene>): LinesMesh;
  111439. /**
  111440. * Creates a dashed line mesh
  111441. * * 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
  111442. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111443. * * The parameter `points` is an array successive Vector3
  111444. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  111445. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  111446. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  111447. * * 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
  111448. * * When updating an instance, remember that only point positions can change, not the number of points
  111449. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111450. * @param name defines the name of the mesh
  111451. * @param options defines the options used to create the mesh
  111452. * @param scene defines the hosting scene
  111453. * @returns the dashed line mesh
  111454. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  111455. */
  111456. static CreateDashedLines(name: string, options: {
  111457. points: Vector3[];
  111458. dashSize?: number;
  111459. gapSize?: number;
  111460. dashNb?: number;
  111461. updatable?: boolean;
  111462. instance?: LinesMesh;
  111463. }, scene?: Nullable<Scene>): LinesMesh;
  111464. }
  111465. }
  111466. declare module BABYLON {
  111467. /**
  111468. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111469. * in order to better appreciate the issue one might have.
  111470. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111471. */
  111472. export class RayHelper {
  111473. /**
  111474. * Defines the ray we are currently tryin to visualize.
  111475. */
  111476. ray: Nullable<Ray>;
  111477. private _renderPoints;
  111478. private _renderLine;
  111479. private _renderFunction;
  111480. private _scene;
  111481. private _updateToMeshFunction;
  111482. private _attachedToMesh;
  111483. private _meshSpaceDirection;
  111484. private _meshSpaceOrigin;
  111485. /**
  111486. * Helper function to create a colored helper in a scene in one line.
  111487. * @param ray Defines the ray we are currently tryin to visualize
  111488. * @param scene Defines the scene the ray is used in
  111489. * @param color Defines the color we want to see the ray in
  111490. * @returns The newly created ray helper.
  111491. */
  111492. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  111493. /**
  111494. * Instantiate a new ray helper.
  111495. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111496. * in order to better appreciate the issue one might have.
  111497. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111498. * @param ray Defines the ray we are currently tryin to visualize
  111499. */
  111500. constructor(ray: Ray);
  111501. /**
  111502. * Shows the ray we are willing to debug.
  111503. * @param scene Defines the scene the ray needs to be rendered in
  111504. * @param color Defines the color the ray needs to be rendered in
  111505. */
  111506. show(scene: Scene, color?: Color3): void;
  111507. /**
  111508. * Hides the ray we are debugging.
  111509. */
  111510. hide(): void;
  111511. private _render;
  111512. /**
  111513. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  111514. * @param mesh Defines the mesh we want the helper attached to
  111515. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  111516. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  111517. * @param length Defines the length of the ray
  111518. */
  111519. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  111520. /**
  111521. * Detach the ray helper from the mesh it has previously been attached to.
  111522. */
  111523. detachFromMesh(): void;
  111524. private _updateToMesh;
  111525. /**
  111526. * Dispose the helper and release its associated resources.
  111527. */
  111528. dispose(): void;
  111529. }
  111530. }
  111531. declare module BABYLON.Debug {
  111532. /**
  111533. * Class used to render a debug view of a given skeleton
  111534. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  111535. */
  111536. export class SkeletonViewer {
  111537. /** defines the skeleton to render */
  111538. skeleton: Skeleton;
  111539. /** defines the mesh attached to the skeleton */
  111540. mesh: AbstractMesh;
  111541. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111542. autoUpdateBonesMatrices: boolean;
  111543. /** defines the rendering group id to use with the viewer */
  111544. renderingGroupId: number;
  111545. /** Gets or sets the color used to render the skeleton */
  111546. color: Color3;
  111547. private _scene;
  111548. private _debugLines;
  111549. private _debugMesh;
  111550. private _isEnabled;
  111551. private _renderFunction;
  111552. private _utilityLayer;
  111553. /**
  111554. * Returns the mesh used to render the bones
  111555. */
  111556. readonly debugMesh: Nullable<LinesMesh>;
  111557. /**
  111558. * Creates a new SkeletonViewer
  111559. * @param skeleton defines the skeleton to render
  111560. * @param mesh defines the mesh attached to the skeleton
  111561. * @param scene defines the hosting scene
  111562. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  111563. * @param renderingGroupId defines the rendering group id to use with the viewer
  111564. */
  111565. constructor(
  111566. /** defines the skeleton to render */
  111567. skeleton: Skeleton,
  111568. /** defines the mesh attached to the skeleton */
  111569. mesh: AbstractMesh, scene: Scene,
  111570. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111571. autoUpdateBonesMatrices?: boolean,
  111572. /** defines the rendering group id to use with the viewer */
  111573. renderingGroupId?: number);
  111574. /** Gets or sets a boolean indicating if the viewer is enabled */
  111575. isEnabled: boolean;
  111576. private _getBonePosition;
  111577. private _getLinesForBonesWithLength;
  111578. private _getLinesForBonesNoLength;
  111579. /** Update the viewer to sync with current skeleton state */
  111580. update(): void;
  111581. /** Release associated resources */
  111582. dispose(): void;
  111583. }
  111584. }
  111585. declare module BABYLON {
  111586. /**
  111587. * Options to create the null engine
  111588. */
  111589. export class NullEngineOptions {
  111590. /**
  111591. * Render width (Default: 512)
  111592. */
  111593. renderWidth: number;
  111594. /**
  111595. * Render height (Default: 256)
  111596. */
  111597. renderHeight: number;
  111598. /**
  111599. * Texture size (Default: 512)
  111600. */
  111601. textureSize: number;
  111602. /**
  111603. * If delta time between frames should be constant
  111604. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111605. */
  111606. deterministicLockstep: boolean;
  111607. /**
  111608. * Maximum about of steps between frames (Default: 4)
  111609. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111610. */
  111611. lockstepMaxSteps: number;
  111612. }
  111613. /**
  111614. * The null engine class provides support for headless version of babylon.js.
  111615. * This can be used in server side scenario or for testing purposes
  111616. */
  111617. export class NullEngine extends Engine {
  111618. private _options;
  111619. /**
  111620. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  111621. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111622. * @returns true if engine is in deterministic lock step mode
  111623. */
  111624. isDeterministicLockStep(): boolean;
  111625. /**
  111626. * Gets the max steps when engine is running in deterministic lock step
  111627. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111628. * @returns the max steps
  111629. */
  111630. getLockstepMaxSteps(): number;
  111631. /**
  111632. * Gets the current hardware scaling level.
  111633. * By default the hardware scaling level is computed from the window device ratio.
  111634. * 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.
  111635. * @returns a number indicating the current hardware scaling level
  111636. */
  111637. getHardwareScalingLevel(): number;
  111638. constructor(options?: NullEngineOptions);
  111639. /**
  111640. * Creates a vertex buffer
  111641. * @param vertices the data for the vertex buffer
  111642. * @returns the new WebGL static buffer
  111643. */
  111644. createVertexBuffer(vertices: FloatArray): DataBuffer;
  111645. /**
  111646. * Creates a new index buffer
  111647. * @param indices defines the content of the index buffer
  111648. * @param updatable defines if the index buffer must be updatable
  111649. * @returns a new webGL buffer
  111650. */
  111651. createIndexBuffer(indices: IndicesArray): DataBuffer;
  111652. /**
  111653. * Clear the current render buffer or the current render target (if any is set up)
  111654. * @param color defines the color to use
  111655. * @param backBuffer defines if the back buffer must be cleared
  111656. * @param depth defines if the depth buffer must be cleared
  111657. * @param stencil defines if the stencil buffer must be cleared
  111658. */
  111659. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  111660. /**
  111661. * Gets the current render width
  111662. * @param useScreen defines if screen size must be used (or the current render target if any)
  111663. * @returns a number defining the current render width
  111664. */
  111665. getRenderWidth(useScreen?: boolean): number;
  111666. /**
  111667. * Gets the current render height
  111668. * @param useScreen defines if screen size must be used (or the current render target if any)
  111669. * @returns a number defining the current render height
  111670. */
  111671. getRenderHeight(useScreen?: boolean): number;
  111672. /**
  111673. * Set the WebGL's viewport
  111674. * @param viewport defines the viewport element to be used
  111675. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  111676. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  111677. */
  111678. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  111679. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  111680. /**
  111681. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  111682. * @param pipelineContext defines the pipeline context to use
  111683. * @param uniformsNames defines the list of uniform names
  111684. * @returns an array of webGL uniform locations
  111685. */
  111686. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  111687. /**
  111688. * Gets the lsit of active attributes for a given webGL program
  111689. * @param pipelineContext defines the pipeline context to use
  111690. * @param attributesNames defines the list of attribute names to get
  111691. * @returns an array of indices indicating the offset of each attribute
  111692. */
  111693. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  111694. /**
  111695. * Binds an effect to the webGL context
  111696. * @param effect defines the effect to bind
  111697. */
  111698. bindSamplers(effect: Effect): void;
  111699. /**
  111700. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  111701. * @param effect defines the effect to activate
  111702. */
  111703. enableEffect(effect: Effect): void;
  111704. /**
  111705. * Set various states to the webGL context
  111706. * @param culling defines backface culling state
  111707. * @param zOffset defines the value to apply to zOffset (0 by default)
  111708. * @param force defines if states must be applied even if cache is up to date
  111709. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  111710. */
  111711. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  111712. /**
  111713. * Set the value of an uniform to an array of int32
  111714. * @param uniform defines the webGL uniform location where to store the value
  111715. * @param array defines the array of int32 to store
  111716. */
  111717. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  111718. /**
  111719. * Set the value of an uniform to an array of int32 (stored as vec2)
  111720. * @param uniform defines the webGL uniform location where to store the value
  111721. * @param array defines the array of int32 to store
  111722. */
  111723. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  111724. /**
  111725. * Set the value of an uniform to an array of int32 (stored as vec3)
  111726. * @param uniform defines the webGL uniform location where to store the value
  111727. * @param array defines the array of int32 to store
  111728. */
  111729. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  111730. /**
  111731. * Set the value of an uniform to an array of int32 (stored as vec4)
  111732. * @param uniform defines the webGL uniform location where to store the value
  111733. * @param array defines the array of int32 to store
  111734. */
  111735. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  111736. /**
  111737. * Set the value of an uniform to an array of float32
  111738. * @param uniform defines the webGL uniform location where to store the value
  111739. * @param array defines the array of float32 to store
  111740. */
  111741. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  111742. /**
  111743. * Set the value of an uniform to an array of float32 (stored as vec2)
  111744. * @param uniform defines the webGL uniform location where to store the value
  111745. * @param array defines the array of float32 to store
  111746. */
  111747. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  111748. /**
  111749. * Set the value of an uniform to an array of float32 (stored as vec3)
  111750. * @param uniform defines the webGL uniform location where to store the value
  111751. * @param array defines the array of float32 to store
  111752. */
  111753. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  111754. /**
  111755. * Set the value of an uniform to an array of float32 (stored as vec4)
  111756. * @param uniform defines the webGL uniform location where to store the value
  111757. * @param array defines the array of float32 to store
  111758. */
  111759. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  111760. /**
  111761. * Set the value of an uniform to an array of number
  111762. * @param uniform defines the webGL uniform location where to store the value
  111763. * @param array defines the array of number to store
  111764. */
  111765. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  111766. /**
  111767. * Set the value of an uniform to an array of number (stored as vec2)
  111768. * @param uniform defines the webGL uniform location where to store the value
  111769. * @param array defines the array of number to store
  111770. */
  111771. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  111772. /**
  111773. * Set the value of an uniform to an array of number (stored as vec3)
  111774. * @param uniform defines the webGL uniform location where to store the value
  111775. * @param array defines the array of number to store
  111776. */
  111777. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  111778. /**
  111779. * Set the value of an uniform to an array of number (stored as vec4)
  111780. * @param uniform defines the webGL uniform location where to store the value
  111781. * @param array defines the array of number to store
  111782. */
  111783. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  111784. /**
  111785. * Set the value of an uniform to an array of float32 (stored as matrices)
  111786. * @param uniform defines the webGL uniform location where to store the value
  111787. * @param matrices defines the array of float32 to store
  111788. */
  111789. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  111790. /**
  111791. * Set the value of an uniform to a matrix (3x3)
  111792. * @param uniform defines the webGL uniform location where to store the value
  111793. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  111794. */
  111795. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111796. /**
  111797. * Set the value of an uniform to a matrix (2x2)
  111798. * @param uniform defines the webGL uniform location where to store the value
  111799. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  111800. */
  111801. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111802. /**
  111803. * Set the value of an uniform to a number (float)
  111804. * @param uniform defines the webGL uniform location where to store the value
  111805. * @param value defines the float number to store
  111806. */
  111807. setFloat(uniform: WebGLUniformLocation, value: number): void;
  111808. /**
  111809. * Set the value of an uniform to a vec2
  111810. * @param uniform defines the webGL uniform location where to store the value
  111811. * @param x defines the 1st component of the value
  111812. * @param y defines the 2nd component of the value
  111813. */
  111814. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  111815. /**
  111816. * Set the value of an uniform to a vec3
  111817. * @param uniform defines the webGL uniform location where to store the value
  111818. * @param x defines the 1st component of the value
  111819. * @param y defines the 2nd component of the value
  111820. * @param z defines the 3rd component of the value
  111821. */
  111822. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  111823. /**
  111824. * Set the value of an uniform to a boolean
  111825. * @param uniform defines the webGL uniform location where to store the value
  111826. * @param bool defines the boolean to store
  111827. */
  111828. setBool(uniform: WebGLUniformLocation, bool: number): void;
  111829. /**
  111830. * Set the value of an uniform to a vec4
  111831. * @param uniform defines the webGL uniform location where to store the value
  111832. * @param x defines the 1st component of the value
  111833. * @param y defines the 2nd component of the value
  111834. * @param z defines the 3rd component of the value
  111835. * @param w defines the 4th component of the value
  111836. */
  111837. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  111838. /**
  111839. * Sets the current alpha mode
  111840. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  111841. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  111842. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  111843. */
  111844. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  111845. /**
  111846. * Bind webGl buffers directly to the webGL context
  111847. * @param vertexBuffers defines the vertex buffer to bind
  111848. * @param indexBuffer defines the index buffer to bind
  111849. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  111850. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  111851. * @param effect defines the effect associated with the vertex buffer
  111852. */
  111853. bindBuffers(vertexBuffers: {
  111854. [key: string]: VertexBuffer;
  111855. }, indexBuffer: DataBuffer, effect: Effect): void;
  111856. /**
  111857. * Force the entire cache to be cleared
  111858. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  111859. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  111860. */
  111861. wipeCaches(bruteForce?: boolean): void;
  111862. /**
  111863. * Send a draw order
  111864. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  111865. * @param indexStart defines the starting index
  111866. * @param indexCount defines the number of index to draw
  111867. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111868. */
  111869. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  111870. /**
  111871. * Draw a list of indexed primitives
  111872. * @param fillMode defines the primitive to use
  111873. * @param indexStart defines the starting index
  111874. * @param indexCount defines the number of index to draw
  111875. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111876. */
  111877. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  111878. /**
  111879. * Draw a list of unindexed primitives
  111880. * @param fillMode defines the primitive to use
  111881. * @param verticesStart defines the index of first vertex to draw
  111882. * @param verticesCount defines the count of vertices to draw
  111883. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111884. */
  111885. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  111886. /** @hidden */
  111887. _createTexture(): WebGLTexture;
  111888. /** @hidden */
  111889. _releaseTexture(texture: InternalTexture): void;
  111890. /**
  111891. * Usually called from Texture.ts.
  111892. * Passed information to create a WebGLTexture
  111893. * @param urlArg defines a value which contains one of the following:
  111894. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  111895. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  111896. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  111897. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  111898. * @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)
  111899. * @param scene needed for loading to the correct scene
  111900. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  111901. * @param onLoad optional callback to be called upon successful completion
  111902. * @param onError optional callback to be called upon failure
  111903. * @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
  111904. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  111905. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  111906. * @param forcedExtension defines the extension to use to pick the right loader
  111907. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  111908. * @returns a InternalTexture for assignment back into BABYLON.Texture
  111909. */
  111910. 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;
  111911. /**
  111912. * Creates a new render target texture
  111913. * @param size defines the size of the texture
  111914. * @param options defines the options used to create the texture
  111915. * @returns a new render target texture stored in an InternalTexture
  111916. */
  111917. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  111918. /**
  111919. * Update the sampling mode of a given texture
  111920. * @param samplingMode defines the required sampling mode
  111921. * @param texture defines the texture to update
  111922. */
  111923. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  111924. /**
  111925. * Binds the frame buffer to the specified texture.
  111926. * @param texture The texture to render to or null for the default canvas
  111927. * @param faceIndex The face of the texture to render to in case of cube texture
  111928. * @param requiredWidth The width of the target to render to
  111929. * @param requiredHeight The height of the target to render to
  111930. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  111931. * @param depthStencilTexture The depth stencil texture to use to render
  111932. * @param lodLevel defines le lod level to bind to the frame buffer
  111933. */
  111934. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  111935. /**
  111936. * Unbind the current render target texture from the webGL context
  111937. * @param texture defines the render target texture to unbind
  111938. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  111939. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  111940. */
  111941. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  111942. /**
  111943. * Creates a dynamic vertex buffer
  111944. * @param vertices the data for the dynamic vertex buffer
  111945. * @returns the new WebGL dynamic buffer
  111946. */
  111947. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  111948. /**
  111949. * Update the content of a dynamic texture
  111950. * @param texture defines the texture to update
  111951. * @param canvas defines the canvas containing the source
  111952. * @param invertY defines if data must be stored with Y axis inverted
  111953. * @param premulAlpha defines if alpha is stored as premultiplied
  111954. * @param format defines the format of the data
  111955. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  111956. */
  111957. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  111958. /**
  111959. * Gets a boolean indicating if all created effects are ready
  111960. * @returns true if all effects are ready
  111961. */
  111962. areAllEffectsReady(): boolean;
  111963. /**
  111964. * @hidden
  111965. * Get the current error code of the webGL context
  111966. * @returns the error code
  111967. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  111968. */
  111969. getError(): number;
  111970. /** @hidden */
  111971. _getUnpackAlignement(): number;
  111972. /** @hidden */
  111973. _unpackFlipY(value: boolean): void;
  111974. /**
  111975. * Update a dynamic index buffer
  111976. * @param indexBuffer defines the target index buffer
  111977. * @param indices defines the data to update
  111978. * @param offset defines the offset in the target index buffer where update should start
  111979. */
  111980. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  111981. /**
  111982. * Updates a dynamic vertex buffer.
  111983. * @param vertexBuffer the vertex buffer to update
  111984. * @param vertices the data used to update the vertex buffer
  111985. * @param byteOffset the byte offset of the data (optional)
  111986. * @param byteLength the byte length of the data (optional)
  111987. */
  111988. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  111989. /** @hidden */
  111990. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  111991. /** @hidden */
  111992. _bindTexture(channel: number, texture: InternalTexture): void;
  111993. protected _deleteBuffer(buffer: WebGLBuffer): void;
  111994. /**
  111995. * 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
  111996. */
  111997. releaseEffects(): void;
  111998. displayLoadingUI(): void;
  111999. hideLoadingUI(): void;
  112000. /** @hidden */
  112001. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112002. /** @hidden */
  112003. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112004. /** @hidden */
  112005. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112006. /** @hidden */
  112007. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112008. }
  112009. }
  112010. declare module BABYLON {
  112011. /** @hidden */
  112012. export class _OcclusionDataStorage {
  112013. /** @hidden */
  112014. occlusionInternalRetryCounter: number;
  112015. /** @hidden */
  112016. isOcclusionQueryInProgress: boolean;
  112017. /** @hidden */
  112018. isOccluded: boolean;
  112019. /** @hidden */
  112020. occlusionRetryCount: number;
  112021. /** @hidden */
  112022. occlusionType: number;
  112023. /** @hidden */
  112024. occlusionQueryAlgorithmType: number;
  112025. }
  112026. interface Engine {
  112027. /**
  112028. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  112029. * @return the new query
  112030. */
  112031. createQuery(): WebGLQuery;
  112032. /**
  112033. * Delete and release a webGL query
  112034. * @param query defines the query to delete
  112035. * @return the current engine
  112036. */
  112037. deleteQuery(query: WebGLQuery): Engine;
  112038. /**
  112039. * Check if a given query has resolved and got its value
  112040. * @param query defines the query to check
  112041. * @returns true if the query got its value
  112042. */
  112043. isQueryResultAvailable(query: WebGLQuery): boolean;
  112044. /**
  112045. * Gets the value of a given query
  112046. * @param query defines the query to check
  112047. * @returns the value of the query
  112048. */
  112049. getQueryResult(query: WebGLQuery): number;
  112050. /**
  112051. * Initiates an occlusion query
  112052. * @param algorithmType defines the algorithm to use
  112053. * @param query defines the query to use
  112054. * @returns the current engine
  112055. * @see http://doc.babylonjs.com/features/occlusionquery
  112056. */
  112057. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  112058. /**
  112059. * Ends an occlusion query
  112060. * @see http://doc.babylonjs.com/features/occlusionquery
  112061. * @param algorithmType defines the algorithm to use
  112062. * @returns the current engine
  112063. */
  112064. endOcclusionQuery(algorithmType: number): Engine;
  112065. /**
  112066. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  112067. * Please note that only one query can be issued at a time
  112068. * @returns a time token used to track the time span
  112069. */
  112070. startTimeQuery(): Nullable<_TimeToken>;
  112071. /**
  112072. * Ends a time query
  112073. * @param token defines the token used to measure the time span
  112074. * @returns the time spent (in ns)
  112075. */
  112076. endTimeQuery(token: _TimeToken): int;
  112077. /** @hidden */
  112078. _currentNonTimestampToken: Nullable<_TimeToken>;
  112079. /** @hidden */
  112080. _createTimeQuery(): WebGLQuery;
  112081. /** @hidden */
  112082. _deleteTimeQuery(query: WebGLQuery): void;
  112083. /** @hidden */
  112084. _getGlAlgorithmType(algorithmType: number): number;
  112085. /** @hidden */
  112086. _getTimeQueryResult(query: WebGLQuery): any;
  112087. /** @hidden */
  112088. _getTimeQueryAvailability(query: WebGLQuery): any;
  112089. }
  112090. interface AbstractMesh {
  112091. /**
  112092. * Backing filed
  112093. * @hidden
  112094. */
  112095. __occlusionDataStorage: _OcclusionDataStorage;
  112096. /**
  112097. * Access property
  112098. * @hidden
  112099. */
  112100. _occlusionDataStorage: _OcclusionDataStorage;
  112101. /**
  112102. * 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.
  112103. * The default value is -1 which means don't break the query and wait till the result
  112104. * @see http://doc.babylonjs.com/features/occlusionquery
  112105. */
  112106. occlusionRetryCount: number;
  112107. /**
  112108. * 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:
  112109. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  112110. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  112111. * * 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.
  112112. * @see http://doc.babylonjs.com/features/occlusionquery
  112113. */
  112114. occlusionType: number;
  112115. /**
  112116. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  112117. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  112118. * * 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.
  112119. * @see http://doc.babylonjs.com/features/occlusionquery
  112120. */
  112121. occlusionQueryAlgorithmType: number;
  112122. /**
  112123. * 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
  112124. * @see http://doc.babylonjs.com/features/occlusionquery
  112125. */
  112126. isOccluded: boolean;
  112127. /**
  112128. * Flag to check the progress status of the query
  112129. * @see http://doc.babylonjs.com/features/occlusionquery
  112130. */
  112131. isOcclusionQueryInProgress: boolean;
  112132. }
  112133. }
  112134. declare module BABYLON {
  112135. /** @hidden */
  112136. export var _forceTransformFeedbackToBundle: boolean;
  112137. interface Engine {
  112138. /**
  112139. * Creates a webGL transform feedback object
  112140. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  112141. * @returns the webGL transform feedback object
  112142. */
  112143. createTransformFeedback(): WebGLTransformFeedback;
  112144. /**
  112145. * Delete a webGL transform feedback object
  112146. * @param value defines the webGL transform feedback object to delete
  112147. */
  112148. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  112149. /**
  112150. * Bind a webGL transform feedback object to the webgl context
  112151. * @param value defines the webGL transform feedback object to bind
  112152. */
  112153. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  112154. /**
  112155. * Begins a transform feedback operation
  112156. * @param usePoints defines if points or triangles must be used
  112157. */
  112158. beginTransformFeedback(usePoints: boolean): void;
  112159. /**
  112160. * Ends a transform feedback operation
  112161. */
  112162. endTransformFeedback(): void;
  112163. /**
  112164. * Specify the varyings to use with transform feedback
  112165. * @param program defines the associated webGL program
  112166. * @param value defines the list of strings representing the varying names
  112167. */
  112168. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  112169. /**
  112170. * Bind a webGL buffer for a transform feedback operation
  112171. * @param value defines the webGL buffer to bind
  112172. */
  112173. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  112174. }
  112175. }
  112176. declare module BABYLON {
  112177. /**
  112178. * Creation options of the multi render target texture.
  112179. */
  112180. export interface IMultiRenderTargetOptions {
  112181. /**
  112182. * Define if the texture needs to create mip maps after render.
  112183. */
  112184. generateMipMaps?: boolean;
  112185. /**
  112186. * Define the types of all the draw buffers we want to create
  112187. */
  112188. types?: number[];
  112189. /**
  112190. * Define the sampling modes of all the draw buffers we want to create
  112191. */
  112192. samplingModes?: number[];
  112193. /**
  112194. * Define if a depth buffer is required
  112195. */
  112196. generateDepthBuffer?: boolean;
  112197. /**
  112198. * Define if a stencil buffer is required
  112199. */
  112200. generateStencilBuffer?: boolean;
  112201. /**
  112202. * Define if a depth texture is required instead of a depth buffer
  112203. */
  112204. generateDepthTexture?: boolean;
  112205. /**
  112206. * Define the number of desired draw buffers
  112207. */
  112208. textureCount?: number;
  112209. /**
  112210. * Define if aspect ratio should be adapted to the texture or stay the scene one
  112211. */
  112212. doNotChangeAspectRatio?: boolean;
  112213. /**
  112214. * Define the default type of the buffers we are creating
  112215. */
  112216. defaultType?: number;
  112217. }
  112218. /**
  112219. * A multi render target, like a render target provides the ability to render to a texture.
  112220. * Unlike the render target, it can render to several draw buffers in one draw.
  112221. * This is specially interesting in deferred rendering or for any effects requiring more than
  112222. * just one color from a single pass.
  112223. */
  112224. export class MultiRenderTarget extends RenderTargetTexture {
  112225. private _internalTextures;
  112226. private _textures;
  112227. private _multiRenderTargetOptions;
  112228. /**
  112229. * Get if draw buffers are currently supported by the used hardware and browser.
  112230. */
  112231. readonly isSupported: boolean;
  112232. /**
  112233. * Get the list of textures generated by the multi render target.
  112234. */
  112235. readonly textures: Texture[];
  112236. /**
  112237. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  112238. */
  112239. readonly depthTexture: Texture;
  112240. /**
  112241. * Set the wrapping mode on U of all the textures we are rendering to.
  112242. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112243. */
  112244. wrapU: number;
  112245. /**
  112246. * Set the wrapping mode on V of all the textures we are rendering to.
  112247. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112248. */
  112249. wrapV: number;
  112250. /**
  112251. * Instantiate a new multi render target texture.
  112252. * A multi render target, like a render target provides the ability to render to a texture.
  112253. * Unlike the render target, it can render to several draw buffers in one draw.
  112254. * This is specially interesting in deferred rendering or for any effects requiring more than
  112255. * just one color from a single pass.
  112256. * @param name Define the name of the texture
  112257. * @param size Define the size of the buffers to render to
  112258. * @param count Define the number of target we are rendering into
  112259. * @param scene Define the scene the texture belongs to
  112260. * @param options Define the options used to create the multi render target
  112261. */
  112262. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  112263. /** @hidden */
  112264. _rebuild(): void;
  112265. private _createInternalTextures;
  112266. private _createTextures;
  112267. /**
  112268. * Define the number of samples used if MSAA is enabled.
  112269. */
  112270. samples: number;
  112271. /**
  112272. * Resize all the textures in the multi render target.
  112273. * Be carrefull as it will recreate all the data in the new texture.
  112274. * @param size Define the new size
  112275. */
  112276. resize(size: any): void;
  112277. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  112278. /**
  112279. * Dispose the render targets and their associated resources
  112280. */
  112281. dispose(): void;
  112282. /**
  112283. * Release all the underlying texture used as draw buffers.
  112284. */
  112285. releaseInternalTextures(): void;
  112286. }
  112287. }
  112288. declare module BABYLON {
  112289. interface ThinEngine {
  112290. /**
  112291. * Unbind a list of render target textures from the webGL context
  112292. * This is used only when drawBuffer extension or webGL2 are active
  112293. * @param textures defines the render target textures to unbind
  112294. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112295. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112296. */
  112297. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  112298. /**
  112299. * Create a multi render target texture
  112300. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  112301. * @param size defines the size of the texture
  112302. * @param options defines the creation options
  112303. * @returns the cube texture as an InternalTexture
  112304. */
  112305. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  112306. /**
  112307. * Update the sample count for a given multiple render target texture
  112308. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  112309. * @param textures defines the textures to update
  112310. * @param samples defines the sample count to set
  112311. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  112312. */
  112313. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  112314. }
  112315. }
  112316. declare module BABYLON {
  112317. /**
  112318. * Class used to define an additional view for the engine
  112319. * @see https://doc.babylonjs.com/how_to/multi_canvases
  112320. */
  112321. export class EngineView {
  112322. /** Defines the canvas where to render the view */
  112323. target: HTMLCanvasElement;
  112324. /** Defines the camera used to render the view */
  112325. camera: Camera;
  112326. }
  112327. interface Engine {
  112328. /** Gets or sets the list of views */
  112329. views: EngineView[];
  112330. /**
  112331. * Register a new child canvas
  112332. * @param canvas defines the canvas to register
  112333. * @param camera defines the camera to use with this canvas (it will overwrite the scene.camera for this view)
  112334. * @returns the current engine
  112335. */
  112336. registerView(canvas: HTMLCanvasElement, camera: Camera): Engine;
  112337. /**
  112338. * Remove a registered child canvas
  112339. * @param canvas defines the canvas to remove
  112340. * @returns the current engine
  112341. */
  112342. unRegisterView(canvas: HTMLCanvasElement): Engine;
  112343. }
  112344. }
  112345. declare module BABYLON {
  112346. /**
  112347. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  112348. */
  112349. export interface CubeMapInfo {
  112350. /**
  112351. * The pixel array for the front face.
  112352. * This is stored in format, left to right, up to down format.
  112353. */
  112354. front: Nullable<ArrayBufferView>;
  112355. /**
  112356. * The pixel array for the back face.
  112357. * This is stored in format, left to right, up to down format.
  112358. */
  112359. back: Nullable<ArrayBufferView>;
  112360. /**
  112361. * The pixel array for the left face.
  112362. * This is stored in format, left to right, up to down format.
  112363. */
  112364. left: Nullable<ArrayBufferView>;
  112365. /**
  112366. * The pixel array for the right face.
  112367. * This is stored in format, left to right, up to down format.
  112368. */
  112369. right: Nullable<ArrayBufferView>;
  112370. /**
  112371. * The pixel array for the up face.
  112372. * This is stored in format, left to right, up to down format.
  112373. */
  112374. up: Nullable<ArrayBufferView>;
  112375. /**
  112376. * The pixel array for the down face.
  112377. * This is stored in format, left to right, up to down format.
  112378. */
  112379. down: Nullable<ArrayBufferView>;
  112380. /**
  112381. * The size of the cubemap stored.
  112382. *
  112383. * Each faces will be size * size pixels.
  112384. */
  112385. size: number;
  112386. /**
  112387. * The format of the texture.
  112388. *
  112389. * RGBA, RGB.
  112390. */
  112391. format: number;
  112392. /**
  112393. * The type of the texture data.
  112394. *
  112395. * UNSIGNED_INT, FLOAT.
  112396. */
  112397. type: number;
  112398. /**
  112399. * Specifies whether the texture is in gamma space.
  112400. */
  112401. gammaSpace: boolean;
  112402. }
  112403. /**
  112404. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  112405. */
  112406. export class PanoramaToCubeMapTools {
  112407. private static FACE_FRONT;
  112408. private static FACE_BACK;
  112409. private static FACE_RIGHT;
  112410. private static FACE_LEFT;
  112411. private static FACE_DOWN;
  112412. private static FACE_UP;
  112413. /**
  112414. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  112415. *
  112416. * @param float32Array The source data.
  112417. * @param inputWidth The width of the input panorama.
  112418. * @param inputHeight The height of the input panorama.
  112419. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  112420. * @return The cubemap data
  112421. */
  112422. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  112423. private static CreateCubemapTexture;
  112424. private static CalcProjectionSpherical;
  112425. }
  112426. }
  112427. declare module BABYLON {
  112428. /**
  112429. * Helper class dealing with the extraction of spherical polynomial dataArray
  112430. * from a cube map.
  112431. */
  112432. export class CubeMapToSphericalPolynomialTools {
  112433. private static FileFaces;
  112434. /**
  112435. * Converts a texture to the according Spherical Polynomial data.
  112436. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112437. *
  112438. * @param texture The texture to extract the information from.
  112439. * @return The Spherical Polynomial data.
  112440. */
  112441. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  112442. /**
  112443. * Converts a cubemap to the according Spherical Polynomial data.
  112444. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112445. *
  112446. * @param cubeInfo The Cube map to extract the information from.
  112447. * @return The Spherical Polynomial data.
  112448. */
  112449. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  112450. }
  112451. }
  112452. declare module BABYLON {
  112453. interface BaseTexture {
  112454. /**
  112455. * Get the polynomial representation of the texture data.
  112456. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  112457. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  112458. */
  112459. sphericalPolynomial: Nullable<SphericalPolynomial>;
  112460. }
  112461. }
  112462. declare module BABYLON {
  112463. /** @hidden */
  112464. export var rgbdEncodePixelShader: {
  112465. name: string;
  112466. shader: string;
  112467. };
  112468. }
  112469. declare module BABYLON {
  112470. /** @hidden */
  112471. export var rgbdDecodePixelShader: {
  112472. name: string;
  112473. shader: string;
  112474. };
  112475. }
  112476. declare module BABYLON {
  112477. /**
  112478. * Raw texture data and descriptor sufficient for WebGL texture upload
  112479. */
  112480. export interface EnvironmentTextureInfo {
  112481. /**
  112482. * Version of the environment map
  112483. */
  112484. version: number;
  112485. /**
  112486. * Width of image
  112487. */
  112488. width: number;
  112489. /**
  112490. * Irradiance information stored in the file.
  112491. */
  112492. irradiance: any;
  112493. /**
  112494. * Specular information stored in the file.
  112495. */
  112496. specular: any;
  112497. }
  112498. /**
  112499. * Defines One Image in the file. It requires only the position in the file
  112500. * as well as the length.
  112501. */
  112502. interface BufferImageData {
  112503. /**
  112504. * Length of the image data.
  112505. */
  112506. length: number;
  112507. /**
  112508. * Position of the data from the null terminator delimiting the end of the JSON.
  112509. */
  112510. position: number;
  112511. }
  112512. /**
  112513. * Defines the specular data enclosed in the file.
  112514. * This corresponds to the version 1 of the data.
  112515. */
  112516. export interface EnvironmentTextureSpecularInfoV1 {
  112517. /**
  112518. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  112519. */
  112520. specularDataPosition?: number;
  112521. /**
  112522. * This contains all the images data needed to reconstruct the cubemap.
  112523. */
  112524. mipmaps: Array<BufferImageData>;
  112525. /**
  112526. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  112527. */
  112528. lodGenerationScale: number;
  112529. }
  112530. /**
  112531. * Sets of helpers addressing the serialization and deserialization of environment texture
  112532. * stored in a BabylonJS env file.
  112533. * Those files are usually stored as .env files.
  112534. */
  112535. export class EnvironmentTextureTools {
  112536. /**
  112537. * Magic number identifying the env file.
  112538. */
  112539. private static _MagicBytes;
  112540. /**
  112541. * Gets the environment info from an env file.
  112542. * @param data The array buffer containing the .env bytes.
  112543. * @returns the environment file info (the json header) if successfully parsed.
  112544. */
  112545. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112546. /**
  112547. * Creates an environment texture from a loaded cube texture.
  112548. * @param texture defines the cube texture to convert in env file
  112549. * @return a promise containing the environment data if succesfull.
  112550. */
  112551. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112552. /**
  112553. * Creates a JSON representation of the spherical data.
  112554. * @param texture defines the texture containing the polynomials
  112555. * @return the JSON representation of the spherical info
  112556. */
  112557. private static _CreateEnvTextureIrradiance;
  112558. /**
  112559. * Creates the ArrayBufferViews used for initializing environment texture image data.
  112560. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  112561. * @param info parameters that determine what views will be created for accessing the underlying buffer
  112562. * @return the views described by info providing access to the underlying buffer
  112563. */
  112564. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  112565. /**
  112566. * Uploads the texture info contained in the env file to the GPU.
  112567. * @param texture defines the internal texture to upload to
  112568. * @param arrayBuffer defines the buffer cotaining the data to load
  112569. * @param info defines the texture info retrieved through the GetEnvInfo method
  112570. * @returns a promise
  112571. */
  112572. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112573. private static _OnImageReadyAsync;
  112574. /**
  112575. * Uploads the levels of image data to the GPU.
  112576. * @param texture defines the internal texture to upload to
  112577. * @param imageData defines the array buffer views of image data [mipmap][face]
  112578. * @returns a promise
  112579. */
  112580. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112581. /**
  112582. * Uploads spherical polynomials information to the texture.
  112583. * @param texture defines the texture we are trying to upload the information to
  112584. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112585. */
  112586. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112587. /** @hidden */
  112588. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112589. }
  112590. }
  112591. declare module BABYLON {
  112592. /**
  112593. * Contains position and normal vectors for a vertex
  112594. */
  112595. export class PositionNormalVertex {
  112596. /** the position of the vertex (defaut: 0,0,0) */
  112597. position: Vector3;
  112598. /** the normal of the vertex (defaut: 0,1,0) */
  112599. normal: Vector3;
  112600. /**
  112601. * Creates a PositionNormalVertex
  112602. * @param position the position of the vertex (defaut: 0,0,0)
  112603. * @param normal the normal of the vertex (defaut: 0,1,0)
  112604. */
  112605. constructor(
  112606. /** the position of the vertex (defaut: 0,0,0) */
  112607. position?: Vector3,
  112608. /** the normal of the vertex (defaut: 0,1,0) */
  112609. normal?: Vector3);
  112610. /**
  112611. * Clones the PositionNormalVertex
  112612. * @returns the cloned PositionNormalVertex
  112613. */
  112614. clone(): PositionNormalVertex;
  112615. }
  112616. /**
  112617. * Contains position, normal and uv vectors for a vertex
  112618. */
  112619. export class PositionNormalTextureVertex {
  112620. /** the position of the vertex (defaut: 0,0,0) */
  112621. position: Vector3;
  112622. /** the normal of the vertex (defaut: 0,1,0) */
  112623. normal: Vector3;
  112624. /** the uv of the vertex (default: 0,0) */
  112625. uv: Vector2;
  112626. /**
  112627. * Creates a PositionNormalTextureVertex
  112628. * @param position the position of the vertex (defaut: 0,0,0)
  112629. * @param normal the normal of the vertex (defaut: 0,1,0)
  112630. * @param uv the uv of the vertex (default: 0,0)
  112631. */
  112632. constructor(
  112633. /** the position of the vertex (defaut: 0,0,0) */
  112634. position?: Vector3,
  112635. /** the normal of the vertex (defaut: 0,1,0) */
  112636. normal?: Vector3,
  112637. /** the uv of the vertex (default: 0,0) */
  112638. uv?: Vector2);
  112639. /**
  112640. * Clones the PositionNormalTextureVertex
  112641. * @returns the cloned PositionNormalTextureVertex
  112642. */
  112643. clone(): PositionNormalTextureVertex;
  112644. }
  112645. }
  112646. declare module BABYLON {
  112647. /** @hidden */
  112648. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  112649. private _genericAttributeLocation;
  112650. private _varyingLocationCount;
  112651. private _varyingLocationMap;
  112652. private _replacements;
  112653. private _textureCount;
  112654. private _uniforms;
  112655. lineProcessor(line: string): string;
  112656. attributeProcessor(attribute: string): string;
  112657. varyingProcessor(varying: string, isFragment: boolean): string;
  112658. uniformProcessor(uniform: string): string;
  112659. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  112660. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  112661. }
  112662. }
  112663. declare module BABYLON {
  112664. /**
  112665. * Container for accessors for natively-stored mesh data buffers.
  112666. */
  112667. class NativeDataBuffer extends DataBuffer {
  112668. /**
  112669. * Accessor value used to identify/retrieve a natively-stored index buffer.
  112670. */
  112671. nativeIndexBuffer?: any;
  112672. /**
  112673. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  112674. */
  112675. nativeVertexBuffer?: any;
  112676. }
  112677. /** @hidden */
  112678. class NativeTexture extends InternalTexture {
  112679. getInternalTexture(): InternalTexture;
  112680. getViewCount(): number;
  112681. }
  112682. /** @hidden */
  112683. export class NativeEngine extends Engine {
  112684. private readonly _native;
  112685. getHardwareScalingLevel(): number;
  112686. constructor();
  112687. /**
  112688. * Can be used to override the current requestAnimationFrame requester.
  112689. * @hidden
  112690. */
  112691. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  112692. /**
  112693. * Override default engine behavior.
  112694. * @param color
  112695. * @param backBuffer
  112696. * @param depth
  112697. * @param stencil
  112698. */
  112699. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  112700. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112701. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  112702. createVertexBuffer(data: DataArray): NativeDataBuffer;
  112703. recordVertexArrayObject(vertexBuffers: {
  112704. [key: string]: VertexBuffer;
  112705. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  112706. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112707. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112708. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112709. /**
  112710. * Draw a list of indexed primitives
  112711. * @param fillMode defines the primitive to use
  112712. * @param indexStart defines the starting index
  112713. * @param indexCount defines the number of index to draw
  112714. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112715. */
  112716. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112717. /**
  112718. * Draw a list of unindexed primitives
  112719. * @param fillMode defines the primitive to use
  112720. * @param verticesStart defines the index of first vertex to draw
  112721. * @param verticesCount defines the count of vertices to draw
  112722. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112723. */
  112724. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112725. createPipelineContext(): IPipelineContext;
  112726. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  112727. /** @hidden */
  112728. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  112729. /** @hidden */
  112730. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  112731. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112732. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112733. protected _setProgram(program: WebGLProgram): void;
  112734. _releaseEffect(effect: Effect): void;
  112735. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  112736. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  112737. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  112738. bindSamplers(effect: Effect): void;
  112739. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  112740. getRenderWidth(useScreen?: boolean): number;
  112741. getRenderHeight(useScreen?: boolean): number;
  112742. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  112743. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112744. /**
  112745. * Set the z offset to apply to current rendering
  112746. * @param value defines the offset to apply
  112747. */
  112748. setZOffset(value: number): void;
  112749. /**
  112750. * Gets the current value of the zOffset
  112751. * @returns the current zOffset state
  112752. */
  112753. getZOffset(): number;
  112754. /**
  112755. * Enable or disable depth buffering
  112756. * @param enable defines the state to set
  112757. */
  112758. setDepthBuffer(enable: boolean): void;
  112759. /**
  112760. * Gets a boolean indicating if depth writing is enabled
  112761. * @returns the current depth writing state
  112762. */
  112763. getDepthWrite(): boolean;
  112764. /**
  112765. * Enable or disable depth writing
  112766. * @param enable defines the state to set
  112767. */
  112768. setDepthWrite(enable: boolean): void;
  112769. /**
  112770. * Enable or disable color writing
  112771. * @param enable defines the state to set
  112772. */
  112773. setColorWrite(enable: boolean): void;
  112774. /**
  112775. * Gets a boolean indicating if color writing is enabled
  112776. * @returns the current color writing state
  112777. */
  112778. getColorWrite(): boolean;
  112779. /**
  112780. * Sets alpha constants used by some alpha blending modes
  112781. * @param r defines the red component
  112782. * @param g defines the green component
  112783. * @param b defines the blue component
  112784. * @param a defines the alpha component
  112785. */
  112786. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  112787. /**
  112788. * Sets the current alpha mode
  112789. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  112790. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112791. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112792. */
  112793. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112794. /**
  112795. * Gets the current alpha mode
  112796. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112797. * @returns the current alpha mode
  112798. */
  112799. getAlphaMode(): number;
  112800. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112801. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112802. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112803. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112804. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112805. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112806. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112807. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112808. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112809. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112810. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112811. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112812. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112813. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112814. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112815. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112816. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112817. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112818. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112819. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112820. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  112821. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  112822. wipeCaches(bruteForce?: boolean): void;
  112823. _createTexture(): WebGLTexture;
  112824. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  112825. /**
  112826. * Usually called from BABYLON.Texture.ts.
  112827. * Passed information to create a WebGLTexture
  112828. * @param urlArg defines a value which contains one of the following:
  112829. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112830. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112831. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112832. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112833. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  112834. * @param scene needed for loading to the correct scene
  112835. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112836. * @param onLoad optional callback to be called upon successful completion
  112837. * @param onError optional callback to be called upon failure
  112838. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  112839. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112840. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112841. * @param forcedExtension defines the extension to use to pick the right loader
  112842. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112843. */
  112844. 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;
  112845. /**
  112846. * Creates a cube texture
  112847. * @param rootUrl defines the url where the files to load is located
  112848. * @param scene defines the current scene
  112849. * @param files defines the list of files to load (1 per face)
  112850. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  112851. * @param onLoad defines an optional callback raised when the texture is loaded
  112852. * @param onError defines an optional callback raised if there is an issue to load the texture
  112853. * @param format defines the format of the data
  112854. * @param forcedExtension defines the extension to use to pick the right loader
  112855. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  112856. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  112857. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  112858. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  112859. * @returns the cube texture as an InternalTexture
  112860. */
  112861. 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;
  112862. private _getSamplingFilter;
  112863. private static _GetNativeTextureFormat;
  112864. createRenderTargetTexture(size: number | {
  112865. width: number;
  112866. height: number;
  112867. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  112868. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112869. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112870. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112871. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  112872. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  112873. /**
  112874. * Updates a dynamic vertex buffer.
  112875. * @param vertexBuffer the vertex buffer to update
  112876. * @param data the data used to update the vertex buffer
  112877. * @param byteOffset the byte offset of the data (optional)
  112878. * @param byteLength the byte length of the data (optional)
  112879. */
  112880. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  112881. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  112882. private _updateAnisotropicLevel;
  112883. private _getAddressMode;
  112884. /** @hidden */
  112885. _bindTexture(channel: number, texture: InternalTexture): void;
  112886. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  112887. releaseEffects(): void;
  112888. /** @hidden */
  112889. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112890. /** @hidden */
  112891. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112892. /** @hidden */
  112893. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112894. /** @hidden */
  112895. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112896. }
  112897. }
  112898. declare module BABYLON {
  112899. /**
  112900. * Gather the list of clipboard event types as constants.
  112901. */
  112902. export class ClipboardEventTypes {
  112903. /**
  112904. * The clipboard event is fired when a copy command is active (pressed).
  112905. */
  112906. static readonly COPY: number;
  112907. /**
  112908. * The clipboard event is fired when a cut command is active (pressed).
  112909. */
  112910. static readonly CUT: number;
  112911. /**
  112912. * The clipboard event is fired when a paste command is active (pressed).
  112913. */
  112914. static readonly PASTE: number;
  112915. }
  112916. /**
  112917. * This class is used to store clipboard related info for the onClipboardObservable event.
  112918. */
  112919. export class ClipboardInfo {
  112920. /**
  112921. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112922. */
  112923. type: number;
  112924. /**
  112925. * Defines the related dom event
  112926. */
  112927. event: ClipboardEvent;
  112928. /**
  112929. *Creates an instance of ClipboardInfo.
  112930. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  112931. * @param event Defines the related dom event
  112932. */
  112933. constructor(
  112934. /**
  112935. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112936. */
  112937. type: number,
  112938. /**
  112939. * Defines the related dom event
  112940. */
  112941. event: ClipboardEvent);
  112942. /**
  112943. * Get the clipboard event's type from the keycode.
  112944. * @param keyCode Defines the keyCode for the current keyboard event.
  112945. * @return {number}
  112946. */
  112947. static GetTypeFromCharacter(keyCode: number): number;
  112948. }
  112949. }
  112950. declare module BABYLON {
  112951. /**
  112952. * Google Daydream controller
  112953. */
  112954. export class DaydreamController extends WebVRController {
  112955. /**
  112956. * Base Url for the controller model.
  112957. */
  112958. static MODEL_BASE_URL: string;
  112959. /**
  112960. * File name for the controller model.
  112961. */
  112962. static MODEL_FILENAME: string;
  112963. /**
  112964. * Gamepad Id prefix used to identify Daydream Controller.
  112965. */
  112966. static readonly GAMEPAD_ID_PREFIX: string;
  112967. /**
  112968. * Creates a new DaydreamController from a gamepad
  112969. * @param vrGamepad the gamepad that the controller should be created from
  112970. */
  112971. constructor(vrGamepad: any);
  112972. /**
  112973. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112974. * @param scene scene in which to add meshes
  112975. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112976. */
  112977. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112978. /**
  112979. * Called once for each button that changed state since the last frame
  112980. * @param buttonIdx Which button index changed
  112981. * @param state New state of the button
  112982. * @param changes Which properties on the state changed since last frame
  112983. */
  112984. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112985. }
  112986. }
  112987. declare module BABYLON {
  112988. /**
  112989. * Gear VR Controller
  112990. */
  112991. export class GearVRController extends WebVRController {
  112992. /**
  112993. * Base Url for the controller model.
  112994. */
  112995. static MODEL_BASE_URL: string;
  112996. /**
  112997. * File name for the controller model.
  112998. */
  112999. static MODEL_FILENAME: string;
  113000. /**
  113001. * Gamepad Id prefix used to identify this controller.
  113002. */
  113003. static readonly GAMEPAD_ID_PREFIX: string;
  113004. private readonly _buttonIndexToObservableNameMap;
  113005. /**
  113006. * Creates a new GearVRController from a gamepad
  113007. * @param vrGamepad the gamepad that the controller should be created from
  113008. */
  113009. constructor(vrGamepad: any);
  113010. /**
  113011. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113012. * @param scene scene in which to add meshes
  113013. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113014. */
  113015. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113016. /**
  113017. * Called once for each button that changed state since the last frame
  113018. * @param buttonIdx Which button index changed
  113019. * @param state New state of the button
  113020. * @param changes Which properties on the state changed since last frame
  113021. */
  113022. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113023. }
  113024. }
  113025. declare module BABYLON {
  113026. /**
  113027. * Class containing static functions to help procedurally build meshes
  113028. */
  113029. export class PolyhedronBuilder {
  113030. /**
  113031. * Creates a polyhedron mesh
  113032. * * 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
  113033. * * The parameter `size` (positive float, default 1) sets the polygon size
  113034. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  113035. * * 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`
  113036. * * 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
  113037. * * 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)`)
  113038. * * 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
  113039. * * 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
  113040. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113041. * * If you create a double-sided mesh, you can choose what parts of 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
  113042. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113043. * @param name defines the name of the mesh
  113044. * @param options defines the options used to create the mesh
  113045. * @param scene defines the hosting scene
  113046. * @returns the polyhedron mesh
  113047. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  113048. */
  113049. static CreatePolyhedron(name: string, options: {
  113050. type?: number;
  113051. size?: number;
  113052. sizeX?: number;
  113053. sizeY?: number;
  113054. sizeZ?: number;
  113055. custom?: any;
  113056. faceUV?: Vector4[];
  113057. faceColors?: Color4[];
  113058. flat?: boolean;
  113059. updatable?: boolean;
  113060. sideOrientation?: number;
  113061. frontUVs?: Vector4;
  113062. backUVs?: Vector4;
  113063. }, scene?: Nullable<Scene>): Mesh;
  113064. }
  113065. }
  113066. declare module BABYLON {
  113067. /**
  113068. * Gizmo that enables scaling a mesh along 3 axis
  113069. */
  113070. export class ScaleGizmo extends Gizmo {
  113071. /**
  113072. * Internal gizmo used for interactions on the x axis
  113073. */
  113074. xGizmo: AxisScaleGizmo;
  113075. /**
  113076. * Internal gizmo used for interactions on the y axis
  113077. */
  113078. yGizmo: AxisScaleGizmo;
  113079. /**
  113080. * Internal gizmo used for interactions on the z axis
  113081. */
  113082. zGizmo: AxisScaleGizmo;
  113083. /**
  113084. * Internal gizmo used to scale all axis equally
  113085. */
  113086. uniformScaleGizmo: AxisScaleGizmo;
  113087. private _meshAttached;
  113088. private _updateGizmoRotationToMatchAttachedMesh;
  113089. private _snapDistance;
  113090. private _scaleRatio;
  113091. private _uniformScalingMesh;
  113092. private _octahedron;
  113093. /** Fires an event when any of it's sub gizmos are dragged */
  113094. onDragStartObservable: Observable<unknown>;
  113095. /** Fires an event when any of it's sub gizmos are released from dragging */
  113096. onDragEndObservable: Observable<unknown>;
  113097. attachedMesh: Nullable<AbstractMesh>;
  113098. /**
  113099. * Creates a ScaleGizmo
  113100. * @param gizmoLayer The utility layer the gizmo will be added to
  113101. */
  113102. constructor(gizmoLayer?: UtilityLayerRenderer);
  113103. updateGizmoRotationToMatchAttachedMesh: boolean;
  113104. /**
  113105. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113106. */
  113107. snapDistance: number;
  113108. /**
  113109. * Ratio for the scale of the gizmo (Default: 1)
  113110. */
  113111. scaleRatio: number;
  113112. /**
  113113. * Disposes of the gizmo
  113114. */
  113115. dispose(): void;
  113116. }
  113117. }
  113118. declare module BABYLON {
  113119. /**
  113120. * Single axis scale gizmo
  113121. */
  113122. export class AxisScaleGizmo extends Gizmo {
  113123. /**
  113124. * Drag behavior responsible for the gizmos dragging interactions
  113125. */
  113126. dragBehavior: PointerDragBehavior;
  113127. private _pointerObserver;
  113128. /**
  113129. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113130. */
  113131. snapDistance: number;
  113132. /**
  113133. * Event that fires each time the gizmo snaps to a new location.
  113134. * * snapDistance is the the change in distance
  113135. */
  113136. onSnapObservable: Observable<{
  113137. snapDistance: number;
  113138. }>;
  113139. /**
  113140. * If the scaling operation should be done on all axis (default: false)
  113141. */
  113142. uniformScaling: boolean;
  113143. private _isEnabled;
  113144. private _parent;
  113145. private _arrow;
  113146. private _coloredMaterial;
  113147. private _hoverMaterial;
  113148. /**
  113149. * Creates an AxisScaleGizmo
  113150. * @param gizmoLayer The utility layer the gizmo will be added to
  113151. * @param dragAxis The axis which the gizmo will be able to scale on
  113152. * @param color The color of the gizmo
  113153. */
  113154. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  113155. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113156. /**
  113157. * If the gizmo is enabled
  113158. */
  113159. isEnabled: boolean;
  113160. /**
  113161. * Disposes of the gizmo
  113162. */
  113163. dispose(): void;
  113164. /**
  113165. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  113166. * @param mesh The mesh to replace the default mesh of the gizmo
  113167. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  113168. */
  113169. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  113170. }
  113171. }
  113172. declare module BABYLON {
  113173. /**
  113174. * Bounding box gizmo
  113175. */
  113176. export class BoundingBoxGizmo extends Gizmo {
  113177. private _lineBoundingBox;
  113178. private _rotateSpheresParent;
  113179. private _scaleBoxesParent;
  113180. private _boundingDimensions;
  113181. private _renderObserver;
  113182. private _pointerObserver;
  113183. private _scaleDragSpeed;
  113184. private _tmpQuaternion;
  113185. private _tmpVector;
  113186. private _tmpRotationMatrix;
  113187. /**
  113188. * 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)
  113189. */
  113190. ignoreChildren: boolean;
  113191. /**
  113192. * 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)
  113193. */
  113194. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  113195. /**
  113196. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  113197. */
  113198. rotationSphereSize: number;
  113199. /**
  113200. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  113201. */
  113202. scaleBoxSize: number;
  113203. /**
  113204. * 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)
  113205. */
  113206. fixedDragMeshScreenSize: boolean;
  113207. /**
  113208. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  113209. */
  113210. fixedDragMeshScreenSizeDistanceFactor: number;
  113211. /**
  113212. * Fired when a rotation sphere or scale box is dragged
  113213. */
  113214. onDragStartObservable: Observable<{}>;
  113215. /**
  113216. * Fired when a scale box is dragged
  113217. */
  113218. onScaleBoxDragObservable: Observable<{}>;
  113219. /**
  113220. * Fired when a scale box drag is ended
  113221. */
  113222. onScaleBoxDragEndObservable: Observable<{}>;
  113223. /**
  113224. * Fired when a rotation sphere is dragged
  113225. */
  113226. onRotationSphereDragObservable: Observable<{}>;
  113227. /**
  113228. * Fired when a rotation sphere drag is ended
  113229. */
  113230. onRotationSphereDragEndObservable: Observable<{}>;
  113231. /**
  113232. * 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)
  113233. */
  113234. scalePivot: Nullable<Vector3>;
  113235. /**
  113236. * Mesh used as a pivot to rotate the attached mesh
  113237. */
  113238. private _anchorMesh;
  113239. private _existingMeshScale;
  113240. private _dragMesh;
  113241. private pointerDragBehavior;
  113242. private coloredMaterial;
  113243. private hoverColoredMaterial;
  113244. /**
  113245. * Sets the color of the bounding box gizmo
  113246. * @param color the color to set
  113247. */
  113248. setColor(color: Color3): void;
  113249. /**
  113250. * Creates an BoundingBoxGizmo
  113251. * @param gizmoLayer The utility layer the gizmo will be added to
  113252. * @param color The color of the gizmo
  113253. */
  113254. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  113255. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113256. private _selectNode;
  113257. /**
  113258. * Updates the bounding box information for the Gizmo
  113259. */
  113260. updateBoundingBox(): void;
  113261. private _updateRotationSpheres;
  113262. private _updateScaleBoxes;
  113263. /**
  113264. * Enables rotation on the specified axis and disables rotation on the others
  113265. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  113266. */
  113267. setEnabledRotationAxis(axis: string): void;
  113268. /**
  113269. * Enables/disables scaling
  113270. * @param enable if scaling should be enabled
  113271. */
  113272. setEnabledScaling(enable: boolean): void;
  113273. private _updateDummy;
  113274. /**
  113275. * Enables a pointer drag behavior on the bounding box of the gizmo
  113276. */
  113277. enableDragBehavior(): void;
  113278. /**
  113279. * Disposes of the gizmo
  113280. */
  113281. dispose(): void;
  113282. /**
  113283. * 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)
  113284. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  113285. * @returns the bounding box mesh with the passed in mesh as a child
  113286. */
  113287. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  113288. /**
  113289. * CustomMeshes are not supported by this gizmo
  113290. * @param mesh The mesh to replace the default mesh of the gizmo
  113291. */
  113292. setCustomMesh(mesh: Mesh): void;
  113293. }
  113294. }
  113295. declare module BABYLON {
  113296. /**
  113297. * Single plane rotation gizmo
  113298. */
  113299. export class PlaneRotationGizmo extends Gizmo {
  113300. /**
  113301. * Drag behavior responsible for the gizmos dragging interactions
  113302. */
  113303. dragBehavior: PointerDragBehavior;
  113304. private _pointerObserver;
  113305. /**
  113306. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  113307. */
  113308. snapDistance: number;
  113309. /**
  113310. * Event that fires each time the gizmo snaps to a new location.
  113311. * * snapDistance is the the change in distance
  113312. */
  113313. onSnapObservable: Observable<{
  113314. snapDistance: number;
  113315. }>;
  113316. private _isEnabled;
  113317. private _parent;
  113318. /**
  113319. * Creates a PlaneRotationGizmo
  113320. * @param gizmoLayer The utility layer the gizmo will be added to
  113321. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  113322. * @param color The color of the gizmo
  113323. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113324. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113325. */
  113326. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  113327. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113328. /**
  113329. * If the gizmo is enabled
  113330. */
  113331. isEnabled: boolean;
  113332. /**
  113333. * Disposes of the gizmo
  113334. */
  113335. dispose(): void;
  113336. }
  113337. }
  113338. declare module BABYLON {
  113339. /**
  113340. * Gizmo that enables rotating a mesh along 3 axis
  113341. */
  113342. export class RotationGizmo extends Gizmo {
  113343. /**
  113344. * Internal gizmo used for interactions on the x axis
  113345. */
  113346. xGizmo: PlaneRotationGizmo;
  113347. /**
  113348. * Internal gizmo used for interactions on the y axis
  113349. */
  113350. yGizmo: PlaneRotationGizmo;
  113351. /**
  113352. * Internal gizmo used for interactions on the z axis
  113353. */
  113354. zGizmo: PlaneRotationGizmo;
  113355. /** Fires an event when any of it's sub gizmos are dragged */
  113356. onDragStartObservable: Observable<unknown>;
  113357. /** Fires an event when any of it's sub gizmos are released from dragging */
  113358. onDragEndObservable: Observable<unknown>;
  113359. private _meshAttached;
  113360. attachedMesh: Nullable<AbstractMesh>;
  113361. /**
  113362. * Creates a RotationGizmo
  113363. * @param gizmoLayer The utility layer the gizmo will be added to
  113364. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113365. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113366. */
  113367. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  113368. updateGizmoRotationToMatchAttachedMesh: boolean;
  113369. /**
  113370. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113371. */
  113372. snapDistance: number;
  113373. /**
  113374. * Ratio for the scale of the gizmo (Default: 1)
  113375. */
  113376. scaleRatio: number;
  113377. /**
  113378. * Disposes of the gizmo
  113379. */
  113380. dispose(): void;
  113381. /**
  113382. * CustomMeshes are not supported by this gizmo
  113383. * @param mesh The mesh to replace the default mesh of the gizmo
  113384. */
  113385. setCustomMesh(mesh: Mesh): void;
  113386. }
  113387. }
  113388. declare module BABYLON {
  113389. /**
  113390. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  113391. */
  113392. export class GizmoManager implements IDisposable {
  113393. private scene;
  113394. /**
  113395. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  113396. */
  113397. gizmos: {
  113398. positionGizmo: Nullable<PositionGizmo>;
  113399. rotationGizmo: Nullable<RotationGizmo>;
  113400. scaleGizmo: Nullable<ScaleGizmo>;
  113401. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  113402. };
  113403. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  113404. clearGizmoOnEmptyPointerEvent: boolean;
  113405. /** Fires an event when the manager is attached to a mesh */
  113406. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  113407. private _gizmosEnabled;
  113408. private _pointerObserver;
  113409. private _attachedMesh;
  113410. private _boundingBoxColor;
  113411. private _defaultUtilityLayer;
  113412. private _defaultKeepDepthUtilityLayer;
  113413. /**
  113414. * When bounding box gizmo is enabled, this can be used to track drag/end events
  113415. */
  113416. boundingBoxDragBehavior: SixDofDragBehavior;
  113417. /**
  113418. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  113419. */
  113420. attachableMeshes: Nullable<Array<AbstractMesh>>;
  113421. /**
  113422. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  113423. */
  113424. usePointerToAttachGizmos: boolean;
  113425. /**
  113426. * Utility layer that the bounding box gizmo belongs to
  113427. */
  113428. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  113429. /**
  113430. * Utility layer that all gizmos besides bounding box belong to
  113431. */
  113432. readonly utilityLayer: UtilityLayerRenderer;
  113433. /**
  113434. * Instatiates a gizmo manager
  113435. * @param scene the scene to overlay the gizmos on top of
  113436. */
  113437. constructor(scene: Scene);
  113438. /**
  113439. * Attaches a set of gizmos to the specified mesh
  113440. * @param mesh The mesh the gizmo's should be attached to
  113441. */
  113442. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113443. /**
  113444. * If the position gizmo is enabled
  113445. */
  113446. positionGizmoEnabled: boolean;
  113447. /**
  113448. * If the rotation gizmo is enabled
  113449. */
  113450. rotationGizmoEnabled: boolean;
  113451. /**
  113452. * If the scale gizmo is enabled
  113453. */
  113454. scaleGizmoEnabled: boolean;
  113455. /**
  113456. * If the boundingBox gizmo is enabled
  113457. */
  113458. boundingBoxGizmoEnabled: boolean;
  113459. /**
  113460. * Disposes of the gizmo manager
  113461. */
  113462. dispose(): void;
  113463. }
  113464. }
  113465. declare module BABYLON {
  113466. /**
  113467. * A directional light is defined by a direction (what a surprise!).
  113468. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  113469. * 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.
  113470. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113471. */
  113472. export class DirectionalLight extends ShadowLight {
  113473. private _shadowFrustumSize;
  113474. /**
  113475. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  113476. */
  113477. /**
  113478. * Specifies a fix frustum size for the shadow generation.
  113479. */
  113480. shadowFrustumSize: number;
  113481. private _shadowOrthoScale;
  113482. /**
  113483. * Gets the shadow projection scale against the optimal computed one.
  113484. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113485. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113486. */
  113487. /**
  113488. * Sets the shadow projection scale against the optimal computed one.
  113489. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113490. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113491. */
  113492. shadowOrthoScale: number;
  113493. /**
  113494. * Automatically compute the projection matrix to best fit (including all the casters)
  113495. * on each frame.
  113496. */
  113497. autoUpdateExtends: boolean;
  113498. private _orthoLeft;
  113499. private _orthoRight;
  113500. private _orthoTop;
  113501. private _orthoBottom;
  113502. /**
  113503. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  113504. * The directional light is emitted from everywhere in the given direction.
  113505. * It can cast shadows.
  113506. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113507. * @param name The friendly name of the light
  113508. * @param direction The direction of the light
  113509. * @param scene The scene the light belongs to
  113510. */
  113511. constructor(name: string, direction: Vector3, scene: Scene);
  113512. /**
  113513. * Returns the string "DirectionalLight".
  113514. * @return The class name
  113515. */
  113516. getClassName(): string;
  113517. /**
  113518. * Returns the integer 1.
  113519. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113520. */
  113521. getTypeID(): number;
  113522. /**
  113523. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  113524. * Returns the DirectionalLight Shadow projection matrix.
  113525. */
  113526. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113527. /**
  113528. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  113529. * Returns the DirectionalLight Shadow projection matrix.
  113530. */
  113531. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  113532. /**
  113533. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  113534. * Returns the DirectionalLight Shadow projection matrix.
  113535. */
  113536. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113537. protected _buildUniformLayout(): void;
  113538. /**
  113539. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  113540. * @param effect The effect to update
  113541. * @param lightIndex The index of the light in the effect to update
  113542. * @returns The directional light
  113543. */
  113544. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  113545. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  113546. /**
  113547. * Gets the minZ used for shadow according to both the scene and the light.
  113548. *
  113549. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113550. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113551. * @param activeCamera The camera we are returning the min for
  113552. * @returns the depth min z
  113553. */
  113554. getDepthMinZ(activeCamera: Camera): number;
  113555. /**
  113556. * Gets the maxZ used for shadow according to both the scene and the light.
  113557. *
  113558. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113559. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113560. * @param activeCamera The camera we are returning the max for
  113561. * @returns the depth max z
  113562. */
  113563. getDepthMaxZ(activeCamera: Camera): number;
  113564. /**
  113565. * Prepares the list of defines specific to the light type.
  113566. * @param defines the list of defines
  113567. * @param lightIndex defines the index of the light for the effect
  113568. */
  113569. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113570. }
  113571. }
  113572. declare module BABYLON {
  113573. /**
  113574. * Class containing static functions to help procedurally build meshes
  113575. */
  113576. export class HemisphereBuilder {
  113577. /**
  113578. * Creates a hemisphere mesh
  113579. * @param name defines the name of the mesh
  113580. * @param options defines the options used to create the mesh
  113581. * @param scene defines the hosting scene
  113582. * @returns the hemisphere mesh
  113583. */
  113584. static CreateHemisphere(name: string, options: {
  113585. segments?: number;
  113586. diameter?: number;
  113587. sideOrientation?: number;
  113588. }, scene: any): Mesh;
  113589. }
  113590. }
  113591. declare module BABYLON {
  113592. /**
  113593. * A spot light is defined by a position, a direction, an angle, and an exponent.
  113594. * These values define a cone of light starting from the position, emitting toward the direction.
  113595. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  113596. * and the exponent defines the speed of the decay of the light with distance (reach).
  113597. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113598. */
  113599. export class SpotLight extends ShadowLight {
  113600. private _angle;
  113601. private _innerAngle;
  113602. private _cosHalfAngle;
  113603. private _lightAngleScale;
  113604. private _lightAngleOffset;
  113605. /**
  113606. * Gets the cone angle of the spot light in Radians.
  113607. */
  113608. /**
  113609. * Sets the cone angle of the spot light in Radians.
  113610. */
  113611. angle: number;
  113612. /**
  113613. * Only used in gltf falloff mode, this defines the angle where
  113614. * the directional falloff will start before cutting at angle which could be seen
  113615. * as outer angle.
  113616. */
  113617. /**
  113618. * Only used in gltf falloff mode, this defines the angle where
  113619. * the directional falloff will start before cutting at angle which could be seen
  113620. * as outer angle.
  113621. */
  113622. innerAngle: number;
  113623. private _shadowAngleScale;
  113624. /**
  113625. * Allows scaling the angle of the light for shadow generation only.
  113626. */
  113627. /**
  113628. * Allows scaling the angle of the light for shadow generation only.
  113629. */
  113630. shadowAngleScale: number;
  113631. /**
  113632. * The light decay speed with the distance from the emission spot.
  113633. */
  113634. exponent: number;
  113635. private _projectionTextureMatrix;
  113636. /**
  113637. * Allows reading the projecton texture
  113638. */
  113639. readonly projectionTextureMatrix: Matrix;
  113640. protected _projectionTextureLightNear: number;
  113641. /**
  113642. * Gets the near clip of the Spotlight for texture projection.
  113643. */
  113644. /**
  113645. * Sets the near clip of the Spotlight for texture projection.
  113646. */
  113647. projectionTextureLightNear: number;
  113648. protected _projectionTextureLightFar: number;
  113649. /**
  113650. * Gets the far clip of the Spotlight for texture projection.
  113651. */
  113652. /**
  113653. * Sets the far clip of the Spotlight for texture projection.
  113654. */
  113655. projectionTextureLightFar: number;
  113656. protected _projectionTextureUpDirection: Vector3;
  113657. /**
  113658. * Gets the Up vector of the Spotlight for texture projection.
  113659. */
  113660. /**
  113661. * Sets the Up vector of the Spotlight for texture projection.
  113662. */
  113663. projectionTextureUpDirection: Vector3;
  113664. private _projectionTexture;
  113665. /**
  113666. * Gets the projection texture of the light.
  113667. */
  113668. /**
  113669. * Sets the projection texture of the light.
  113670. */
  113671. projectionTexture: Nullable<BaseTexture>;
  113672. private _projectionTextureViewLightDirty;
  113673. private _projectionTextureProjectionLightDirty;
  113674. private _projectionTextureDirty;
  113675. private _projectionTextureViewTargetVector;
  113676. private _projectionTextureViewLightMatrix;
  113677. private _projectionTextureProjectionLightMatrix;
  113678. private _projectionTextureScalingMatrix;
  113679. /**
  113680. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  113681. * It can cast shadows.
  113682. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113683. * @param name The light friendly name
  113684. * @param position The position of the spot light in the scene
  113685. * @param direction The direction of the light in the scene
  113686. * @param angle The cone angle of the light in Radians
  113687. * @param exponent The light decay speed with the distance from the emission spot
  113688. * @param scene The scene the lights belongs to
  113689. */
  113690. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  113691. /**
  113692. * Returns the string "SpotLight".
  113693. * @returns the class name
  113694. */
  113695. getClassName(): string;
  113696. /**
  113697. * Returns the integer 2.
  113698. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113699. */
  113700. getTypeID(): number;
  113701. /**
  113702. * Overrides the direction setter to recompute the projection texture view light Matrix.
  113703. */
  113704. protected _setDirection(value: Vector3): void;
  113705. /**
  113706. * Overrides the position setter to recompute the projection texture view light Matrix.
  113707. */
  113708. protected _setPosition(value: Vector3): void;
  113709. /**
  113710. * 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.
  113711. * Returns the SpotLight.
  113712. */
  113713. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113714. protected _computeProjectionTextureViewLightMatrix(): void;
  113715. protected _computeProjectionTextureProjectionLightMatrix(): void;
  113716. /**
  113717. * Main function for light texture projection matrix computing.
  113718. */
  113719. protected _computeProjectionTextureMatrix(): void;
  113720. protected _buildUniformLayout(): void;
  113721. private _computeAngleValues;
  113722. /**
  113723. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  113724. * @param effect The effect to update
  113725. * @param lightIndex The index of the light in the effect to update
  113726. * @returns The spot light
  113727. */
  113728. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  113729. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  113730. /**
  113731. * Disposes the light and the associated resources.
  113732. */
  113733. dispose(): void;
  113734. /**
  113735. * Prepares the list of defines specific to the light type.
  113736. * @param defines the list of defines
  113737. * @param lightIndex defines the index of the light for the effect
  113738. */
  113739. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113740. }
  113741. }
  113742. declare module BABYLON {
  113743. /**
  113744. * Gizmo that enables viewing a light
  113745. */
  113746. export class LightGizmo extends Gizmo {
  113747. private _lightMesh;
  113748. private _material;
  113749. private cachedPosition;
  113750. private cachedForward;
  113751. /**
  113752. * Creates a LightGizmo
  113753. * @param gizmoLayer The utility layer the gizmo will be added to
  113754. */
  113755. constructor(gizmoLayer?: UtilityLayerRenderer);
  113756. private _light;
  113757. /**
  113758. * The light that the gizmo is attached to
  113759. */
  113760. light: Nullable<Light>;
  113761. /**
  113762. * Gets the material used to render the light gizmo
  113763. */
  113764. readonly material: StandardMaterial;
  113765. /**
  113766. * @hidden
  113767. * Updates the gizmo to match the attached mesh's position/rotation
  113768. */
  113769. protected _update(): void;
  113770. private static _Scale;
  113771. /**
  113772. * Creates the lines for a light mesh
  113773. */
  113774. private static _createLightLines;
  113775. /**
  113776. * Disposes of the light gizmo
  113777. */
  113778. dispose(): void;
  113779. private static _CreateHemisphericLightMesh;
  113780. private static _CreatePointLightMesh;
  113781. private static _CreateSpotLightMesh;
  113782. private static _CreateDirectionalLightMesh;
  113783. }
  113784. }
  113785. declare module BABYLON {
  113786. /** @hidden */
  113787. export var backgroundFragmentDeclaration: {
  113788. name: string;
  113789. shader: string;
  113790. };
  113791. }
  113792. declare module BABYLON {
  113793. /** @hidden */
  113794. export var backgroundUboDeclaration: {
  113795. name: string;
  113796. shader: string;
  113797. };
  113798. }
  113799. declare module BABYLON {
  113800. /** @hidden */
  113801. export var backgroundPixelShader: {
  113802. name: string;
  113803. shader: string;
  113804. };
  113805. }
  113806. declare module BABYLON {
  113807. /** @hidden */
  113808. export var backgroundVertexDeclaration: {
  113809. name: string;
  113810. shader: string;
  113811. };
  113812. }
  113813. declare module BABYLON {
  113814. /** @hidden */
  113815. export var backgroundVertexShader: {
  113816. name: string;
  113817. shader: string;
  113818. };
  113819. }
  113820. declare module BABYLON {
  113821. /**
  113822. * Background material used to create an efficient environement around your scene.
  113823. */
  113824. export class BackgroundMaterial extends PushMaterial {
  113825. /**
  113826. * Standard reflectance value at parallel view angle.
  113827. */
  113828. static StandardReflectance0: number;
  113829. /**
  113830. * Standard reflectance value at grazing angle.
  113831. */
  113832. static StandardReflectance90: number;
  113833. protected _primaryColor: Color3;
  113834. /**
  113835. * Key light Color (multiply against the environement texture)
  113836. */
  113837. primaryColor: Color3;
  113838. protected __perceptualColor: Nullable<Color3>;
  113839. /**
  113840. * Experimental Internal Use Only.
  113841. *
  113842. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  113843. * This acts as a helper to set the primary color to a more "human friendly" value.
  113844. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  113845. * output color as close as possible from the chosen value.
  113846. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  113847. * part of lighting setup.)
  113848. */
  113849. _perceptualColor: Nullable<Color3>;
  113850. protected _primaryColorShadowLevel: float;
  113851. /**
  113852. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  113853. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  113854. */
  113855. primaryColorShadowLevel: float;
  113856. protected _primaryColorHighlightLevel: float;
  113857. /**
  113858. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  113859. * The primary color is used at the level chosen to define what the white area would look.
  113860. */
  113861. primaryColorHighlightLevel: float;
  113862. protected _reflectionTexture: Nullable<BaseTexture>;
  113863. /**
  113864. * Reflection Texture used in the material.
  113865. * Should be author in a specific way for the best result (refer to the documentation).
  113866. */
  113867. reflectionTexture: Nullable<BaseTexture>;
  113868. protected _reflectionBlur: float;
  113869. /**
  113870. * Reflection Texture level of blur.
  113871. *
  113872. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  113873. * texture twice.
  113874. */
  113875. reflectionBlur: float;
  113876. protected _diffuseTexture: Nullable<BaseTexture>;
  113877. /**
  113878. * Diffuse Texture used in the material.
  113879. * Should be author in a specific way for the best result (refer to the documentation).
  113880. */
  113881. diffuseTexture: Nullable<BaseTexture>;
  113882. protected _shadowLights: Nullable<IShadowLight[]>;
  113883. /**
  113884. * Specify the list of lights casting shadow on the material.
  113885. * All scene shadow lights will be included if null.
  113886. */
  113887. shadowLights: Nullable<IShadowLight[]>;
  113888. protected _shadowLevel: float;
  113889. /**
  113890. * Helps adjusting the shadow to a softer level if required.
  113891. * 0 means black shadows and 1 means no shadows.
  113892. */
  113893. shadowLevel: float;
  113894. protected _sceneCenter: Vector3;
  113895. /**
  113896. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  113897. * It is usually zero but might be interesting to modify according to your setup.
  113898. */
  113899. sceneCenter: Vector3;
  113900. protected _opacityFresnel: boolean;
  113901. /**
  113902. * This helps specifying that the material is falling off to the sky box at grazing angle.
  113903. * This helps ensuring a nice transition when the camera goes under the ground.
  113904. */
  113905. opacityFresnel: boolean;
  113906. protected _reflectionFresnel: boolean;
  113907. /**
  113908. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  113909. * This helps adding a mirror texture on the ground.
  113910. */
  113911. reflectionFresnel: boolean;
  113912. protected _reflectionFalloffDistance: number;
  113913. /**
  113914. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  113915. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  113916. */
  113917. reflectionFalloffDistance: number;
  113918. protected _reflectionAmount: number;
  113919. /**
  113920. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  113921. */
  113922. reflectionAmount: number;
  113923. protected _reflectionReflectance0: number;
  113924. /**
  113925. * This specifies the weight of the reflection at grazing angle.
  113926. */
  113927. reflectionReflectance0: number;
  113928. protected _reflectionReflectance90: number;
  113929. /**
  113930. * This specifies the weight of the reflection at a perpendicular point of view.
  113931. */
  113932. reflectionReflectance90: number;
  113933. /**
  113934. * Sets the reflection reflectance fresnel values according to the default standard
  113935. * empirically know to work well :-)
  113936. */
  113937. reflectionStandardFresnelWeight: number;
  113938. protected _useRGBColor: boolean;
  113939. /**
  113940. * Helps to directly use the maps channels instead of their level.
  113941. */
  113942. useRGBColor: boolean;
  113943. protected _enableNoise: boolean;
  113944. /**
  113945. * This helps reducing the banding effect that could occur on the background.
  113946. */
  113947. enableNoise: boolean;
  113948. /**
  113949. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113950. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  113951. * Recommended to be keep at 1.0 except for special cases.
  113952. */
  113953. fovMultiplier: number;
  113954. private _fovMultiplier;
  113955. /**
  113956. * Enable the FOV adjustment feature controlled by fovMultiplier.
  113957. */
  113958. useEquirectangularFOV: boolean;
  113959. private _maxSimultaneousLights;
  113960. /**
  113961. * Number of Simultaneous lights allowed on the material.
  113962. */
  113963. maxSimultaneousLights: int;
  113964. /**
  113965. * Default configuration related to image processing available in the Background Material.
  113966. */
  113967. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  113968. /**
  113969. * Keep track of the image processing observer to allow dispose and replace.
  113970. */
  113971. private _imageProcessingObserver;
  113972. /**
  113973. * Attaches a new image processing configuration to the PBR Material.
  113974. * @param configuration (if null the scene configuration will be use)
  113975. */
  113976. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  113977. /**
  113978. * Gets the image processing configuration used either in this material.
  113979. */
  113980. /**
  113981. * Sets the Default image processing configuration used either in the this material.
  113982. *
  113983. * If sets to null, the scene one is in use.
  113984. */
  113985. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  113986. /**
  113987. * Gets wether the color curves effect is enabled.
  113988. */
  113989. /**
  113990. * Sets wether the color curves effect is enabled.
  113991. */
  113992. cameraColorCurvesEnabled: boolean;
  113993. /**
  113994. * Gets wether the color grading effect is enabled.
  113995. */
  113996. /**
  113997. * Gets wether the color grading effect is enabled.
  113998. */
  113999. cameraColorGradingEnabled: boolean;
  114000. /**
  114001. * Gets wether tonemapping is enabled or not.
  114002. */
  114003. /**
  114004. * Sets wether tonemapping is enabled or not
  114005. */
  114006. cameraToneMappingEnabled: boolean;
  114007. /**
  114008. * The camera exposure used on this material.
  114009. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114010. * This corresponds to a photographic exposure.
  114011. */
  114012. /**
  114013. * The camera exposure used on this material.
  114014. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114015. * This corresponds to a photographic exposure.
  114016. */
  114017. cameraExposure: float;
  114018. /**
  114019. * Gets The camera contrast used on this material.
  114020. */
  114021. /**
  114022. * Sets The camera contrast used on this material.
  114023. */
  114024. cameraContrast: float;
  114025. /**
  114026. * Gets the Color Grading 2D Lookup Texture.
  114027. */
  114028. /**
  114029. * Sets the Color Grading 2D Lookup Texture.
  114030. */
  114031. cameraColorGradingTexture: Nullable<BaseTexture>;
  114032. /**
  114033. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114034. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114035. * 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;
  114036. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114037. */
  114038. /**
  114039. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114040. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114041. * 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;
  114042. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114043. */
  114044. cameraColorCurves: Nullable<ColorCurves>;
  114045. /**
  114046. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  114047. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  114048. */
  114049. switchToBGR: boolean;
  114050. private _renderTargets;
  114051. private _reflectionControls;
  114052. private _white;
  114053. private _primaryShadowColor;
  114054. private _primaryHighlightColor;
  114055. /**
  114056. * Instantiates a Background Material in the given scene
  114057. * @param name The friendly name of the material
  114058. * @param scene The scene to add the material to
  114059. */
  114060. constructor(name: string, scene: Scene);
  114061. /**
  114062. * Gets a boolean indicating that current material needs to register RTT
  114063. */
  114064. readonly hasRenderTargetTextures: boolean;
  114065. /**
  114066. * The entire material has been created in order to prevent overdraw.
  114067. * @returns false
  114068. */
  114069. needAlphaTesting(): boolean;
  114070. /**
  114071. * The entire material has been created in order to prevent overdraw.
  114072. * @returns true if blending is enable
  114073. */
  114074. needAlphaBlending(): boolean;
  114075. /**
  114076. * Checks wether the material is ready to be rendered for a given mesh.
  114077. * @param mesh The mesh to render
  114078. * @param subMesh The submesh to check against
  114079. * @param useInstances Specify wether or not the material is used with instances
  114080. * @returns true if all the dependencies are ready (Textures, Effects...)
  114081. */
  114082. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  114083. /**
  114084. * Compute the primary color according to the chosen perceptual color.
  114085. */
  114086. private _computePrimaryColorFromPerceptualColor;
  114087. /**
  114088. * Compute the highlights and shadow colors according to their chosen levels.
  114089. */
  114090. private _computePrimaryColors;
  114091. /**
  114092. * Build the uniform buffer used in the material.
  114093. */
  114094. buildUniformLayout(): void;
  114095. /**
  114096. * Unbind the material.
  114097. */
  114098. unbind(): void;
  114099. /**
  114100. * Bind only the world matrix to the material.
  114101. * @param world The world matrix to bind.
  114102. */
  114103. bindOnlyWorldMatrix(world: Matrix): void;
  114104. /**
  114105. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  114106. * @param world The world matrix to bind.
  114107. * @param subMesh The submesh to bind for.
  114108. */
  114109. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  114110. /**
  114111. * Checks to see if a texture is used in the material.
  114112. * @param texture - Base texture to use.
  114113. * @returns - Boolean specifying if a texture is used in the material.
  114114. */
  114115. hasTexture(texture: BaseTexture): boolean;
  114116. /**
  114117. * Dispose the material.
  114118. * @param forceDisposeEffect Force disposal of the associated effect.
  114119. * @param forceDisposeTextures Force disposal of the associated textures.
  114120. */
  114121. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  114122. /**
  114123. * Clones the material.
  114124. * @param name The cloned name.
  114125. * @returns The cloned material.
  114126. */
  114127. clone(name: string): BackgroundMaterial;
  114128. /**
  114129. * Serializes the current material to its JSON representation.
  114130. * @returns The JSON representation.
  114131. */
  114132. serialize(): any;
  114133. /**
  114134. * Gets the class name of the material
  114135. * @returns "BackgroundMaterial"
  114136. */
  114137. getClassName(): string;
  114138. /**
  114139. * Parse a JSON input to create back a background material.
  114140. * @param source The JSON data to parse
  114141. * @param scene The scene to create the parsed material in
  114142. * @param rootUrl The root url of the assets the material depends upon
  114143. * @returns the instantiated BackgroundMaterial.
  114144. */
  114145. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  114146. }
  114147. }
  114148. declare module BABYLON {
  114149. /**
  114150. * Represents the different options available during the creation of
  114151. * a Environment helper.
  114152. *
  114153. * This can control the default ground, skybox and image processing setup of your scene.
  114154. */
  114155. export interface IEnvironmentHelperOptions {
  114156. /**
  114157. * Specifies wether or not to create a ground.
  114158. * True by default.
  114159. */
  114160. createGround: boolean;
  114161. /**
  114162. * Specifies the ground size.
  114163. * 15 by default.
  114164. */
  114165. groundSize: number;
  114166. /**
  114167. * The texture used on the ground for the main color.
  114168. * Comes from the BabylonJS CDN by default.
  114169. *
  114170. * Remarks: Can be either a texture or a url.
  114171. */
  114172. groundTexture: string | BaseTexture;
  114173. /**
  114174. * The color mixed in the ground texture by default.
  114175. * BabylonJS clearColor by default.
  114176. */
  114177. groundColor: Color3;
  114178. /**
  114179. * Specifies the ground opacity.
  114180. * 1 by default.
  114181. */
  114182. groundOpacity: number;
  114183. /**
  114184. * Enables the ground to receive shadows.
  114185. * True by default.
  114186. */
  114187. enableGroundShadow: boolean;
  114188. /**
  114189. * Helps preventing the shadow to be fully black on the ground.
  114190. * 0.5 by default.
  114191. */
  114192. groundShadowLevel: number;
  114193. /**
  114194. * Creates a mirror texture attach to the ground.
  114195. * false by default.
  114196. */
  114197. enableGroundMirror: boolean;
  114198. /**
  114199. * Specifies the ground mirror size ratio.
  114200. * 0.3 by default as the default kernel is 64.
  114201. */
  114202. groundMirrorSizeRatio: number;
  114203. /**
  114204. * Specifies the ground mirror blur kernel size.
  114205. * 64 by default.
  114206. */
  114207. groundMirrorBlurKernel: number;
  114208. /**
  114209. * Specifies the ground mirror visibility amount.
  114210. * 1 by default
  114211. */
  114212. groundMirrorAmount: number;
  114213. /**
  114214. * Specifies the ground mirror reflectance weight.
  114215. * This uses the standard weight of the background material to setup the fresnel effect
  114216. * of the mirror.
  114217. * 1 by default.
  114218. */
  114219. groundMirrorFresnelWeight: number;
  114220. /**
  114221. * Specifies the ground mirror Falloff distance.
  114222. * This can helps reducing the size of the reflection.
  114223. * 0 by Default.
  114224. */
  114225. groundMirrorFallOffDistance: number;
  114226. /**
  114227. * Specifies the ground mirror texture type.
  114228. * Unsigned Int by Default.
  114229. */
  114230. groundMirrorTextureType: number;
  114231. /**
  114232. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  114233. * the shown objects.
  114234. */
  114235. groundYBias: number;
  114236. /**
  114237. * Specifies wether or not to create a skybox.
  114238. * True by default.
  114239. */
  114240. createSkybox: boolean;
  114241. /**
  114242. * Specifies the skybox size.
  114243. * 20 by default.
  114244. */
  114245. skyboxSize: number;
  114246. /**
  114247. * The texture used on the skybox for the main color.
  114248. * Comes from the BabylonJS CDN by default.
  114249. *
  114250. * Remarks: Can be either a texture or a url.
  114251. */
  114252. skyboxTexture: string | BaseTexture;
  114253. /**
  114254. * The color mixed in the skybox texture by default.
  114255. * BabylonJS clearColor by default.
  114256. */
  114257. skyboxColor: Color3;
  114258. /**
  114259. * The background rotation around the Y axis of the scene.
  114260. * This helps aligning the key lights of your scene with the background.
  114261. * 0 by default.
  114262. */
  114263. backgroundYRotation: number;
  114264. /**
  114265. * Compute automatically the size of the elements to best fit with the scene.
  114266. */
  114267. sizeAuto: boolean;
  114268. /**
  114269. * Default position of the rootMesh if autoSize is not true.
  114270. */
  114271. rootPosition: Vector3;
  114272. /**
  114273. * Sets up the image processing in the scene.
  114274. * true by default.
  114275. */
  114276. setupImageProcessing: boolean;
  114277. /**
  114278. * The texture used as your environment texture in the scene.
  114279. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  114280. *
  114281. * Remarks: Can be either a texture or a url.
  114282. */
  114283. environmentTexture: string | BaseTexture;
  114284. /**
  114285. * The value of the exposure to apply to the scene.
  114286. * 0.6 by default if setupImageProcessing is true.
  114287. */
  114288. cameraExposure: number;
  114289. /**
  114290. * The value of the contrast to apply to the scene.
  114291. * 1.6 by default if setupImageProcessing is true.
  114292. */
  114293. cameraContrast: number;
  114294. /**
  114295. * Specifies wether or not tonemapping should be enabled in the scene.
  114296. * true by default if setupImageProcessing is true.
  114297. */
  114298. toneMappingEnabled: boolean;
  114299. }
  114300. /**
  114301. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  114302. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  114303. * It also helps with the default setup of your imageProcessing configuration.
  114304. */
  114305. export class EnvironmentHelper {
  114306. /**
  114307. * Default ground texture URL.
  114308. */
  114309. private static _groundTextureCDNUrl;
  114310. /**
  114311. * Default skybox texture URL.
  114312. */
  114313. private static _skyboxTextureCDNUrl;
  114314. /**
  114315. * Default environment texture URL.
  114316. */
  114317. private static _environmentTextureCDNUrl;
  114318. /**
  114319. * Creates the default options for the helper.
  114320. */
  114321. private static _getDefaultOptions;
  114322. private _rootMesh;
  114323. /**
  114324. * Gets the root mesh created by the helper.
  114325. */
  114326. readonly rootMesh: Mesh;
  114327. private _skybox;
  114328. /**
  114329. * Gets the skybox created by the helper.
  114330. */
  114331. readonly skybox: Nullable<Mesh>;
  114332. private _skyboxTexture;
  114333. /**
  114334. * Gets the skybox texture created by the helper.
  114335. */
  114336. readonly skyboxTexture: Nullable<BaseTexture>;
  114337. private _skyboxMaterial;
  114338. /**
  114339. * Gets the skybox material created by the helper.
  114340. */
  114341. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  114342. private _ground;
  114343. /**
  114344. * Gets the ground mesh created by the helper.
  114345. */
  114346. readonly ground: Nullable<Mesh>;
  114347. private _groundTexture;
  114348. /**
  114349. * Gets the ground texture created by the helper.
  114350. */
  114351. readonly groundTexture: Nullable<BaseTexture>;
  114352. private _groundMirror;
  114353. /**
  114354. * Gets the ground mirror created by the helper.
  114355. */
  114356. readonly groundMirror: Nullable<MirrorTexture>;
  114357. /**
  114358. * Gets the ground mirror render list to helps pushing the meshes
  114359. * you wish in the ground reflection.
  114360. */
  114361. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  114362. private _groundMaterial;
  114363. /**
  114364. * Gets the ground material created by the helper.
  114365. */
  114366. readonly groundMaterial: Nullable<BackgroundMaterial>;
  114367. /**
  114368. * Stores the creation options.
  114369. */
  114370. private readonly _scene;
  114371. private _options;
  114372. /**
  114373. * This observable will be notified with any error during the creation of the environment,
  114374. * mainly texture creation errors.
  114375. */
  114376. onErrorObservable: Observable<{
  114377. message?: string;
  114378. exception?: any;
  114379. }>;
  114380. /**
  114381. * constructor
  114382. * @param options Defines the options we want to customize the helper
  114383. * @param scene The scene to add the material to
  114384. */
  114385. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  114386. /**
  114387. * Updates the background according to the new options
  114388. * @param options
  114389. */
  114390. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  114391. /**
  114392. * Sets the primary color of all the available elements.
  114393. * @param color the main color to affect to the ground and the background
  114394. */
  114395. setMainColor(color: Color3): void;
  114396. /**
  114397. * Setup the image processing according to the specified options.
  114398. */
  114399. private _setupImageProcessing;
  114400. /**
  114401. * Setup the environment texture according to the specified options.
  114402. */
  114403. private _setupEnvironmentTexture;
  114404. /**
  114405. * Setup the background according to the specified options.
  114406. */
  114407. private _setupBackground;
  114408. /**
  114409. * Get the scene sizes according to the setup.
  114410. */
  114411. private _getSceneSize;
  114412. /**
  114413. * Setup the ground according to the specified options.
  114414. */
  114415. private _setupGround;
  114416. /**
  114417. * Setup the ground material according to the specified options.
  114418. */
  114419. private _setupGroundMaterial;
  114420. /**
  114421. * Setup the ground diffuse texture according to the specified options.
  114422. */
  114423. private _setupGroundDiffuseTexture;
  114424. /**
  114425. * Setup the ground mirror texture according to the specified options.
  114426. */
  114427. private _setupGroundMirrorTexture;
  114428. /**
  114429. * Setup the ground to receive the mirror texture.
  114430. */
  114431. private _setupMirrorInGroundMaterial;
  114432. /**
  114433. * Setup the skybox according to the specified options.
  114434. */
  114435. private _setupSkybox;
  114436. /**
  114437. * Setup the skybox material according to the specified options.
  114438. */
  114439. private _setupSkyboxMaterial;
  114440. /**
  114441. * Setup the skybox reflection texture according to the specified options.
  114442. */
  114443. private _setupSkyboxReflectionTexture;
  114444. private _errorHandler;
  114445. /**
  114446. * Dispose all the elements created by the Helper.
  114447. */
  114448. dispose(): void;
  114449. }
  114450. }
  114451. declare module BABYLON {
  114452. /**
  114453. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  114454. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  114455. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  114456. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114457. */
  114458. export class PhotoDome extends TransformNode {
  114459. /**
  114460. * Define the image as a Monoscopic panoramic 360 image.
  114461. */
  114462. static readonly MODE_MONOSCOPIC: number;
  114463. /**
  114464. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114465. */
  114466. static readonly MODE_TOPBOTTOM: number;
  114467. /**
  114468. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114469. */
  114470. static readonly MODE_SIDEBYSIDE: number;
  114471. private _useDirectMapping;
  114472. /**
  114473. * The texture being displayed on the sphere
  114474. */
  114475. protected _photoTexture: Texture;
  114476. /**
  114477. * Gets or sets the texture being displayed on the sphere
  114478. */
  114479. photoTexture: Texture;
  114480. /**
  114481. * Observable raised when an error occured while loading the 360 image
  114482. */
  114483. onLoadErrorObservable: Observable<string>;
  114484. /**
  114485. * The skybox material
  114486. */
  114487. protected _material: BackgroundMaterial;
  114488. /**
  114489. * The surface used for the skybox
  114490. */
  114491. protected _mesh: Mesh;
  114492. /**
  114493. * Gets the mesh used for the skybox.
  114494. */
  114495. readonly mesh: Mesh;
  114496. /**
  114497. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114498. * Also see the options.resolution property.
  114499. */
  114500. fovMultiplier: number;
  114501. private _imageMode;
  114502. /**
  114503. * Gets or set the current video mode for the video. It can be:
  114504. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  114505. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114506. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114507. */
  114508. imageMode: number;
  114509. /**
  114510. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  114511. * @param name Element's name, child elements will append suffixes for their own names.
  114512. * @param urlsOfPhoto defines the url of the photo to display
  114513. * @param options defines an object containing optional or exposed sub element properties
  114514. * @param onError defines a callback called when an error occured while loading the texture
  114515. */
  114516. constructor(name: string, urlOfPhoto: string, options: {
  114517. resolution?: number;
  114518. size?: number;
  114519. useDirectMapping?: boolean;
  114520. faceForward?: boolean;
  114521. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  114522. private _onBeforeCameraRenderObserver;
  114523. private _changeImageMode;
  114524. /**
  114525. * Releases resources associated with this node.
  114526. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114527. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114528. */
  114529. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114530. }
  114531. }
  114532. declare module BABYLON {
  114533. /**
  114534. * Class used to host RGBD texture specific utilities
  114535. */
  114536. export class RGBDTextureTools {
  114537. /**
  114538. * Expand the RGBD Texture from RGBD to Half Float if possible.
  114539. * @param texture the texture to expand.
  114540. */
  114541. static ExpandRGBDTexture(texture: Texture): void;
  114542. }
  114543. }
  114544. declare module BABYLON {
  114545. /**
  114546. * Class used to host texture specific utilities
  114547. */
  114548. export class BRDFTextureTools {
  114549. /**
  114550. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  114551. * @param scene defines the hosting scene
  114552. * @returns the environment BRDF texture
  114553. */
  114554. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  114555. private static _environmentBRDFBase64Texture;
  114556. }
  114557. }
  114558. declare module BABYLON {
  114559. /**
  114560. * @hidden
  114561. */
  114562. export interface IMaterialClearCoatDefines {
  114563. CLEARCOAT: boolean;
  114564. CLEARCOAT_DEFAULTIOR: boolean;
  114565. CLEARCOAT_TEXTURE: boolean;
  114566. CLEARCOAT_TEXTUREDIRECTUV: number;
  114567. CLEARCOAT_BUMP: boolean;
  114568. CLEARCOAT_BUMPDIRECTUV: number;
  114569. CLEARCOAT_TINT: boolean;
  114570. CLEARCOAT_TINT_TEXTURE: boolean;
  114571. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  114572. /** @hidden */
  114573. _areTexturesDirty: boolean;
  114574. }
  114575. /**
  114576. * Define the code related to the clear coat parameters of the pbr material.
  114577. */
  114578. export class PBRClearCoatConfiguration {
  114579. /**
  114580. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114581. * The default fits with a polyurethane material.
  114582. */
  114583. private static readonly _DefaultIndexOfRefraction;
  114584. private _isEnabled;
  114585. /**
  114586. * Defines if the clear coat is enabled in the material.
  114587. */
  114588. isEnabled: boolean;
  114589. /**
  114590. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  114591. */
  114592. intensity: number;
  114593. /**
  114594. * Defines the clear coat layer roughness.
  114595. */
  114596. roughness: number;
  114597. private _indexOfRefraction;
  114598. /**
  114599. * Defines the index of refraction of the clear coat.
  114600. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114601. * The default fits with a polyurethane material.
  114602. * Changing the default value is more performance intensive.
  114603. */
  114604. indexOfRefraction: number;
  114605. private _texture;
  114606. /**
  114607. * Stores the clear coat values in a texture.
  114608. */
  114609. texture: Nullable<BaseTexture>;
  114610. private _bumpTexture;
  114611. /**
  114612. * Define the clear coat specific bump texture.
  114613. */
  114614. bumpTexture: Nullable<BaseTexture>;
  114615. private _isTintEnabled;
  114616. /**
  114617. * Defines if the clear coat tint is enabled in the material.
  114618. */
  114619. isTintEnabled: boolean;
  114620. /**
  114621. * Defines the clear coat tint of the material.
  114622. * This is only use if tint is enabled
  114623. */
  114624. tintColor: Color3;
  114625. /**
  114626. * Defines the distance at which the tint color should be found in the
  114627. * clear coat media.
  114628. * This is only use if tint is enabled
  114629. */
  114630. tintColorAtDistance: number;
  114631. /**
  114632. * Defines the clear coat layer thickness.
  114633. * This is only use if tint is enabled
  114634. */
  114635. tintThickness: number;
  114636. private _tintTexture;
  114637. /**
  114638. * Stores the clear tint values in a texture.
  114639. * rgb is tint
  114640. * a is a thickness factor
  114641. */
  114642. tintTexture: Nullable<BaseTexture>;
  114643. /** @hidden */
  114644. private _internalMarkAllSubMeshesAsTexturesDirty;
  114645. /** @hidden */
  114646. _markAllSubMeshesAsTexturesDirty(): void;
  114647. /**
  114648. * Instantiate a new istance of clear coat configuration.
  114649. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114650. */
  114651. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114652. /**
  114653. * Gets wehter the submesh is ready to be used or not.
  114654. * @param defines the list of "defines" to update.
  114655. * @param scene defines the scene the material belongs to.
  114656. * @param engine defines the engine the material belongs to.
  114657. * @param disableBumpMap defines wether the material disables bump or not.
  114658. * @returns - boolean indicating that the submesh is ready or not.
  114659. */
  114660. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  114661. /**
  114662. * Checks to see if a texture is used in the material.
  114663. * @param defines the list of "defines" to update.
  114664. * @param scene defines the scene to the material belongs to.
  114665. */
  114666. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  114667. /**
  114668. * Binds the material data.
  114669. * @param uniformBuffer defines the Uniform buffer to fill in.
  114670. * @param scene defines the scene the material belongs to.
  114671. * @param engine defines the engine the material belongs to.
  114672. * @param disableBumpMap defines wether the material disables bump or not.
  114673. * @param isFrozen defines wether the material is frozen or not.
  114674. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  114675. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  114676. */
  114677. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  114678. /**
  114679. * Checks to see if a texture is used in the material.
  114680. * @param texture - Base texture to use.
  114681. * @returns - Boolean specifying if a texture is used in the material.
  114682. */
  114683. hasTexture(texture: BaseTexture): boolean;
  114684. /**
  114685. * Returns an array of the actively used textures.
  114686. * @param activeTextures Array of BaseTextures
  114687. */
  114688. getActiveTextures(activeTextures: BaseTexture[]): void;
  114689. /**
  114690. * Returns the animatable textures.
  114691. * @param animatables Array of animatable textures.
  114692. */
  114693. getAnimatables(animatables: IAnimatable[]): void;
  114694. /**
  114695. * Disposes the resources of the material.
  114696. * @param forceDisposeTextures - Forces the disposal of all textures.
  114697. */
  114698. dispose(forceDisposeTextures?: boolean): void;
  114699. /**
  114700. * Get the current class name of the texture useful for serialization or dynamic coding.
  114701. * @returns "PBRClearCoatConfiguration"
  114702. */
  114703. getClassName(): string;
  114704. /**
  114705. * Add fallbacks to the effect fallbacks list.
  114706. * @param defines defines the Base texture to use.
  114707. * @param fallbacks defines the current fallback list.
  114708. * @param currentRank defines the current fallback rank.
  114709. * @returns the new fallback rank.
  114710. */
  114711. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114712. /**
  114713. * Add the required uniforms to the current list.
  114714. * @param uniforms defines the current uniform list.
  114715. */
  114716. static AddUniforms(uniforms: string[]): void;
  114717. /**
  114718. * Add the required samplers to the current list.
  114719. * @param samplers defines the current sampler list.
  114720. */
  114721. static AddSamplers(samplers: string[]): void;
  114722. /**
  114723. * Add the required uniforms to the current buffer.
  114724. * @param uniformBuffer defines the current uniform buffer.
  114725. */
  114726. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114727. /**
  114728. * Makes a duplicate of the current configuration into another one.
  114729. * @param clearCoatConfiguration define the config where to copy the info
  114730. */
  114731. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  114732. /**
  114733. * Serializes this clear coat configuration.
  114734. * @returns - An object with the serialized config.
  114735. */
  114736. serialize(): any;
  114737. /**
  114738. * Parses a anisotropy Configuration from a serialized object.
  114739. * @param source - Serialized object.
  114740. * @param scene Defines the scene we are parsing for
  114741. * @param rootUrl Defines the rootUrl to load from
  114742. */
  114743. parse(source: any, scene: Scene, rootUrl: string): void;
  114744. }
  114745. }
  114746. declare module BABYLON {
  114747. /**
  114748. * @hidden
  114749. */
  114750. export interface IMaterialAnisotropicDefines {
  114751. ANISOTROPIC: boolean;
  114752. ANISOTROPIC_TEXTURE: boolean;
  114753. ANISOTROPIC_TEXTUREDIRECTUV: number;
  114754. MAINUV1: boolean;
  114755. _areTexturesDirty: boolean;
  114756. _needUVs: boolean;
  114757. }
  114758. /**
  114759. * Define the code related to the anisotropic parameters of the pbr material.
  114760. */
  114761. export class PBRAnisotropicConfiguration {
  114762. private _isEnabled;
  114763. /**
  114764. * Defines if the anisotropy is enabled in the material.
  114765. */
  114766. isEnabled: boolean;
  114767. /**
  114768. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  114769. */
  114770. intensity: number;
  114771. /**
  114772. * Defines if the effect is along the tangents, bitangents or in between.
  114773. * By default, the effect is "strectching" the highlights along the tangents.
  114774. */
  114775. direction: Vector2;
  114776. private _texture;
  114777. /**
  114778. * Stores the anisotropy values in a texture.
  114779. * rg is direction (like normal from -1 to 1)
  114780. * b is a intensity
  114781. */
  114782. texture: Nullable<BaseTexture>;
  114783. /** @hidden */
  114784. private _internalMarkAllSubMeshesAsTexturesDirty;
  114785. /** @hidden */
  114786. _markAllSubMeshesAsTexturesDirty(): void;
  114787. /**
  114788. * Instantiate a new istance of anisotropy configuration.
  114789. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114790. */
  114791. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114792. /**
  114793. * Specifies that the submesh is ready to be used.
  114794. * @param defines the list of "defines" to update.
  114795. * @param scene defines the scene the material belongs to.
  114796. * @returns - boolean indicating that the submesh is ready or not.
  114797. */
  114798. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  114799. /**
  114800. * Checks to see if a texture is used in the material.
  114801. * @param defines the list of "defines" to update.
  114802. * @param mesh the mesh we are preparing the defines for.
  114803. * @param scene defines the scene the material belongs to.
  114804. */
  114805. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  114806. /**
  114807. * Binds the material data.
  114808. * @param uniformBuffer defines the Uniform buffer to fill in.
  114809. * @param scene defines the scene the material belongs to.
  114810. * @param isFrozen defines wether the material is frozen or not.
  114811. */
  114812. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114813. /**
  114814. * Checks to see if a texture is used in the material.
  114815. * @param texture - Base texture to use.
  114816. * @returns - Boolean specifying if a texture is used in the material.
  114817. */
  114818. hasTexture(texture: BaseTexture): boolean;
  114819. /**
  114820. * Returns an array of the actively used textures.
  114821. * @param activeTextures Array of BaseTextures
  114822. */
  114823. getActiveTextures(activeTextures: BaseTexture[]): void;
  114824. /**
  114825. * Returns the animatable textures.
  114826. * @param animatables Array of animatable textures.
  114827. */
  114828. getAnimatables(animatables: IAnimatable[]): void;
  114829. /**
  114830. * Disposes the resources of the material.
  114831. * @param forceDisposeTextures - Forces the disposal of all textures.
  114832. */
  114833. dispose(forceDisposeTextures?: boolean): void;
  114834. /**
  114835. * Get the current class name of the texture useful for serialization or dynamic coding.
  114836. * @returns "PBRAnisotropicConfiguration"
  114837. */
  114838. getClassName(): string;
  114839. /**
  114840. * Add fallbacks to the effect fallbacks list.
  114841. * @param defines defines the Base texture to use.
  114842. * @param fallbacks defines the current fallback list.
  114843. * @param currentRank defines the current fallback rank.
  114844. * @returns the new fallback rank.
  114845. */
  114846. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114847. /**
  114848. * Add the required uniforms to the current list.
  114849. * @param uniforms defines the current uniform list.
  114850. */
  114851. static AddUniforms(uniforms: string[]): void;
  114852. /**
  114853. * Add the required uniforms to the current buffer.
  114854. * @param uniformBuffer defines the current uniform buffer.
  114855. */
  114856. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114857. /**
  114858. * Add the required samplers to the current list.
  114859. * @param samplers defines the current sampler list.
  114860. */
  114861. static AddSamplers(samplers: string[]): void;
  114862. /**
  114863. * Makes a duplicate of the current configuration into another one.
  114864. * @param anisotropicConfiguration define the config where to copy the info
  114865. */
  114866. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  114867. /**
  114868. * Serializes this anisotropy configuration.
  114869. * @returns - An object with the serialized config.
  114870. */
  114871. serialize(): any;
  114872. /**
  114873. * Parses a anisotropy Configuration from a serialized object.
  114874. * @param source - Serialized object.
  114875. * @param scene Defines the scene we are parsing for
  114876. * @param rootUrl Defines the rootUrl to load from
  114877. */
  114878. parse(source: any, scene: Scene, rootUrl: string): void;
  114879. }
  114880. }
  114881. declare module BABYLON {
  114882. /**
  114883. * @hidden
  114884. */
  114885. export interface IMaterialBRDFDefines {
  114886. BRDF_V_HEIGHT_CORRELATED: boolean;
  114887. MS_BRDF_ENERGY_CONSERVATION: boolean;
  114888. SPHERICAL_HARMONICS: boolean;
  114889. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  114890. /** @hidden */
  114891. _areMiscDirty: boolean;
  114892. }
  114893. /**
  114894. * Define the code related to the BRDF parameters of the pbr material.
  114895. */
  114896. export class PBRBRDFConfiguration {
  114897. /**
  114898. * Default value used for the energy conservation.
  114899. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114900. */
  114901. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  114902. /**
  114903. * Default value used for the Smith Visibility Height Correlated mode.
  114904. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114905. */
  114906. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  114907. /**
  114908. * Default value used for the IBL diffuse part.
  114909. * This can help switching back to the polynomials mode globally which is a tiny bit
  114910. * less GPU intensive at the drawback of a lower quality.
  114911. */
  114912. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  114913. /**
  114914. * Default value used for activating energy conservation for the specular workflow.
  114915. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114916. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114917. */
  114918. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  114919. private _useEnergyConservation;
  114920. /**
  114921. * Defines if the material uses energy conservation.
  114922. */
  114923. useEnergyConservation: boolean;
  114924. private _useSmithVisibilityHeightCorrelated;
  114925. /**
  114926. * LEGACY Mode set to false
  114927. * Defines if the material uses height smith correlated visibility term.
  114928. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  114929. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  114930. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  114931. * Not relying on height correlated will also disable energy conservation.
  114932. */
  114933. useSmithVisibilityHeightCorrelated: boolean;
  114934. private _useSphericalHarmonics;
  114935. /**
  114936. * LEGACY Mode set to false
  114937. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  114938. * diffuse part of the IBL.
  114939. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  114940. * to the ground truth.
  114941. */
  114942. useSphericalHarmonics: boolean;
  114943. private _useSpecularGlossinessInputEnergyConservation;
  114944. /**
  114945. * Defines if the material uses energy conservation, when the specular workflow is active.
  114946. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114947. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114948. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  114949. */
  114950. useSpecularGlossinessInputEnergyConservation: boolean;
  114951. /** @hidden */
  114952. private _internalMarkAllSubMeshesAsMiscDirty;
  114953. /** @hidden */
  114954. _markAllSubMeshesAsMiscDirty(): void;
  114955. /**
  114956. * Instantiate a new istance of clear coat configuration.
  114957. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  114958. */
  114959. constructor(markAllSubMeshesAsMiscDirty: () => void);
  114960. /**
  114961. * Checks to see if a texture is used in the material.
  114962. * @param defines the list of "defines" to update.
  114963. */
  114964. prepareDefines(defines: IMaterialBRDFDefines): void;
  114965. /**
  114966. * Get the current class name of the texture useful for serialization or dynamic coding.
  114967. * @returns "PBRClearCoatConfiguration"
  114968. */
  114969. getClassName(): string;
  114970. /**
  114971. * Makes a duplicate of the current configuration into another one.
  114972. * @param brdfConfiguration define the config where to copy the info
  114973. */
  114974. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  114975. /**
  114976. * Serializes this BRDF configuration.
  114977. * @returns - An object with the serialized config.
  114978. */
  114979. serialize(): any;
  114980. /**
  114981. * Parses a anisotropy Configuration from a serialized object.
  114982. * @param source - Serialized object.
  114983. * @param scene Defines the scene we are parsing for
  114984. * @param rootUrl Defines the rootUrl to load from
  114985. */
  114986. parse(source: any, scene: Scene, rootUrl: string): void;
  114987. }
  114988. }
  114989. declare module BABYLON {
  114990. /**
  114991. * @hidden
  114992. */
  114993. export interface IMaterialSheenDefines {
  114994. SHEEN: boolean;
  114995. SHEEN_TEXTURE: boolean;
  114996. SHEEN_TEXTUREDIRECTUV: number;
  114997. SHEEN_LINKWITHALBEDO: boolean;
  114998. /** @hidden */
  114999. _areTexturesDirty: boolean;
  115000. }
  115001. /**
  115002. * Define the code related to the Sheen parameters of the pbr material.
  115003. */
  115004. export class PBRSheenConfiguration {
  115005. private _isEnabled;
  115006. /**
  115007. * Defines if the material uses sheen.
  115008. */
  115009. isEnabled: boolean;
  115010. private _linkSheenWithAlbedo;
  115011. /**
  115012. * Defines if the sheen is linked to the sheen color.
  115013. */
  115014. linkSheenWithAlbedo: boolean;
  115015. /**
  115016. * Defines the sheen intensity.
  115017. */
  115018. intensity: number;
  115019. /**
  115020. * Defines the sheen color.
  115021. */
  115022. color: Color3;
  115023. private _texture;
  115024. /**
  115025. * Stores the sheen tint values in a texture.
  115026. * rgb is tint
  115027. * a is a intensity
  115028. */
  115029. texture: Nullable<BaseTexture>;
  115030. /** @hidden */
  115031. private _internalMarkAllSubMeshesAsTexturesDirty;
  115032. /** @hidden */
  115033. _markAllSubMeshesAsTexturesDirty(): void;
  115034. /**
  115035. * Instantiate a new istance of clear coat configuration.
  115036. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115037. */
  115038. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115039. /**
  115040. * Specifies that the submesh is ready to be used.
  115041. * @param defines the list of "defines" to update.
  115042. * @param scene defines the scene the material belongs to.
  115043. * @returns - boolean indicating that the submesh is ready or not.
  115044. */
  115045. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  115046. /**
  115047. * Checks to see if a texture is used in the material.
  115048. * @param defines the list of "defines" to update.
  115049. * @param scene defines the scene the material belongs to.
  115050. */
  115051. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  115052. /**
  115053. * Binds the material data.
  115054. * @param uniformBuffer defines the Uniform buffer to fill in.
  115055. * @param scene defines the scene the material belongs to.
  115056. * @param isFrozen defines wether the material is frozen or not.
  115057. */
  115058. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115059. /**
  115060. * Checks to see if a texture is used in the material.
  115061. * @param texture - Base texture to use.
  115062. * @returns - Boolean specifying if a texture is used in the material.
  115063. */
  115064. hasTexture(texture: BaseTexture): boolean;
  115065. /**
  115066. * Returns an array of the actively used textures.
  115067. * @param activeTextures Array of BaseTextures
  115068. */
  115069. getActiveTextures(activeTextures: BaseTexture[]): void;
  115070. /**
  115071. * Returns the animatable textures.
  115072. * @param animatables Array of animatable textures.
  115073. */
  115074. getAnimatables(animatables: IAnimatable[]): void;
  115075. /**
  115076. * Disposes the resources of the material.
  115077. * @param forceDisposeTextures - Forces the disposal of all textures.
  115078. */
  115079. dispose(forceDisposeTextures?: boolean): void;
  115080. /**
  115081. * Get the current class name of the texture useful for serialization or dynamic coding.
  115082. * @returns "PBRSheenConfiguration"
  115083. */
  115084. getClassName(): string;
  115085. /**
  115086. * Add fallbacks to the effect fallbacks list.
  115087. * @param defines defines the Base texture to use.
  115088. * @param fallbacks defines the current fallback list.
  115089. * @param currentRank defines the current fallback rank.
  115090. * @returns the new fallback rank.
  115091. */
  115092. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115093. /**
  115094. * Add the required uniforms to the current list.
  115095. * @param uniforms defines the current uniform list.
  115096. */
  115097. static AddUniforms(uniforms: string[]): void;
  115098. /**
  115099. * Add the required uniforms to the current buffer.
  115100. * @param uniformBuffer defines the current uniform buffer.
  115101. */
  115102. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115103. /**
  115104. * Add the required samplers to the current list.
  115105. * @param samplers defines the current sampler list.
  115106. */
  115107. static AddSamplers(samplers: string[]): void;
  115108. /**
  115109. * Makes a duplicate of the current configuration into another one.
  115110. * @param sheenConfiguration define the config where to copy the info
  115111. */
  115112. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  115113. /**
  115114. * Serializes this BRDF configuration.
  115115. * @returns - An object with the serialized config.
  115116. */
  115117. serialize(): any;
  115118. /**
  115119. * Parses a anisotropy Configuration from a serialized object.
  115120. * @param source - Serialized object.
  115121. * @param scene Defines the scene we are parsing for
  115122. * @param rootUrl Defines the rootUrl to load from
  115123. */
  115124. parse(source: any, scene: Scene, rootUrl: string): void;
  115125. }
  115126. }
  115127. declare module BABYLON {
  115128. /**
  115129. * @hidden
  115130. */
  115131. export interface IMaterialSubSurfaceDefines {
  115132. SUBSURFACE: boolean;
  115133. SS_REFRACTION: boolean;
  115134. SS_TRANSLUCENCY: boolean;
  115135. SS_SCATERRING: boolean;
  115136. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115137. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115138. SS_REFRACTIONMAP_3D: boolean;
  115139. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115140. SS_LODINREFRACTIONALPHA: boolean;
  115141. SS_GAMMAREFRACTION: boolean;
  115142. SS_RGBDREFRACTION: boolean;
  115143. SS_LINEARSPECULARREFRACTION: boolean;
  115144. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115145. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115146. /** @hidden */
  115147. _areTexturesDirty: boolean;
  115148. }
  115149. /**
  115150. * Define the code related to the sub surface parameters of the pbr material.
  115151. */
  115152. export class PBRSubSurfaceConfiguration {
  115153. private _isRefractionEnabled;
  115154. /**
  115155. * Defines if the refraction is enabled in the material.
  115156. */
  115157. isRefractionEnabled: boolean;
  115158. private _isTranslucencyEnabled;
  115159. /**
  115160. * Defines if the translucency is enabled in the material.
  115161. */
  115162. isTranslucencyEnabled: boolean;
  115163. private _isScatteringEnabled;
  115164. /**
  115165. * Defines the refraction intensity of the material.
  115166. * The refraction when enabled replaces the Diffuse part of the material.
  115167. * The intensity helps transitionning between diffuse and refraction.
  115168. */
  115169. refractionIntensity: number;
  115170. /**
  115171. * Defines the translucency intensity of the material.
  115172. * When translucency has been enabled, this defines how much of the "translucency"
  115173. * is addded to the diffuse part of the material.
  115174. */
  115175. translucencyIntensity: number;
  115176. /**
  115177. * Defines the scattering intensity of the material.
  115178. * When scattering has been enabled, this defines how much of the "scattered light"
  115179. * is addded to the diffuse part of the material.
  115180. */
  115181. scatteringIntensity: number;
  115182. private _thicknessTexture;
  115183. /**
  115184. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  115185. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  115186. * 0 would mean minimumThickness
  115187. * 1 would mean maximumThickness
  115188. * The other channels might be use as a mask to vary the different effects intensity.
  115189. */
  115190. thicknessTexture: Nullable<BaseTexture>;
  115191. private _refractionTexture;
  115192. /**
  115193. * Defines the texture to use for refraction.
  115194. */
  115195. refractionTexture: Nullable<BaseTexture>;
  115196. private _indexOfRefraction;
  115197. /**
  115198. * Defines the index of refraction used in the material.
  115199. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  115200. */
  115201. indexOfRefraction: number;
  115202. private _invertRefractionY;
  115203. /**
  115204. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  115205. */
  115206. invertRefractionY: boolean;
  115207. private _linkRefractionWithTransparency;
  115208. /**
  115209. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  115210. * Materials half opaque for instance using refraction could benefit from this control.
  115211. */
  115212. linkRefractionWithTransparency: boolean;
  115213. /**
  115214. * Defines the minimum thickness stored in the thickness map.
  115215. * If no thickness map is defined, this value will be used to simulate thickness.
  115216. */
  115217. minimumThickness: number;
  115218. /**
  115219. * Defines the maximum thickness stored in the thickness map.
  115220. */
  115221. maximumThickness: number;
  115222. /**
  115223. * Defines the volume tint of the material.
  115224. * This is used for both translucency and scattering.
  115225. */
  115226. tintColor: Color3;
  115227. /**
  115228. * Defines the distance at which the tint color should be found in the media.
  115229. * This is used for refraction only.
  115230. */
  115231. tintColorAtDistance: number;
  115232. /**
  115233. * Defines how far each channel transmit through the media.
  115234. * It is defined as a color to simplify it selection.
  115235. */
  115236. diffusionDistance: Color3;
  115237. private _useMaskFromThicknessTexture;
  115238. /**
  115239. * Stores the intensity of the different subsurface effects in the thickness texture.
  115240. * * the green channel is the translucency intensity.
  115241. * * the blue channel is the scattering intensity.
  115242. * * the alpha channel is the refraction intensity.
  115243. */
  115244. useMaskFromThicknessTexture: boolean;
  115245. /** @hidden */
  115246. private _internalMarkAllSubMeshesAsTexturesDirty;
  115247. /** @hidden */
  115248. _markAllSubMeshesAsTexturesDirty(): void;
  115249. /**
  115250. * Instantiate a new istance of sub surface configuration.
  115251. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115252. */
  115253. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115254. /**
  115255. * Gets wehter the submesh is ready to be used or not.
  115256. * @param defines the list of "defines" to update.
  115257. * @param scene defines the scene the material belongs to.
  115258. * @returns - boolean indicating that the submesh is ready or not.
  115259. */
  115260. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  115261. /**
  115262. * Checks to see if a texture is used in the material.
  115263. * @param defines the list of "defines" to update.
  115264. * @param scene defines the scene to the material belongs to.
  115265. */
  115266. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  115267. /**
  115268. * Binds the material data.
  115269. * @param uniformBuffer defines the Uniform buffer to fill in.
  115270. * @param scene defines the scene the material belongs to.
  115271. * @param engine defines the engine the material belongs to.
  115272. * @param isFrozen defines wether the material is frozen or not.
  115273. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  115274. */
  115275. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  115276. /**
  115277. * Unbinds the material from the mesh.
  115278. * @param activeEffect defines the effect that should be unbound from.
  115279. * @returns true if unbound, otherwise false
  115280. */
  115281. unbind(activeEffect: Effect): boolean;
  115282. /**
  115283. * Returns the texture used for refraction or null if none is used.
  115284. * @param scene defines the scene the material belongs to.
  115285. * @returns - Refraction texture if present. If no refraction texture and refraction
  115286. * is linked with transparency, returns environment texture. Otherwise, returns null.
  115287. */
  115288. private _getRefractionTexture;
  115289. /**
  115290. * Returns true if alpha blending should be disabled.
  115291. */
  115292. readonly disableAlphaBlending: boolean;
  115293. /**
  115294. * Fills the list of render target textures.
  115295. * @param renderTargets the list of render targets to update
  115296. */
  115297. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  115298. /**
  115299. * Checks to see if a texture is used in the material.
  115300. * @param texture - Base texture to use.
  115301. * @returns - Boolean specifying if a texture is used in the material.
  115302. */
  115303. hasTexture(texture: BaseTexture): boolean;
  115304. /**
  115305. * Gets a boolean indicating that current material needs to register RTT
  115306. * @returns true if this uses a render target otherwise false.
  115307. */
  115308. hasRenderTargetTextures(): boolean;
  115309. /**
  115310. * Returns an array of the actively used textures.
  115311. * @param activeTextures Array of BaseTextures
  115312. */
  115313. getActiveTextures(activeTextures: BaseTexture[]): void;
  115314. /**
  115315. * Returns the animatable textures.
  115316. * @param animatables Array of animatable textures.
  115317. */
  115318. getAnimatables(animatables: IAnimatable[]): void;
  115319. /**
  115320. * Disposes the resources of the material.
  115321. * @param forceDisposeTextures - Forces the disposal of all textures.
  115322. */
  115323. dispose(forceDisposeTextures?: boolean): void;
  115324. /**
  115325. * Get the current class name of the texture useful for serialization or dynamic coding.
  115326. * @returns "PBRSubSurfaceConfiguration"
  115327. */
  115328. getClassName(): string;
  115329. /**
  115330. * Add fallbacks to the effect fallbacks list.
  115331. * @param defines defines the Base texture to use.
  115332. * @param fallbacks defines the current fallback list.
  115333. * @param currentRank defines the current fallback rank.
  115334. * @returns the new fallback rank.
  115335. */
  115336. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115337. /**
  115338. * Add the required uniforms to the current list.
  115339. * @param uniforms defines the current uniform list.
  115340. */
  115341. static AddUniforms(uniforms: string[]): void;
  115342. /**
  115343. * Add the required samplers to the current list.
  115344. * @param samplers defines the current sampler list.
  115345. */
  115346. static AddSamplers(samplers: string[]): void;
  115347. /**
  115348. * Add the required uniforms to the current buffer.
  115349. * @param uniformBuffer defines the current uniform buffer.
  115350. */
  115351. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115352. /**
  115353. * Makes a duplicate of the current configuration into another one.
  115354. * @param configuration define the config where to copy the info
  115355. */
  115356. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  115357. /**
  115358. * Serializes this Sub Surface configuration.
  115359. * @returns - An object with the serialized config.
  115360. */
  115361. serialize(): any;
  115362. /**
  115363. * Parses a anisotropy Configuration from a serialized object.
  115364. * @param source - Serialized object.
  115365. * @param scene Defines the scene we are parsing for
  115366. * @param rootUrl Defines the rootUrl to load from
  115367. */
  115368. parse(source: any, scene: Scene, rootUrl: string): void;
  115369. }
  115370. }
  115371. declare module BABYLON {
  115372. /** @hidden */
  115373. export var pbrFragmentDeclaration: {
  115374. name: string;
  115375. shader: string;
  115376. };
  115377. }
  115378. declare module BABYLON {
  115379. /** @hidden */
  115380. export var pbrUboDeclaration: {
  115381. name: string;
  115382. shader: string;
  115383. };
  115384. }
  115385. declare module BABYLON {
  115386. /** @hidden */
  115387. export var pbrFragmentExtraDeclaration: {
  115388. name: string;
  115389. shader: string;
  115390. };
  115391. }
  115392. declare module BABYLON {
  115393. /** @hidden */
  115394. export var pbrFragmentSamplersDeclaration: {
  115395. name: string;
  115396. shader: string;
  115397. };
  115398. }
  115399. declare module BABYLON {
  115400. /** @hidden */
  115401. export var pbrHelperFunctions: {
  115402. name: string;
  115403. shader: string;
  115404. };
  115405. }
  115406. declare module BABYLON {
  115407. /** @hidden */
  115408. export var harmonicsFunctions: {
  115409. name: string;
  115410. shader: string;
  115411. };
  115412. }
  115413. declare module BABYLON {
  115414. /** @hidden */
  115415. export var pbrDirectLightingSetupFunctions: {
  115416. name: string;
  115417. shader: string;
  115418. };
  115419. }
  115420. declare module BABYLON {
  115421. /** @hidden */
  115422. export var pbrDirectLightingFalloffFunctions: {
  115423. name: string;
  115424. shader: string;
  115425. };
  115426. }
  115427. declare module BABYLON {
  115428. /** @hidden */
  115429. export var pbrBRDFFunctions: {
  115430. name: string;
  115431. shader: string;
  115432. };
  115433. }
  115434. declare module BABYLON {
  115435. /** @hidden */
  115436. export var pbrDirectLightingFunctions: {
  115437. name: string;
  115438. shader: string;
  115439. };
  115440. }
  115441. declare module BABYLON {
  115442. /** @hidden */
  115443. export var pbrIBLFunctions: {
  115444. name: string;
  115445. shader: string;
  115446. };
  115447. }
  115448. declare module BABYLON {
  115449. /** @hidden */
  115450. export var pbrDebug: {
  115451. name: string;
  115452. shader: string;
  115453. };
  115454. }
  115455. declare module BABYLON {
  115456. /** @hidden */
  115457. export var pbrPixelShader: {
  115458. name: string;
  115459. shader: string;
  115460. };
  115461. }
  115462. declare module BABYLON {
  115463. /** @hidden */
  115464. export var pbrVertexDeclaration: {
  115465. name: string;
  115466. shader: string;
  115467. };
  115468. }
  115469. declare module BABYLON {
  115470. /** @hidden */
  115471. export var pbrVertexShader: {
  115472. name: string;
  115473. shader: string;
  115474. };
  115475. }
  115476. declare module BABYLON {
  115477. /**
  115478. * Manages the defines for the PBR Material.
  115479. * @hidden
  115480. */
  115481. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  115482. PBR: boolean;
  115483. MAINUV1: boolean;
  115484. MAINUV2: boolean;
  115485. UV1: boolean;
  115486. UV2: boolean;
  115487. ALBEDO: boolean;
  115488. ALBEDODIRECTUV: number;
  115489. VERTEXCOLOR: boolean;
  115490. AMBIENT: boolean;
  115491. AMBIENTDIRECTUV: number;
  115492. AMBIENTINGRAYSCALE: boolean;
  115493. OPACITY: boolean;
  115494. VERTEXALPHA: boolean;
  115495. OPACITYDIRECTUV: number;
  115496. OPACITYRGB: boolean;
  115497. ALPHATEST: boolean;
  115498. DEPTHPREPASS: boolean;
  115499. ALPHABLEND: boolean;
  115500. ALPHAFROMALBEDO: boolean;
  115501. ALPHATESTVALUE: string;
  115502. SPECULAROVERALPHA: boolean;
  115503. RADIANCEOVERALPHA: boolean;
  115504. ALPHAFRESNEL: boolean;
  115505. LINEARALPHAFRESNEL: boolean;
  115506. PREMULTIPLYALPHA: boolean;
  115507. EMISSIVE: boolean;
  115508. EMISSIVEDIRECTUV: number;
  115509. REFLECTIVITY: boolean;
  115510. REFLECTIVITYDIRECTUV: number;
  115511. SPECULARTERM: boolean;
  115512. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  115513. MICROSURFACEAUTOMATIC: boolean;
  115514. LODBASEDMICROSFURACE: boolean;
  115515. MICROSURFACEMAP: boolean;
  115516. MICROSURFACEMAPDIRECTUV: number;
  115517. METALLICWORKFLOW: boolean;
  115518. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  115519. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  115520. METALLNESSSTOREINMETALMAPBLUE: boolean;
  115521. AOSTOREINMETALMAPRED: boolean;
  115522. METALLICF0FACTORFROMMETALLICMAP: boolean;
  115523. ENVIRONMENTBRDF: boolean;
  115524. ENVIRONMENTBRDF_RGBD: boolean;
  115525. NORMAL: boolean;
  115526. TANGENT: boolean;
  115527. BUMP: boolean;
  115528. BUMPDIRECTUV: number;
  115529. OBJECTSPACE_NORMALMAP: boolean;
  115530. PARALLAX: boolean;
  115531. PARALLAXOCCLUSION: boolean;
  115532. NORMALXYSCALE: boolean;
  115533. LIGHTMAP: boolean;
  115534. LIGHTMAPDIRECTUV: number;
  115535. USELIGHTMAPASSHADOWMAP: boolean;
  115536. GAMMALIGHTMAP: boolean;
  115537. RGBDLIGHTMAP: boolean;
  115538. REFLECTION: boolean;
  115539. REFLECTIONMAP_3D: boolean;
  115540. REFLECTIONMAP_SPHERICAL: boolean;
  115541. REFLECTIONMAP_PLANAR: boolean;
  115542. REFLECTIONMAP_CUBIC: boolean;
  115543. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  115544. REFLECTIONMAP_PROJECTION: boolean;
  115545. REFLECTIONMAP_SKYBOX: boolean;
  115546. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  115547. REFLECTIONMAP_EXPLICIT: boolean;
  115548. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  115549. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  115550. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  115551. INVERTCUBICMAP: boolean;
  115552. USESPHERICALFROMREFLECTIONMAP: boolean;
  115553. USEIRRADIANCEMAP: boolean;
  115554. SPHERICAL_HARMONICS: boolean;
  115555. USESPHERICALINVERTEX: boolean;
  115556. REFLECTIONMAP_OPPOSITEZ: boolean;
  115557. LODINREFLECTIONALPHA: boolean;
  115558. GAMMAREFLECTION: boolean;
  115559. RGBDREFLECTION: boolean;
  115560. LINEARSPECULARREFLECTION: boolean;
  115561. RADIANCEOCCLUSION: boolean;
  115562. HORIZONOCCLUSION: boolean;
  115563. INSTANCES: boolean;
  115564. NUM_BONE_INFLUENCERS: number;
  115565. BonesPerMesh: number;
  115566. BONETEXTURE: boolean;
  115567. NONUNIFORMSCALING: boolean;
  115568. MORPHTARGETS: boolean;
  115569. MORPHTARGETS_NORMAL: boolean;
  115570. MORPHTARGETS_TANGENT: boolean;
  115571. MORPHTARGETS_UV: boolean;
  115572. NUM_MORPH_INFLUENCERS: number;
  115573. IMAGEPROCESSING: boolean;
  115574. VIGNETTE: boolean;
  115575. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115576. VIGNETTEBLENDMODEOPAQUE: boolean;
  115577. TONEMAPPING: boolean;
  115578. TONEMAPPING_ACES: boolean;
  115579. CONTRAST: boolean;
  115580. COLORCURVES: boolean;
  115581. COLORGRADING: boolean;
  115582. COLORGRADING3D: boolean;
  115583. SAMPLER3DGREENDEPTH: boolean;
  115584. SAMPLER3DBGRMAP: boolean;
  115585. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115586. EXPOSURE: boolean;
  115587. MULTIVIEW: boolean;
  115588. USEPHYSICALLIGHTFALLOFF: boolean;
  115589. USEGLTFLIGHTFALLOFF: boolean;
  115590. TWOSIDEDLIGHTING: boolean;
  115591. SHADOWFLOAT: boolean;
  115592. CLIPPLANE: boolean;
  115593. CLIPPLANE2: boolean;
  115594. CLIPPLANE3: boolean;
  115595. CLIPPLANE4: boolean;
  115596. POINTSIZE: boolean;
  115597. FOG: boolean;
  115598. LOGARITHMICDEPTH: boolean;
  115599. FORCENORMALFORWARD: boolean;
  115600. SPECULARAA: boolean;
  115601. CLEARCOAT: boolean;
  115602. CLEARCOAT_DEFAULTIOR: boolean;
  115603. CLEARCOAT_TEXTURE: boolean;
  115604. CLEARCOAT_TEXTUREDIRECTUV: number;
  115605. CLEARCOAT_BUMP: boolean;
  115606. CLEARCOAT_BUMPDIRECTUV: number;
  115607. CLEARCOAT_TINT: boolean;
  115608. CLEARCOAT_TINT_TEXTURE: boolean;
  115609. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115610. ANISOTROPIC: boolean;
  115611. ANISOTROPIC_TEXTURE: boolean;
  115612. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115613. BRDF_V_HEIGHT_CORRELATED: boolean;
  115614. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115615. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115616. SHEEN: boolean;
  115617. SHEEN_TEXTURE: boolean;
  115618. SHEEN_TEXTUREDIRECTUV: number;
  115619. SHEEN_LINKWITHALBEDO: boolean;
  115620. SUBSURFACE: boolean;
  115621. SS_REFRACTION: boolean;
  115622. SS_TRANSLUCENCY: boolean;
  115623. SS_SCATERRING: boolean;
  115624. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115625. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115626. SS_REFRACTIONMAP_3D: boolean;
  115627. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115628. SS_LODINREFRACTIONALPHA: boolean;
  115629. SS_GAMMAREFRACTION: boolean;
  115630. SS_RGBDREFRACTION: boolean;
  115631. SS_LINEARSPECULARREFRACTION: boolean;
  115632. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115633. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115634. UNLIT: boolean;
  115635. DEBUGMODE: number;
  115636. /**
  115637. * Initializes the PBR Material defines.
  115638. */
  115639. constructor();
  115640. /**
  115641. * Resets the PBR Material defines.
  115642. */
  115643. reset(): void;
  115644. }
  115645. /**
  115646. * The Physically based material base class of BJS.
  115647. *
  115648. * This offers the main features of a standard PBR material.
  115649. * For more information, please refer to the documentation :
  115650. * https://doc.babylonjs.com/how_to/physically_based_rendering
  115651. */
  115652. export abstract class PBRBaseMaterial extends PushMaterial {
  115653. /**
  115654. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  115655. */
  115656. static readonly PBRMATERIAL_OPAQUE: number;
  115657. /**
  115658. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  115659. */
  115660. static readonly PBRMATERIAL_ALPHATEST: number;
  115661. /**
  115662. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115663. */
  115664. static readonly PBRMATERIAL_ALPHABLEND: number;
  115665. /**
  115666. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115667. * They are also discarded below the alpha cutoff threshold to improve performances.
  115668. */
  115669. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  115670. /**
  115671. * Defines the default value of how much AO map is occluding the analytical lights
  115672. * (point spot...).
  115673. */
  115674. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  115675. /**
  115676. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  115677. */
  115678. static readonly LIGHTFALLOFF_PHYSICAL: number;
  115679. /**
  115680. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  115681. * to enhance interoperability with other engines.
  115682. */
  115683. static readonly LIGHTFALLOFF_GLTF: number;
  115684. /**
  115685. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  115686. * to enhance interoperability with other materials.
  115687. */
  115688. static readonly LIGHTFALLOFF_STANDARD: number;
  115689. /**
  115690. * Intensity of the direct lights e.g. the four lights available in your scene.
  115691. * This impacts both the direct diffuse and specular highlights.
  115692. */
  115693. protected _directIntensity: number;
  115694. /**
  115695. * Intensity of the emissive part of the material.
  115696. * This helps controlling the emissive effect without modifying the emissive color.
  115697. */
  115698. protected _emissiveIntensity: number;
  115699. /**
  115700. * Intensity of the environment e.g. how much the environment will light the object
  115701. * either through harmonics for rough material or through the refelction for shiny ones.
  115702. */
  115703. protected _environmentIntensity: number;
  115704. /**
  115705. * This is a special control allowing the reduction of the specular highlights coming from the
  115706. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  115707. */
  115708. protected _specularIntensity: number;
  115709. /**
  115710. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  115711. */
  115712. private _lightingInfos;
  115713. /**
  115714. * Debug Control allowing disabling the bump map on this material.
  115715. */
  115716. protected _disableBumpMap: boolean;
  115717. /**
  115718. * AKA Diffuse Texture in standard nomenclature.
  115719. */
  115720. protected _albedoTexture: Nullable<BaseTexture>;
  115721. /**
  115722. * AKA Occlusion Texture in other nomenclature.
  115723. */
  115724. protected _ambientTexture: Nullable<BaseTexture>;
  115725. /**
  115726. * AKA Occlusion Texture Intensity in other nomenclature.
  115727. */
  115728. protected _ambientTextureStrength: number;
  115729. /**
  115730. * Defines how much the AO map is occluding the analytical lights (point spot...).
  115731. * 1 means it completely occludes it
  115732. * 0 mean it has no impact
  115733. */
  115734. protected _ambientTextureImpactOnAnalyticalLights: number;
  115735. /**
  115736. * Stores the alpha values in a texture.
  115737. */
  115738. protected _opacityTexture: Nullable<BaseTexture>;
  115739. /**
  115740. * Stores the reflection values in a texture.
  115741. */
  115742. protected _reflectionTexture: Nullable<BaseTexture>;
  115743. /**
  115744. * Stores the emissive values in a texture.
  115745. */
  115746. protected _emissiveTexture: Nullable<BaseTexture>;
  115747. /**
  115748. * AKA Specular texture in other nomenclature.
  115749. */
  115750. protected _reflectivityTexture: Nullable<BaseTexture>;
  115751. /**
  115752. * Used to switch from specular/glossiness to metallic/roughness workflow.
  115753. */
  115754. protected _metallicTexture: Nullable<BaseTexture>;
  115755. /**
  115756. * Specifies the metallic scalar of the metallic/roughness workflow.
  115757. * Can also be used to scale the metalness values of the metallic texture.
  115758. */
  115759. protected _metallic: Nullable<number>;
  115760. /**
  115761. * Specifies the roughness scalar of the metallic/roughness workflow.
  115762. * Can also be used to scale the roughness values of the metallic texture.
  115763. */
  115764. protected _roughness: Nullable<number>;
  115765. /**
  115766. * Specifies the an F0 factor to help configuring the material F0.
  115767. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  115768. * to 0.5 the previously hard coded value stays the same.
  115769. * Can also be used to scale the F0 values of the metallic texture.
  115770. */
  115771. protected _metallicF0Factor: number;
  115772. /**
  115773. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  115774. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  115775. * your expectation as it multiplies with the texture data.
  115776. */
  115777. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  115778. /**
  115779. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  115780. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  115781. */
  115782. protected _microSurfaceTexture: Nullable<BaseTexture>;
  115783. /**
  115784. * Stores surface normal data used to displace a mesh in a texture.
  115785. */
  115786. protected _bumpTexture: Nullable<BaseTexture>;
  115787. /**
  115788. * Stores the pre-calculated light information of a mesh in a texture.
  115789. */
  115790. protected _lightmapTexture: Nullable<BaseTexture>;
  115791. /**
  115792. * The color of a material in ambient lighting.
  115793. */
  115794. protected _ambientColor: Color3;
  115795. /**
  115796. * AKA Diffuse Color in other nomenclature.
  115797. */
  115798. protected _albedoColor: Color3;
  115799. /**
  115800. * AKA Specular Color in other nomenclature.
  115801. */
  115802. protected _reflectivityColor: Color3;
  115803. /**
  115804. * The color applied when light is reflected from a material.
  115805. */
  115806. protected _reflectionColor: Color3;
  115807. /**
  115808. * The color applied when light is emitted from a material.
  115809. */
  115810. protected _emissiveColor: Color3;
  115811. /**
  115812. * AKA Glossiness in other nomenclature.
  115813. */
  115814. protected _microSurface: number;
  115815. /**
  115816. * Specifies that the material will use the light map as a show map.
  115817. */
  115818. protected _useLightmapAsShadowmap: boolean;
  115819. /**
  115820. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  115821. * makes the reflect vector face the model (under horizon).
  115822. */
  115823. protected _useHorizonOcclusion: boolean;
  115824. /**
  115825. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  115826. * too much the area relying on ambient texture to define their ambient occlusion.
  115827. */
  115828. protected _useRadianceOcclusion: boolean;
  115829. /**
  115830. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  115831. */
  115832. protected _useAlphaFromAlbedoTexture: boolean;
  115833. /**
  115834. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  115835. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  115836. */
  115837. protected _useSpecularOverAlpha: boolean;
  115838. /**
  115839. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  115840. */
  115841. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  115842. /**
  115843. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  115844. */
  115845. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  115846. /**
  115847. * Specifies if the metallic texture contains the roughness information in its green channel.
  115848. */
  115849. protected _useRoughnessFromMetallicTextureGreen: boolean;
  115850. /**
  115851. * Specifies if the metallic texture contains the metallness information in its blue channel.
  115852. */
  115853. protected _useMetallnessFromMetallicTextureBlue: boolean;
  115854. /**
  115855. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  115856. */
  115857. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  115858. /**
  115859. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  115860. */
  115861. protected _useAmbientInGrayScale: boolean;
  115862. /**
  115863. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  115864. * The material will try to infer what glossiness each pixel should be.
  115865. */
  115866. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  115867. /**
  115868. * Defines the falloff type used in this material.
  115869. * It by default is Physical.
  115870. */
  115871. protected _lightFalloff: number;
  115872. /**
  115873. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  115874. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  115875. */
  115876. protected _useRadianceOverAlpha: boolean;
  115877. /**
  115878. * Allows using an object space normal map (instead of tangent space).
  115879. */
  115880. protected _useObjectSpaceNormalMap: boolean;
  115881. /**
  115882. * Allows using the bump map in parallax mode.
  115883. */
  115884. protected _useParallax: boolean;
  115885. /**
  115886. * Allows using the bump map in parallax occlusion mode.
  115887. */
  115888. protected _useParallaxOcclusion: boolean;
  115889. /**
  115890. * Controls the scale bias of the parallax mode.
  115891. */
  115892. protected _parallaxScaleBias: number;
  115893. /**
  115894. * If sets to true, disables all the lights affecting the material.
  115895. */
  115896. protected _disableLighting: boolean;
  115897. /**
  115898. * Number of Simultaneous lights allowed on the material.
  115899. */
  115900. protected _maxSimultaneousLights: number;
  115901. /**
  115902. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115903. */
  115904. protected _invertNormalMapX: boolean;
  115905. /**
  115906. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115907. */
  115908. protected _invertNormalMapY: boolean;
  115909. /**
  115910. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115911. */
  115912. protected _twoSidedLighting: boolean;
  115913. /**
  115914. * Defines the alpha limits in alpha test mode.
  115915. */
  115916. protected _alphaCutOff: number;
  115917. /**
  115918. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  115919. */
  115920. protected _forceAlphaTest: boolean;
  115921. /**
  115922. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115923. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  115924. */
  115925. protected _useAlphaFresnel: boolean;
  115926. /**
  115927. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115928. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  115929. */
  115930. protected _useLinearAlphaFresnel: boolean;
  115931. /**
  115932. * The transparency mode of the material.
  115933. */
  115934. protected _transparencyMode: Nullable<number>;
  115935. /**
  115936. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  115937. * from cos thetav and roughness:
  115938. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  115939. */
  115940. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  115941. /**
  115942. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  115943. */
  115944. protected _forceIrradianceInFragment: boolean;
  115945. /**
  115946. * Force normal to face away from face.
  115947. */
  115948. protected _forceNormalForward: boolean;
  115949. /**
  115950. * Enables specular anti aliasing in the PBR shader.
  115951. * It will both interacts on the Geometry for analytical and IBL lighting.
  115952. * It also prefilter the roughness map based on the bump values.
  115953. */
  115954. protected _enableSpecularAntiAliasing: boolean;
  115955. /**
  115956. * Default configuration related to image processing available in the PBR Material.
  115957. */
  115958. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115959. /**
  115960. * Keep track of the image processing observer to allow dispose and replace.
  115961. */
  115962. private _imageProcessingObserver;
  115963. /**
  115964. * Attaches a new image processing configuration to the PBR Material.
  115965. * @param configuration
  115966. */
  115967. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115968. /**
  115969. * Stores the available render targets.
  115970. */
  115971. private _renderTargets;
  115972. /**
  115973. * Sets the global ambient color for the material used in lighting calculations.
  115974. */
  115975. private _globalAmbientColor;
  115976. /**
  115977. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  115978. */
  115979. private _useLogarithmicDepth;
  115980. /**
  115981. * If set to true, no lighting calculations will be applied.
  115982. */
  115983. private _unlit;
  115984. private _debugMode;
  115985. /**
  115986. * @hidden
  115987. * This is reserved for the inspector.
  115988. * Defines the material debug mode.
  115989. * It helps seeing only some components of the material while troubleshooting.
  115990. */
  115991. debugMode: number;
  115992. /**
  115993. * @hidden
  115994. * This is reserved for the inspector.
  115995. * Specify from where on screen the debug mode should start.
  115996. * The value goes from -1 (full screen) to 1 (not visible)
  115997. * It helps with side by side comparison against the final render
  115998. * This defaults to -1
  115999. */
  116000. private debugLimit;
  116001. /**
  116002. * @hidden
  116003. * This is reserved for the inspector.
  116004. * As the default viewing range might not be enough (if the ambient is really small for instance)
  116005. * You can use the factor to better multiply the final value.
  116006. */
  116007. private debugFactor;
  116008. /**
  116009. * Defines the clear coat layer parameters for the material.
  116010. */
  116011. readonly clearCoat: PBRClearCoatConfiguration;
  116012. /**
  116013. * Defines the anisotropic parameters for the material.
  116014. */
  116015. readonly anisotropy: PBRAnisotropicConfiguration;
  116016. /**
  116017. * Defines the BRDF parameters for the material.
  116018. */
  116019. readonly brdf: PBRBRDFConfiguration;
  116020. /**
  116021. * Defines the Sheen parameters for the material.
  116022. */
  116023. readonly sheen: PBRSheenConfiguration;
  116024. /**
  116025. * Defines the SubSurface parameters for the material.
  116026. */
  116027. readonly subSurface: PBRSubSurfaceConfiguration;
  116028. /**
  116029. * Custom callback helping to override the default shader used in the material.
  116030. */
  116031. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  116032. protected _rebuildInParallel: boolean;
  116033. /**
  116034. * Instantiates a new PBRMaterial instance.
  116035. *
  116036. * @param name The material name
  116037. * @param scene The scene the material will be use in.
  116038. */
  116039. constructor(name: string, scene: Scene);
  116040. /**
  116041. * Gets a boolean indicating that current material needs to register RTT
  116042. */
  116043. readonly hasRenderTargetTextures: boolean;
  116044. /**
  116045. * Gets the name of the material class.
  116046. */
  116047. getClassName(): string;
  116048. /**
  116049. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116050. */
  116051. /**
  116052. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116053. */
  116054. useLogarithmicDepth: boolean;
  116055. /**
  116056. * Gets the current transparency mode.
  116057. */
  116058. /**
  116059. * Sets the transparency mode of the material.
  116060. *
  116061. * | Value | Type | Description |
  116062. * | ----- | ----------------------------------- | ----------- |
  116063. * | 0 | OPAQUE | |
  116064. * | 1 | ALPHATEST | |
  116065. * | 2 | ALPHABLEND | |
  116066. * | 3 | ALPHATESTANDBLEND | |
  116067. *
  116068. */
  116069. transparencyMode: Nullable<number>;
  116070. /**
  116071. * Returns true if alpha blending should be disabled.
  116072. */
  116073. private readonly _disableAlphaBlending;
  116074. /**
  116075. * Specifies whether or not this material should be rendered in alpha blend mode.
  116076. */
  116077. needAlphaBlending(): boolean;
  116078. /**
  116079. * Specifies if the mesh will require alpha blending.
  116080. * @param mesh - BJS mesh.
  116081. */
  116082. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  116083. /**
  116084. * Specifies whether or not this material should be rendered in alpha test mode.
  116085. */
  116086. needAlphaTesting(): boolean;
  116087. /**
  116088. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  116089. */
  116090. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  116091. /**
  116092. * Gets the texture used for the alpha test.
  116093. */
  116094. getAlphaTestTexture(): Nullable<BaseTexture>;
  116095. /**
  116096. * Specifies that the submesh is ready to be used.
  116097. * @param mesh - BJS mesh.
  116098. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  116099. * @param useInstances - Specifies that instances should be used.
  116100. * @returns - boolean indicating that the submesh is ready or not.
  116101. */
  116102. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116103. /**
  116104. * Specifies if the material uses metallic roughness workflow.
  116105. * @returns boolean specifiying if the material uses metallic roughness workflow.
  116106. */
  116107. isMetallicWorkflow(): boolean;
  116108. private _prepareEffect;
  116109. private _prepareDefines;
  116110. /**
  116111. * Force shader compilation
  116112. */
  116113. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  116114. /**
  116115. * Initializes the uniform buffer layout for the shader.
  116116. */
  116117. buildUniformLayout(): void;
  116118. /**
  116119. * Unbinds the material from the mesh
  116120. */
  116121. unbind(): void;
  116122. /**
  116123. * Binds the submesh data.
  116124. * @param world - The world matrix.
  116125. * @param mesh - The BJS mesh.
  116126. * @param subMesh - A submesh of the BJS mesh.
  116127. */
  116128. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116129. /**
  116130. * Returns the animatable textures.
  116131. * @returns - Array of animatable textures.
  116132. */
  116133. getAnimatables(): IAnimatable[];
  116134. /**
  116135. * Returns the texture used for reflections.
  116136. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  116137. */
  116138. private _getReflectionTexture;
  116139. /**
  116140. * Returns an array of the actively used textures.
  116141. * @returns - Array of BaseTextures
  116142. */
  116143. getActiveTextures(): BaseTexture[];
  116144. /**
  116145. * Checks to see if a texture is used in the material.
  116146. * @param texture - Base texture to use.
  116147. * @returns - Boolean specifying if a texture is used in the material.
  116148. */
  116149. hasTexture(texture: BaseTexture): boolean;
  116150. /**
  116151. * Disposes the resources of the material.
  116152. * @param forceDisposeEffect - Forces the disposal of effects.
  116153. * @param forceDisposeTextures - Forces the disposal of all textures.
  116154. */
  116155. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  116156. }
  116157. }
  116158. declare module BABYLON {
  116159. /**
  116160. * The Physically based material of BJS.
  116161. *
  116162. * This offers the main features of a standard PBR material.
  116163. * For more information, please refer to the documentation :
  116164. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116165. */
  116166. export class PBRMaterial extends PBRBaseMaterial {
  116167. /**
  116168. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116169. */
  116170. static readonly PBRMATERIAL_OPAQUE: number;
  116171. /**
  116172. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116173. */
  116174. static readonly PBRMATERIAL_ALPHATEST: number;
  116175. /**
  116176. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116177. */
  116178. static readonly PBRMATERIAL_ALPHABLEND: number;
  116179. /**
  116180. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116181. * They are also discarded below the alpha cutoff threshold to improve performances.
  116182. */
  116183. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116184. /**
  116185. * Defines the default value of how much AO map is occluding the analytical lights
  116186. * (point spot...).
  116187. */
  116188. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116189. /**
  116190. * Intensity of the direct lights e.g. the four lights available in your scene.
  116191. * This impacts both the direct diffuse and specular highlights.
  116192. */
  116193. directIntensity: number;
  116194. /**
  116195. * Intensity of the emissive part of the material.
  116196. * This helps controlling the emissive effect without modifying the emissive color.
  116197. */
  116198. emissiveIntensity: number;
  116199. /**
  116200. * Intensity of the environment e.g. how much the environment will light the object
  116201. * either through harmonics for rough material or through the refelction for shiny ones.
  116202. */
  116203. environmentIntensity: number;
  116204. /**
  116205. * This is a special control allowing the reduction of the specular highlights coming from the
  116206. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116207. */
  116208. specularIntensity: number;
  116209. /**
  116210. * Debug Control allowing disabling the bump map on this material.
  116211. */
  116212. disableBumpMap: boolean;
  116213. /**
  116214. * AKA Diffuse Texture in standard nomenclature.
  116215. */
  116216. albedoTexture: BaseTexture;
  116217. /**
  116218. * AKA Occlusion Texture in other nomenclature.
  116219. */
  116220. ambientTexture: BaseTexture;
  116221. /**
  116222. * AKA Occlusion Texture Intensity in other nomenclature.
  116223. */
  116224. ambientTextureStrength: number;
  116225. /**
  116226. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116227. * 1 means it completely occludes it
  116228. * 0 mean it has no impact
  116229. */
  116230. ambientTextureImpactOnAnalyticalLights: number;
  116231. /**
  116232. * Stores the alpha values in a texture.
  116233. */
  116234. opacityTexture: BaseTexture;
  116235. /**
  116236. * Stores the reflection values in a texture.
  116237. */
  116238. reflectionTexture: Nullable<BaseTexture>;
  116239. /**
  116240. * Stores the emissive values in a texture.
  116241. */
  116242. emissiveTexture: BaseTexture;
  116243. /**
  116244. * AKA Specular texture in other nomenclature.
  116245. */
  116246. reflectivityTexture: BaseTexture;
  116247. /**
  116248. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116249. */
  116250. metallicTexture: BaseTexture;
  116251. /**
  116252. * Specifies the metallic scalar of the metallic/roughness workflow.
  116253. * Can also be used to scale the metalness values of the metallic texture.
  116254. */
  116255. metallic: Nullable<number>;
  116256. /**
  116257. * Specifies the roughness scalar of the metallic/roughness workflow.
  116258. * Can also be used to scale the roughness values of the metallic texture.
  116259. */
  116260. roughness: Nullable<number>;
  116261. /**
  116262. * Specifies the an F0 factor to help configuring the material F0.
  116263. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116264. * to 0.5 the previously hard coded value stays the same.
  116265. * Can also be used to scale the F0 values of the metallic texture.
  116266. */
  116267. metallicF0Factor: number;
  116268. /**
  116269. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116270. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116271. * your expectation as it multiplies with the texture data.
  116272. */
  116273. useMetallicF0FactorFromMetallicTexture: boolean;
  116274. /**
  116275. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116276. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116277. */
  116278. microSurfaceTexture: BaseTexture;
  116279. /**
  116280. * Stores surface normal data used to displace a mesh in a texture.
  116281. */
  116282. bumpTexture: BaseTexture;
  116283. /**
  116284. * Stores the pre-calculated light information of a mesh in a texture.
  116285. */
  116286. lightmapTexture: BaseTexture;
  116287. /**
  116288. * Stores the refracted light information in a texture.
  116289. */
  116290. refractionTexture: Nullable<BaseTexture>;
  116291. /**
  116292. * The color of a material in ambient lighting.
  116293. */
  116294. ambientColor: Color3;
  116295. /**
  116296. * AKA Diffuse Color in other nomenclature.
  116297. */
  116298. albedoColor: Color3;
  116299. /**
  116300. * AKA Specular Color in other nomenclature.
  116301. */
  116302. reflectivityColor: Color3;
  116303. /**
  116304. * The color reflected from the material.
  116305. */
  116306. reflectionColor: Color3;
  116307. /**
  116308. * The color emitted from the material.
  116309. */
  116310. emissiveColor: Color3;
  116311. /**
  116312. * AKA Glossiness in other nomenclature.
  116313. */
  116314. microSurface: number;
  116315. /**
  116316. * source material index of refraction (IOR)' / 'destination material IOR.
  116317. */
  116318. indexOfRefraction: number;
  116319. /**
  116320. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116321. */
  116322. invertRefractionY: boolean;
  116323. /**
  116324. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116325. * Materials half opaque for instance using refraction could benefit from this control.
  116326. */
  116327. linkRefractionWithTransparency: boolean;
  116328. /**
  116329. * If true, the light map contains occlusion information instead of lighting info.
  116330. */
  116331. useLightmapAsShadowmap: boolean;
  116332. /**
  116333. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116334. */
  116335. useAlphaFromAlbedoTexture: boolean;
  116336. /**
  116337. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116338. */
  116339. forceAlphaTest: boolean;
  116340. /**
  116341. * Defines the alpha limits in alpha test mode.
  116342. */
  116343. alphaCutOff: number;
  116344. /**
  116345. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  116346. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116347. */
  116348. useSpecularOverAlpha: boolean;
  116349. /**
  116350. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116351. */
  116352. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116353. /**
  116354. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116355. */
  116356. useRoughnessFromMetallicTextureAlpha: boolean;
  116357. /**
  116358. * Specifies if the metallic texture contains the roughness information in its green channel.
  116359. */
  116360. useRoughnessFromMetallicTextureGreen: boolean;
  116361. /**
  116362. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116363. */
  116364. useMetallnessFromMetallicTextureBlue: boolean;
  116365. /**
  116366. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116367. */
  116368. useAmbientOcclusionFromMetallicTextureRed: boolean;
  116369. /**
  116370. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116371. */
  116372. useAmbientInGrayScale: boolean;
  116373. /**
  116374. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116375. * The material will try to infer what glossiness each pixel should be.
  116376. */
  116377. useAutoMicroSurfaceFromReflectivityMap: boolean;
  116378. /**
  116379. * BJS is using an harcoded light falloff based on a manually sets up range.
  116380. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116381. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116382. */
  116383. /**
  116384. * BJS is using an harcoded light falloff based on a manually sets up range.
  116385. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116386. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116387. */
  116388. usePhysicalLightFalloff: boolean;
  116389. /**
  116390. * In order to support the falloff compatibility with gltf, a special mode has been added
  116391. * to reproduce the gltf light falloff.
  116392. */
  116393. /**
  116394. * In order to support the falloff compatibility with gltf, a special mode has been added
  116395. * to reproduce the gltf light falloff.
  116396. */
  116397. useGLTFLightFalloff: boolean;
  116398. /**
  116399. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116400. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116401. */
  116402. useRadianceOverAlpha: boolean;
  116403. /**
  116404. * Allows using an object space normal map (instead of tangent space).
  116405. */
  116406. useObjectSpaceNormalMap: boolean;
  116407. /**
  116408. * Allows using the bump map in parallax mode.
  116409. */
  116410. useParallax: boolean;
  116411. /**
  116412. * Allows using the bump map in parallax occlusion mode.
  116413. */
  116414. useParallaxOcclusion: boolean;
  116415. /**
  116416. * Controls the scale bias of the parallax mode.
  116417. */
  116418. parallaxScaleBias: number;
  116419. /**
  116420. * If sets to true, disables all the lights affecting the material.
  116421. */
  116422. disableLighting: boolean;
  116423. /**
  116424. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116425. */
  116426. forceIrradianceInFragment: boolean;
  116427. /**
  116428. * Number of Simultaneous lights allowed on the material.
  116429. */
  116430. maxSimultaneousLights: number;
  116431. /**
  116432. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116433. */
  116434. invertNormalMapX: boolean;
  116435. /**
  116436. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116437. */
  116438. invertNormalMapY: boolean;
  116439. /**
  116440. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116441. */
  116442. twoSidedLighting: boolean;
  116443. /**
  116444. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116445. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116446. */
  116447. useAlphaFresnel: boolean;
  116448. /**
  116449. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116450. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116451. */
  116452. useLinearAlphaFresnel: boolean;
  116453. /**
  116454. * Let user defines the brdf lookup texture used for IBL.
  116455. * A default 8bit version is embedded but you could point at :
  116456. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  116457. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  116458. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  116459. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  116460. */
  116461. environmentBRDFTexture: Nullable<BaseTexture>;
  116462. /**
  116463. * Force normal to face away from face.
  116464. */
  116465. forceNormalForward: boolean;
  116466. /**
  116467. * Enables specular anti aliasing in the PBR shader.
  116468. * It will both interacts on the Geometry for analytical and IBL lighting.
  116469. * It also prefilter the roughness map based on the bump values.
  116470. */
  116471. enableSpecularAntiAliasing: boolean;
  116472. /**
  116473. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116474. * makes the reflect vector face the model (under horizon).
  116475. */
  116476. useHorizonOcclusion: boolean;
  116477. /**
  116478. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116479. * too much the area relying on ambient texture to define their ambient occlusion.
  116480. */
  116481. useRadianceOcclusion: boolean;
  116482. /**
  116483. * If set to true, no lighting calculations will be applied.
  116484. */
  116485. unlit: boolean;
  116486. /**
  116487. * Gets the image processing configuration used either in this material.
  116488. */
  116489. /**
  116490. * Sets the Default image processing configuration used either in the this material.
  116491. *
  116492. * If sets to null, the scene one is in use.
  116493. */
  116494. imageProcessingConfiguration: ImageProcessingConfiguration;
  116495. /**
  116496. * Gets wether the color curves effect is enabled.
  116497. */
  116498. /**
  116499. * Sets wether the color curves effect is enabled.
  116500. */
  116501. cameraColorCurvesEnabled: boolean;
  116502. /**
  116503. * Gets wether the color grading effect is enabled.
  116504. */
  116505. /**
  116506. * Gets wether the color grading effect is enabled.
  116507. */
  116508. cameraColorGradingEnabled: boolean;
  116509. /**
  116510. * Gets wether tonemapping is enabled or not.
  116511. */
  116512. /**
  116513. * Sets wether tonemapping is enabled or not
  116514. */
  116515. cameraToneMappingEnabled: boolean;
  116516. /**
  116517. * The camera exposure used on this material.
  116518. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116519. * This corresponds to a photographic exposure.
  116520. */
  116521. /**
  116522. * The camera exposure used on this material.
  116523. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116524. * This corresponds to a photographic exposure.
  116525. */
  116526. cameraExposure: number;
  116527. /**
  116528. * Gets The camera contrast used on this material.
  116529. */
  116530. /**
  116531. * Sets The camera contrast used on this material.
  116532. */
  116533. cameraContrast: number;
  116534. /**
  116535. * Gets the Color Grading 2D Lookup Texture.
  116536. */
  116537. /**
  116538. * Sets the Color Grading 2D Lookup Texture.
  116539. */
  116540. cameraColorGradingTexture: Nullable<BaseTexture>;
  116541. /**
  116542. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116543. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116544. * 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;
  116545. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116546. */
  116547. /**
  116548. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116549. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116550. * 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;
  116551. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116552. */
  116553. cameraColorCurves: Nullable<ColorCurves>;
  116554. /**
  116555. * Instantiates a new PBRMaterial instance.
  116556. *
  116557. * @param name The material name
  116558. * @param scene The scene the material will be use in.
  116559. */
  116560. constructor(name: string, scene: Scene);
  116561. /**
  116562. * Returns the name of this material class.
  116563. */
  116564. getClassName(): string;
  116565. /**
  116566. * Makes a duplicate of the current material.
  116567. * @param name - name to use for the new material.
  116568. */
  116569. clone(name: string): PBRMaterial;
  116570. /**
  116571. * Serializes this PBR Material.
  116572. * @returns - An object with the serialized material.
  116573. */
  116574. serialize(): any;
  116575. /**
  116576. * Parses a PBR Material from a serialized object.
  116577. * @param source - Serialized object.
  116578. * @param scene - BJS scene instance.
  116579. * @param rootUrl - url for the scene object
  116580. * @returns - PBRMaterial
  116581. */
  116582. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  116583. }
  116584. }
  116585. declare module BABYLON {
  116586. /**
  116587. * Direct draw surface info
  116588. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  116589. */
  116590. export interface DDSInfo {
  116591. /**
  116592. * Width of the texture
  116593. */
  116594. width: number;
  116595. /**
  116596. * Width of the texture
  116597. */
  116598. height: number;
  116599. /**
  116600. * Number of Mipmaps for the texture
  116601. * @see https://en.wikipedia.org/wiki/Mipmap
  116602. */
  116603. mipmapCount: number;
  116604. /**
  116605. * If the textures format is a known fourCC format
  116606. * @see https://www.fourcc.org/
  116607. */
  116608. isFourCC: boolean;
  116609. /**
  116610. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  116611. */
  116612. isRGB: boolean;
  116613. /**
  116614. * If the texture is a lumincance format
  116615. */
  116616. isLuminance: boolean;
  116617. /**
  116618. * If this is a cube texture
  116619. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  116620. */
  116621. isCube: boolean;
  116622. /**
  116623. * If the texture is a compressed format eg. FOURCC_DXT1
  116624. */
  116625. isCompressed: boolean;
  116626. /**
  116627. * The dxgiFormat of the texture
  116628. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  116629. */
  116630. dxgiFormat: number;
  116631. /**
  116632. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  116633. */
  116634. textureType: number;
  116635. /**
  116636. * Sphericle polynomial created for the dds texture
  116637. */
  116638. sphericalPolynomial?: SphericalPolynomial;
  116639. }
  116640. /**
  116641. * Class used to provide DDS decompression tools
  116642. */
  116643. export class DDSTools {
  116644. /**
  116645. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  116646. */
  116647. static StoreLODInAlphaChannel: boolean;
  116648. /**
  116649. * Gets DDS information from an array buffer
  116650. * @param arrayBuffer defines the array buffer to read data from
  116651. * @returns the DDS information
  116652. */
  116653. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  116654. private static _FloatView;
  116655. private static _Int32View;
  116656. private static _ToHalfFloat;
  116657. private static _FromHalfFloat;
  116658. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  116659. private static _GetHalfFloatRGBAArrayBuffer;
  116660. private static _GetFloatRGBAArrayBuffer;
  116661. private static _GetFloatAsUIntRGBAArrayBuffer;
  116662. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  116663. private static _GetRGBAArrayBuffer;
  116664. private static _ExtractLongWordOrder;
  116665. private static _GetRGBArrayBuffer;
  116666. private static _GetLuminanceArrayBuffer;
  116667. /**
  116668. * Uploads DDS Levels to a Babylon Texture
  116669. * @hidden
  116670. */
  116671. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  116672. }
  116673. interface ThinEngine {
  116674. /**
  116675. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  116676. * @param rootUrl defines the url where the file to load is located
  116677. * @param scene defines the current scene
  116678. * @param lodScale defines scale to apply to the mip map selection
  116679. * @param lodOffset defines offset to apply to the mip map selection
  116680. * @param onLoad defines an optional callback raised when the texture is loaded
  116681. * @param onError defines an optional callback raised if there is an issue to load the texture
  116682. * @param format defines the format of the data
  116683. * @param forcedExtension defines the extension to use to pick the right loader
  116684. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  116685. * @returns the cube texture as an InternalTexture
  116686. */
  116687. 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;
  116688. }
  116689. }
  116690. declare module BABYLON {
  116691. /**
  116692. * Implementation of the DDS Texture Loader.
  116693. * @hidden
  116694. */
  116695. export class _DDSTextureLoader implements IInternalTextureLoader {
  116696. /**
  116697. * Defines wether the loader supports cascade loading the different faces.
  116698. */
  116699. readonly supportCascades: boolean;
  116700. /**
  116701. * This returns if the loader support the current file information.
  116702. * @param extension defines the file extension of the file being loaded
  116703. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116704. * @param fallback defines the fallback internal texture if any
  116705. * @param isBase64 defines whether the texture is encoded as a base64
  116706. * @param isBuffer defines whether the texture data are stored as a buffer
  116707. * @returns true if the loader can load the specified file
  116708. */
  116709. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116710. /**
  116711. * Transform the url before loading if required.
  116712. * @param rootUrl the url of the texture
  116713. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116714. * @returns the transformed texture
  116715. */
  116716. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116717. /**
  116718. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116719. * @param rootUrl the url of the texture
  116720. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116721. * @returns the fallback texture
  116722. */
  116723. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116724. /**
  116725. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116726. * @param data contains the texture data
  116727. * @param texture defines the BabylonJS internal texture
  116728. * @param createPolynomials will be true if polynomials have been requested
  116729. * @param onLoad defines the callback to trigger once the texture is ready
  116730. * @param onError defines the callback to trigger in case of error
  116731. */
  116732. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116733. /**
  116734. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116735. * @param data contains the texture data
  116736. * @param texture defines the BabylonJS internal texture
  116737. * @param callback defines the method to call once ready to upload
  116738. */
  116739. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116740. }
  116741. }
  116742. declare module BABYLON {
  116743. /**
  116744. * Implementation of the ENV Texture Loader.
  116745. * @hidden
  116746. */
  116747. export class _ENVTextureLoader implements IInternalTextureLoader {
  116748. /**
  116749. * Defines wether the loader supports cascade loading the different faces.
  116750. */
  116751. readonly supportCascades: boolean;
  116752. /**
  116753. * This returns if the loader support the current file information.
  116754. * @param extension defines the file extension of the file being loaded
  116755. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116756. * @param fallback defines the fallback internal texture if any
  116757. * @param isBase64 defines whether the texture is encoded as a base64
  116758. * @param isBuffer defines whether the texture data are stored as a buffer
  116759. * @returns true if the loader can load the specified file
  116760. */
  116761. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116762. /**
  116763. * Transform the url before loading if required.
  116764. * @param rootUrl the url of the texture
  116765. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116766. * @returns the transformed texture
  116767. */
  116768. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116769. /**
  116770. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116771. * @param rootUrl the url of the texture
  116772. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116773. * @returns the fallback texture
  116774. */
  116775. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116776. /**
  116777. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116778. * @param data contains the texture data
  116779. * @param texture defines the BabylonJS internal texture
  116780. * @param createPolynomials will be true if polynomials have been requested
  116781. * @param onLoad defines the callback to trigger once the texture is ready
  116782. * @param onError defines the callback to trigger in case of error
  116783. */
  116784. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116785. /**
  116786. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116787. * @param data contains the texture data
  116788. * @param texture defines the BabylonJS internal texture
  116789. * @param callback defines the method to call once ready to upload
  116790. */
  116791. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116792. }
  116793. }
  116794. declare module BABYLON {
  116795. /**
  116796. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  116797. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  116798. */
  116799. export class KhronosTextureContainer {
  116800. /** contents of the KTX container file */
  116801. arrayBuffer: any;
  116802. private static HEADER_LEN;
  116803. private static COMPRESSED_2D;
  116804. private static COMPRESSED_3D;
  116805. private static TEX_2D;
  116806. private static TEX_3D;
  116807. /**
  116808. * Gets the openGL type
  116809. */
  116810. glType: number;
  116811. /**
  116812. * Gets the openGL type size
  116813. */
  116814. glTypeSize: number;
  116815. /**
  116816. * Gets the openGL format
  116817. */
  116818. glFormat: number;
  116819. /**
  116820. * Gets the openGL internal format
  116821. */
  116822. glInternalFormat: number;
  116823. /**
  116824. * Gets the base internal format
  116825. */
  116826. glBaseInternalFormat: number;
  116827. /**
  116828. * Gets image width in pixel
  116829. */
  116830. pixelWidth: number;
  116831. /**
  116832. * Gets image height in pixel
  116833. */
  116834. pixelHeight: number;
  116835. /**
  116836. * Gets image depth in pixels
  116837. */
  116838. pixelDepth: number;
  116839. /**
  116840. * Gets the number of array elements
  116841. */
  116842. numberOfArrayElements: number;
  116843. /**
  116844. * Gets the number of faces
  116845. */
  116846. numberOfFaces: number;
  116847. /**
  116848. * Gets the number of mipmap levels
  116849. */
  116850. numberOfMipmapLevels: number;
  116851. /**
  116852. * Gets the bytes of key value data
  116853. */
  116854. bytesOfKeyValueData: number;
  116855. /**
  116856. * Gets the load type
  116857. */
  116858. loadType: number;
  116859. /**
  116860. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  116861. */
  116862. isInvalid: boolean;
  116863. /**
  116864. * Creates a new KhronosTextureContainer
  116865. * @param arrayBuffer contents of the KTX container file
  116866. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  116867. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  116868. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  116869. */
  116870. constructor(
  116871. /** contents of the KTX container file */
  116872. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  116873. /**
  116874. * Uploads KTX content to a Babylon Texture.
  116875. * It is assumed that the texture has already been created & is currently bound
  116876. * @hidden
  116877. */
  116878. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  116879. private _upload2DCompressedLevels;
  116880. }
  116881. }
  116882. declare module BABYLON {
  116883. /**
  116884. * Implementation of the KTX Texture Loader.
  116885. * @hidden
  116886. */
  116887. export class _KTXTextureLoader implements IInternalTextureLoader {
  116888. /**
  116889. * Defines wether the loader supports cascade loading the different faces.
  116890. */
  116891. readonly supportCascades: boolean;
  116892. /**
  116893. * This returns if the loader support the current file information.
  116894. * @param extension defines the file extension of the file being loaded
  116895. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116896. * @param fallback defines the fallback internal texture if any
  116897. * @param isBase64 defines whether the texture is encoded as a base64
  116898. * @param isBuffer defines whether the texture data are stored as a buffer
  116899. * @returns true if the loader can load the specified file
  116900. */
  116901. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116902. /**
  116903. * Transform the url before loading if required.
  116904. * @param rootUrl the url of the texture
  116905. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116906. * @returns the transformed texture
  116907. */
  116908. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116909. /**
  116910. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116911. * @param rootUrl the url of the texture
  116912. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116913. * @returns the fallback texture
  116914. */
  116915. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116916. /**
  116917. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116918. * @param data contains the texture data
  116919. * @param texture defines the BabylonJS internal texture
  116920. * @param createPolynomials will be true if polynomials have been requested
  116921. * @param onLoad defines the callback to trigger once the texture is ready
  116922. * @param onError defines the callback to trigger in case of error
  116923. */
  116924. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116925. /**
  116926. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116927. * @param data contains the texture data
  116928. * @param texture defines the BabylonJS internal texture
  116929. * @param callback defines the method to call once ready to upload
  116930. */
  116931. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  116932. }
  116933. }
  116934. declare module BABYLON {
  116935. /**
  116936. * Options for the default xr helper
  116937. */
  116938. export class WebXRDefaultExperienceOptions {
  116939. /**
  116940. * Floor meshes that should be used for teleporting
  116941. */
  116942. floorMeshes: Array<AbstractMesh>;
  116943. /**
  116944. * Enable or disable default UI to enter XR
  116945. */
  116946. disableDefaultUI: boolean;
  116947. }
  116948. /**
  116949. * Default experience which provides a similar setup to the previous webVRExperience
  116950. */
  116951. export class WebXRDefaultExperience {
  116952. /**
  116953. * Base experience
  116954. */
  116955. baseExperience: WebXRExperienceHelper;
  116956. /**
  116957. * Input experience extension
  116958. */
  116959. input: WebXRInput;
  116960. /**
  116961. * Loads the controller models
  116962. */
  116963. controllerModelLoader: WebXRControllerModelLoader;
  116964. /**
  116965. * Enables laser pointer and selection
  116966. */
  116967. pointerSelection: WebXRControllerPointerSelection;
  116968. /**
  116969. * Enables teleportation
  116970. */
  116971. teleportation: WebXRControllerTeleportation;
  116972. /**
  116973. * Enables ui for enetering/exiting xr
  116974. */
  116975. enterExitUI: WebXREnterExitUI;
  116976. /**
  116977. * Default target xr should render to
  116978. */
  116979. renderTarget: WebXRRenderTarget;
  116980. /**
  116981. * Creates the default xr experience
  116982. * @param scene scene
  116983. * @param options options for basic configuration
  116984. * @returns resulting WebXRDefaultExperience
  116985. */
  116986. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116987. private constructor();
  116988. /**
  116989. * DIsposes of the experience helper
  116990. */
  116991. dispose(): void;
  116992. }
  116993. }
  116994. declare module BABYLON {
  116995. /** @hidden */
  116996. export var _forceSceneHelpersToBundle: boolean;
  116997. interface Scene {
  116998. /**
  116999. * Creates a default light for the scene.
  117000. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  117001. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  117002. */
  117003. createDefaultLight(replace?: boolean): void;
  117004. /**
  117005. * Creates a default camera for the scene.
  117006. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  117007. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117008. * @param replace has default false, when true replaces the active camera in the scene
  117009. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  117010. */
  117011. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117012. /**
  117013. * Creates a default camera and a default light.
  117014. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  117015. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117016. * @param replace has the default false, when true replaces the active camera/light in the scene
  117017. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  117018. */
  117019. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117020. /**
  117021. * Creates a new sky box
  117022. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  117023. * @param environmentTexture defines the texture to use as environment texture
  117024. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  117025. * @param scale defines the overall scale of the skybox
  117026. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  117027. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  117028. * @returns a new mesh holding the sky box
  117029. */
  117030. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  117031. /**
  117032. * Creates a new environment
  117033. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  117034. * @param options defines the options you can use to configure the environment
  117035. * @returns the new EnvironmentHelper
  117036. */
  117037. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  117038. /**
  117039. * Creates a new VREXperienceHelper
  117040. * @see http://doc.babylonjs.com/how_to/webvr_helper
  117041. * @param webVROptions defines the options used to create the new VREXperienceHelper
  117042. * @returns a new VREXperienceHelper
  117043. */
  117044. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  117045. /**
  117046. * Creates a new WebXRDefaultExperience
  117047. * @see http://doc.babylonjs.com/how_to/webxr
  117048. * @param options experience options
  117049. * @returns a promise for a new WebXRDefaultExperience
  117050. */
  117051. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117052. }
  117053. }
  117054. declare module BABYLON {
  117055. /**
  117056. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117057. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117058. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117059. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117060. */
  117061. export class VideoDome extends TransformNode {
  117062. /**
  117063. * Define the video source as a Monoscopic panoramic 360 video.
  117064. */
  117065. static readonly MODE_MONOSCOPIC: number;
  117066. /**
  117067. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117068. */
  117069. static readonly MODE_TOPBOTTOM: number;
  117070. /**
  117071. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117072. */
  117073. static readonly MODE_SIDEBYSIDE: number;
  117074. private _halfDome;
  117075. private _useDirectMapping;
  117076. /**
  117077. * The video texture being displayed on the sphere
  117078. */
  117079. protected _videoTexture: VideoTexture;
  117080. /**
  117081. * Gets the video texture being displayed on the sphere
  117082. */
  117083. readonly videoTexture: VideoTexture;
  117084. /**
  117085. * The skybox material
  117086. */
  117087. protected _material: BackgroundMaterial;
  117088. /**
  117089. * The surface used for the skybox
  117090. */
  117091. protected _mesh: Mesh;
  117092. /**
  117093. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  117094. */
  117095. private _halfDomeMask;
  117096. /**
  117097. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117098. * Also see the options.resolution property.
  117099. */
  117100. fovMultiplier: number;
  117101. private _videoMode;
  117102. /**
  117103. * Gets or set the current video mode for the video. It can be:
  117104. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  117105. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117106. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117107. */
  117108. videoMode: number;
  117109. /**
  117110. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  117111. *
  117112. */
  117113. /**
  117114. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  117115. */
  117116. halfDome: boolean;
  117117. /**
  117118. * Oberserver used in Stereoscopic VR Mode.
  117119. */
  117120. private _onBeforeCameraRenderObserver;
  117121. /**
  117122. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117123. * @param name Element's name, child elements will append suffixes for their own names.
  117124. * @param urlsOrVideo defines the url(s) or the video element to use
  117125. * @param options An object containing optional or exposed sub element properties
  117126. */
  117127. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  117128. resolution?: number;
  117129. clickToPlay?: boolean;
  117130. autoPlay?: boolean;
  117131. loop?: boolean;
  117132. size?: number;
  117133. poster?: string;
  117134. faceForward?: boolean;
  117135. useDirectMapping?: boolean;
  117136. halfDomeMode?: boolean;
  117137. }, scene: Scene);
  117138. private _changeVideoMode;
  117139. /**
  117140. * Releases resources associated with this node.
  117141. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117142. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117143. */
  117144. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  117145. }
  117146. }
  117147. declare module BABYLON {
  117148. /**
  117149. * This class can be used to get instrumentation data from a Babylon engine
  117150. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117151. */
  117152. export class EngineInstrumentation implements IDisposable {
  117153. /**
  117154. * Define the instrumented engine.
  117155. */
  117156. engine: Engine;
  117157. private _captureGPUFrameTime;
  117158. private _gpuFrameTimeToken;
  117159. private _gpuFrameTime;
  117160. private _captureShaderCompilationTime;
  117161. private _shaderCompilationTime;
  117162. private _onBeginFrameObserver;
  117163. private _onEndFrameObserver;
  117164. private _onBeforeShaderCompilationObserver;
  117165. private _onAfterShaderCompilationObserver;
  117166. /**
  117167. * Gets the perf counter used for GPU frame time
  117168. */
  117169. readonly gpuFrameTimeCounter: PerfCounter;
  117170. /**
  117171. * Gets the GPU frame time capture status
  117172. */
  117173. /**
  117174. * Enable or disable the GPU frame time capture
  117175. */
  117176. captureGPUFrameTime: boolean;
  117177. /**
  117178. * Gets the perf counter used for shader compilation time
  117179. */
  117180. readonly shaderCompilationTimeCounter: PerfCounter;
  117181. /**
  117182. * Gets the shader compilation time capture status
  117183. */
  117184. /**
  117185. * Enable or disable the shader compilation time capture
  117186. */
  117187. captureShaderCompilationTime: boolean;
  117188. /**
  117189. * Instantiates a new engine instrumentation.
  117190. * This class can be used to get instrumentation data from a Babylon engine
  117191. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117192. * @param engine Defines the engine to instrument
  117193. */
  117194. constructor(
  117195. /**
  117196. * Define the instrumented engine.
  117197. */
  117198. engine: Engine);
  117199. /**
  117200. * Dispose and release associated resources.
  117201. */
  117202. dispose(): void;
  117203. }
  117204. }
  117205. declare module BABYLON {
  117206. /**
  117207. * This class can be used to get instrumentation data from a Babylon engine
  117208. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117209. */
  117210. export class SceneInstrumentation implements IDisposable {
  117211. /**
  117212. * Defines the scene to instrument
  117213. */
  117214. scene: Scene;
  117215. private _captureActiveMeshesEvaluationTime;
  117216. private _activeMeshesEvaluationTime;
  117217. private _captureRenderTargetsRenderTime;
  117218. private _renderTargetsRenderTime;
  117219. private _captureFrameTime;
  117220. private _frameTime;
  117221. private _captureRenderTime;
  117222. private _renderTime;
  117223. private _captureInterFrameTime;
  117224. private _interFrameTime;
  117225. private _captureParticlesRenderTime;
  117226. private _particlesRenderTime;
  117227. private _captureSpritesRenderTime;
  117228. private _spritesRenderTime;
  117229. private _capturePhysicsTime;
  117230. private _physicsTime;
  117231. private _captureAnimationsTime;
  117232. private _animationsTime;
  117233. private _captureCameraRenderTime;
  117234. private _cameraRenderTime;
  117235. private _onBeforeActiveMeshesEvaluationObserver;
  117236. private _onAfterActiveMeshesEvaluationObserver;
  117237. private _onBeforeRenderTargetsRenderObserver;
  117238. private _onAfterRenderTargetsRenderObserver;
  117239. private _onAfterRenderObserver;
  117240. private _onBeforeDrawPhaseObserver;
  117241. private _onAfterDrawPhaseObserver;
  117242. private _onBeforeAnimationsObserver;
  117243. private _onBeforeParticlesRenderingObserver;
  117244. private _onAfterParticlesRenderingObserver;
  117245. private _onBeforeSpritesRenderingObserver;
  117246. private _onAfterSpritesRenderingObserver;
  117247. private _onBeforePhysicsObserver;
  117248. private _onAfterPhysicsObserver;
  117249. private _onAfterAnimationsObserver;
  117250. private _onBeforeCameraRenderObserver;
  117251. private _onAfterCameraRenderObserver;
  117252. /**
  117253. * Gets the perf counter used for active meshes evaluation time
  117254. */
  117255. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  117256. /**
  117257. * Gets the active meshes evaluation time capture status
  117258. */
  117259. /**
  117260. * Enable or disable the active meshes evaluation time capture
  117261. */
  117262. captureActiveMeshesEvaluationTime: boolean;
  117263. /**
  117264. * Gets the perf counter used for render targets render time
  117265. */
  117266. readonly renderTargetsRenderTimeCounter: PerfCounter;
  117267. /**
  117268. * Gets the render targets render time capture status
  117269. */
  117270. /**
  117271. * Enable or disable the render targets render time capture
  117272. */
  117273. captureRenderTargetsRenderTime: boolean;
  117274. /**
  117275. * Gets the perf counter used for particles render time
  117276. */
  117277. readonly particlesRenderTimeCounter: PerfCounter;
  117278. /**
  117279. * Gets the particles render time capture status
  117280. */
  117281. /**
  117282. * Enable or disable the particles render time capture
  117283. */
  117284. captureParticlesRenderTime: boolean;
  117285. /**
  117286. * Gets the perf counter used for sprites render time
  117287. */
  117288. readonly spritesRenderTimeCounter: PerfCounter;
  117289. /**
  117290. * Gets the sprites render time capture status
  117291. */
  117292. /**
  117293. * Enable or disable the sprites render time capture
  117294. */
  117295. captureSpritesRenderTime: boolean;
  117296. /**
  117297. * Gets the perf counter used for physics time
  117298. */
  117299. readonly physicsTimeCounter: PerfCounter;
  117300. /**
  117301. * Gets the physics time capture status
  117302. */
  117303. /**
  117304. * Enable or disable the physics time capture
  117305. */
  117306. capturePhysicsTime: boolean;
  117307. /**
  117308. * Gets the perf counter used for animations time
  117309. */
  117310. readonly animationsTimeCounter: PerfCounter;
  117311. /**
  117312. * Gets the animations time capture status
  117313. */
  117314. /**
  117315. * Enable or disable the animations time capture
  117316. */
  117317. captureAnimationsTime: boolean;
  117318. /**
  117319. * Gets the perf counter used for frame time capture
  117320. */
  117321. readonly frameTimeCounter: PerfCounter;
  117322. /**
  117323. * Gets the frame time capture status
  117324. */
  117325. /**
  117326. * Enable or disable the frame time capture
  117327. */
  117328. captureFrameTime: boolean;
  117329. /**
  117330. * Gets the perf counter used for inter-frames time capture
  117331. */
  117332. readonly interFrameTimeCounter: PerfCounter;
  117333. /**
  117334. * Gets the inter-frames time capture status
  117335. */
  117336. /**
  117337. * Enable or disable the inter-frames time capture
  117338. */
  117339. captureInterFrameTime: boolean;
  117340. /**
  117341. * Gets the perf counter used for render time capture
  117342. */
  117343. readonly renderTimeCounter: PerfCounter;
  117344. /**
  117345. * Gets the render time capture status
  117346. */
  117347. /**
  117348. * Enable or disable the render time capture
  117349. */
  117350. captureRenderTime: boolean;
  117351. /**
  117352. * Gets the perf counter used for camera render time capture
  117353. */
  117354. readonly cameraRenderTimeCounter: PerfCounter;
  117355. /**
  117356. * Gets the camera render time capture status
  117357. */
  117358. /**
  117359. * Enable or disable the camera render time capture
  117360. */
  117361. captureCameraRenderTime: boolean;
  117362. /**
  117363. * Gets the perf counter used for draw calls
  117364. */
  117365. readonly drawCallsCounter: PerfCounter;
  117366. /**
  117367. * Instantiates a new scene instrumentation.
  117368. * This class can be used to get instrumentation data from a Babylon engine
  117369. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117370. * @param scene Defines the scene to instrument
  117371. */
  117372. constructor(
  117373. /**
  117374. * Defines the scene to instrument
  117375. */
  117376. scene: Scene);
  117377. /**
  117378. * Dispose and release associated resources.
  117379. */
  117380. dispose(): void;
  117381. }
  117382. }
  117383. declare module BABYLON {
  117384. /** @hidden */
  117385. export var glowMapGenerationPixelShader: {
  117386. name: string;
  117387. shader: string;
  117388. };
  117389. }
  117390. declare module BABYLON {
  117391. /** @hidden */
  117392. export var glowMapGenerationVertexShader: {
  117393. name: string;
  117394. shader: string;
  117395. };
  117396. }
  117397. declare module BABYLON {
  117398. /**
  117399. * Effect layer options. This helps customizing the behaviour
  117400. * of the effect layer.
  117401. */
  117402. export interface IEffectLayerOptions {
  117403. /**
  117404. * Multiplication factor apply to the canvas size to compute the render target size
  117405. * used to generated the objects (the smaller the faster).
  117406. */
  117407. mainTextureRatio: number;
  117408. /**
  117409. * Enforces a fixed size texture to ensure effect stability across devices.
  117410. */
  117411. mainTextureFixedSize?: number;
  117412. /**
  117413. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  117414. */
  117415. alphaBlendingMode: number;
  117416. /**
  117417. * The camera attached to the layer.
  117418. */
  117419. camera: Nullable<Camera>;
  117420. /**
  117421. * The rendering group to draw the layer in.
  117422. */
  117423. renderingGroupId: number;
  117424. }
  117425. /**
  117426. * The effect layer Helps adding post process effect blended with the main pass.
  117427. *
  117428. * This can be for instance use to generate glow or higlight effects on the scene.
  117429. *
  117430. * The effect layer class can not be used directly and is intented to inherited from to be
  117431. * customized per effects.
  117432. */
  117433. export abstract class EffectLayer {
  117434. private _vertexBuffers;
  117435. private _indexBuffer;
  117436. private _cachedDefines;
  117437. private _effectLayerMapGenerationEffect;
  117438. private _effectLayerOptions;
  117439. private _mergeEffect;
  117440. protected _scene: Scene;
  117441. protected _engine: Engine;
  117442. protected _maxSize: number;
  117443. protected _mainTextureDesiredSize: ISize;
  117444. protected _mainTexture: RenderTargetTexture;
  117445. protected _shouldRender: boolean;
  117446. protected _postProcesses: PostProcess[];
  117447. protected _textures: BaseTexture[];
  117448. protected _emissiveTextureAndColor: {
  117449. texture: Nullable<BaseTexture>;
  117450. color: Color4;
  117451. };
  117452. /**
  117453. * The name of the layer
  117454. */
  117455. name: string;
  117456. /**
  117457. * The clear color of the texture used to generate the glow map.
  117458. */
  117459. neutralColor: Color4;
  117460. /**
  117461. * Specifies wether the highlight layer is enabled or not.
  117462. */
  117463. isEnabled: boolean;
  117464. /**
  117465. * Gets the camera attached to the layer.
  117466. */
  117467. readonly camera: Nullable<Camera>;
  117468. /**
  117469. * Gets the rendering group id the layer should render in.
  117470. */
  117471. renderingGroupId: number;
  117472. /**
  117473. * An event triggered when the effect layer has been disposed.
  117474. */
  117475. onDisposeObservable: Observable<EffectLayer>;
  117476. /**
  117477. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  117478. */
  117479. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  117480. /**
  117481. * An event triggered when the generated texture is being merged in the scene.
  117482. */
  117483. onBeforeComposeObservable: Observable<EffectLayer>;
  117484. /**
  117485. * An event triggered when the mesh is rendered into the effect render target.
  117486. */
  117487. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  117488. /**
  117489. * An event triggered after the mesh has been rendered into the effect render target.
  117490. */
  117491. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  117492. /**
  117493. * An event triggered when the generated texture has been merged in the scene.
  117494. */
  117495. onAfterComposeObservable: Observable<EffectLayer>;
  117496. /**
  117497. * An event triggered when the efffect layer changes its size.
  117498. */
  117499. onSizeChangedObservable: Observable<EffectLayer>;
  117500. /** @hidden */
  117501. static _SceneComponentInitialization: (scene: Scene) => void;
  117502. /**
  117503. * Instantiates a new effect Layer and references it in the scene.
  117504. * @param name The name of the layer
  117505. * @param scene The scene to use the layer in
  117506. */
  117507. constructor(
  117508. /** The Friendly of the effect in the scene */
  117509. name: string, scene: Scene);
  117510. /**
  117511. * Get the effect name of the layer.
  117512. * @return The effect name
  117513. */
  117514. abstract getEffectName(): string;
  117515. /**
  117516. * Checks for the readiness of the element composing the layer.
  117517. * @param subMesh the mesh to check for
  117518. * @param useInstances specify wether or not to use instances to render the mesh
  117519. * @return true if ready otherwise, false
  117520. */
  117521. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117522. /**
  117523. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117524. * @returns true if the effect requires stencil during the main canvas render pass.
  117525. */
  117526. abstract needStencil(): boolean;
  117527. /**
  117528. * Create the merge effect. This is the shader use to blit the information back
  117529. * to the main canvas at the end of the scene rendering.
  117530. * @returns The effect containing the shader used to merge the effect on the main canvas
  117531. */
  117532. protected abstract _createMergeEffect(): Effect;
  117533. /**
  117534. * Creates the render target textures and post processes used in the effect layer.
  117535. */
  117536. protected abstract _createTextureAndPostProcesses(): void;
  117537. /**
  117538. * Implementation specific of rendering the generating effect on the main canvas.
  117539. * @param effect The effect used to render through
  117540. */
  117541. protected abstract _internalRender(effect: Effect): void;
  117542. /**
  117543. * Sets the required values for both the emissive texture and and the main color.
  117544. */
  117545. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117546. /**
  117547. * Free any resources and references associated to a mesh.
  117548. * Internal use
  117549. * @param mesh The mesh to free.
  117550. */
  117551. abstract _disposeMesh(mesh: Mesh): void;
  117552. /**
  117553. * Serializes this layer (Glow or Highlight for example)
  117554. * @returns a serialized layer object
  117555. */
  117556. abstract serialize?(): any;
  117557. /**
  117558. * Initializes the effect layer with the required options.
  117559. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  117560. */
  117561. protected _init(options: Partial<IEffectLayerOptions>): void;
  117562. /**
  117563. * Generates the index buffer of the full screen quad blending to the main canvas.
  117564. */
  117565. private _generateIndexBuffer;
  117566. /**
  117567. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  117568. */
  117569. private _generateVertexBuffer;
  117570. /**
  117571. * Sets the main texture desired size which is the closest power of two
  117572. * of the engine canvas size.
  117573. */
  117574. private _setMainTextureSize;
  117575. /**
  117576. * Creates the main texture for the effect layer.
  117577. */
  117578. protected _createMainTexture(): void;
  117579. /**
  117580. * Adds specific effects defines.
  117581. * @param defines The defines to add specifics to.
  117582. */
  117583. protected _addCustomEffectDefines(defines: string[]): void;
  117584. /**
  117585. * Checks for the readiness of the element composing the layer.
  117586. * @param subMesh the mesh to check for
  117587. * @param useInstances specify wether or not to use instances to render the mesh
  117588. * @param emissiveTexture the associated emissive texture used to generate the glow
  117589. * @return true if ready otherwise, false
  117590. */
  117591. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  117592. /**
  117593. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  117594. */
  117595. render(): void;
  117596. /**
  117597. * Determine if a given mesh will be used in the current effect.
  117598. * @param mesh mesh to test
  117599. * @returns true if the mesh will be used
  117600. */
  117601. hasMesh(mesh: AbstractMesh): boolean;
  117602. /**
  117603. * Returns true if the layer contains information to display, otherwise false.
  117604. * @returns true if the glow layer should be rendered
  117605. */
  117606. shouldRender(): boolean;
  117607. /**
  117608. * Returns true if the mesh should render, otherwise false.
  117609. * @param mesh The mesh to render
  117610. * @returns true if it should render otherwise false
  117611. */
  117612. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  117613. /**
  117614. * Returns true if the mesh can be rendered, otherwise false.
  117615. * @param mesh The mesh to render
  117616. * @param material The material used on the mesh
  117617. * @returns true if it can be rendered otherwise false
  117618. */
  117619. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117620. /**
  117621. * Returns true if the mesh should render, otherwise false.
  117622. * @param mesh The mesh to render
  117623. * @returns true if it should render otherwise false
  117624. */
  117625. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  117626. /**
  117627. * Renders the submesh passed in parameter to the generation map.
  117628. */
  117629. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  117630. /**
  117631. * Defines wether the current material of the mesh should be use to render the effect.
  117632. * @param mesh defines the current mesh to render
  117633. */
  117634. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  117635. /**
  117636. * Rebuild the required buffers.
  117637. * @hidden Internal use only.
  117638. */
  117639. _rebuild(): void;
  117640. /**
  117641. * Dispose only the render target textures and post process.
  117642. */
  117643. private _disposeTextureAndPostProcesses;
  117644. /**
  117645. * Dispose the highlight layer and free resources.
  117646. */
  117647. dispose(): void;
  117648. /**
  117649. * Gets the class name of the effect layer
  117650. * @returns the string with the class name of the effect layer
  117651. */
  117652. getClassName(): string;
  117653. /**
  117654. * Creates an effect layer from parsed effect layer data
  117655. * @param parsedEffectLayer defines effect layer data
  117656. * @param scene defines the current scene
  117657. * @param rootUrl defines the root URL containing the effect layer information
  117658. * @returns a parsed effect Layer
  117659. */
  117660. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  117661. }
  117662. }
  117663. declare module BABYLON {
  117664. interface AbstractScene {
  117665. /**
  117666. * The list of effect layers (highlights/glow) added to the scene
  117667. * @see http://doc.babylonjs.com/how_to/highlight_layer
  117668. * @see http://doc.babylonjs.com/how_to/glow_layer
  117669. */
  117670. effectLayers: Array<EffectLayer>;
  117671. /**
  117672. * Removes the given effect layer from this scene.
  117673. * @param toRemove defines the effect layer to remove
  117674. * @returns the index of the removed effect layer
  117675. */
  117676. removeEffectLayer(toRemove: EffectLayer): number;
  117677. /**
  117678. * Adds the given effect layer to this scene
  117679. * @param newEffectLayer defines the effect layer to add
  117680. */
  117681. addEffectLayer(newEffectLayer: EffectLayer): void;
  117682. }
  117683. /**
  117684. * Defines the layer scene component responsible to manage any effect layers
  117685. * in a given scene.
  117686. */
  117687. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  117688. /**
  117689. * The component name helpfull to identify the component in the list of scene components.
  117690. */
  117691. readonly name: string;
  117692. /**
  117693. * The scene the component belongs to.
  117694. */
  117695. scene: Scene;
  117696. private _engine;
  117697. private _renderEffects;
  117698. private _needStencil;
  117699. private _previousStencilState;
  117700. /**
  117701. * Creates a new instance of the component for the given scene
  117702. * @param scene Defines the scene to register the component in
  117703. */
  117704. constructor(scene: Scene);
  117705. /**
  117706. * Registers the component in a given scene
  117707. */
  117708. register(): void;
  117709. /**
  117710. * Rebuilds the elements related to this component in case of
  117711. * context lost for instance.
  117712. */
  117713. rebuild(): void;
  117714. /**
  117715. * Serializes the component data to the specified json object
  117716. * @param serializationObject The object to serialize to
  117717. */
  117718. serialize(serializationObject: any): void;
  117719. /**
  117720. * Adds all the elements from the container to the scene
  117721. * @param container the container holding the elements
  117722. */
  117723. addFromContainer(container: AbstractScene): void;
  117724. /**
  117725. * Removes all the elements in the container from the scene
  117726. * @param container contains the elements to remove
  117727. * @param dispose if the removed element should be disposed (default: false)
  117728. */
  117729. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  117730. /**
  117731. * Disposes the component and the associated ressources.
  117732. */
  117733. dispose(): void;
  117734. private _isReadyForMesh;
  117735. private _renderMainTexture;
  117736. private _setStencil;
  117737. private _setStencilBack;
  117738. private _draw;
  117739. private _drawCamera;
  117740. private _drawRenderingGroup;
  117741. }
  117742. }
  117743. declare module BABYLON {
  117744. /** @hidden */
  117745. export var glowMapMergePixelShader: {
  117746. name: string;
  117747. shader: string;
  117748. };
  117749. }
  117750. declare module BABYLON {
  117751. /** @hidden */
  117752. export var glowMapMergeVertexShader: {
  117753. name: string;
  117754. shader: string;
  117755. };
  117756. }
  117757. declare module BABYLON {
  117758. interface AbstractScene {
  117759. /**
  117760. * Return a the first highlight layer of the scene with a given name.
  117761. * @param name The name of the highlight layer to look for.
  117762. * @return The highlight layer if found otherwise null.
  117763. */
  117764. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  117765. }
  117766. /**
  117767. * Glow layer options. This helps customizing the behaviour
  117768. * of the glow layer.
  117769. */
  117770. export interface IGlowLayerOptions {
  117771. /**
  117772. * Multiplication factor apply to the canvas size to compute the render target size
  117773. * used to generated the glowing objects (the smaller the faster).
  117774. */
  117775. mainTextureRatio: number;
  117776. /**
  117777. * Enforces a fixed size texture to ensure resize independant blur.
  117778. */
  117779. mainTextureFixedSize?: number;
  117780. /**
  117781. * How big is the kernel of the blur texture.
  117782. */
  117783. blurKernelSize: number;
  117784. /**
  117785. * The camera attached to the layer.
  117786. */
  117787. camera: Nullable<Camera>;
  117788. /**
  117789. * Enable MSAA by chosing the number of samples.
  117790. */
  117791. mainTextureSamples?: number;
  117792. /**
  117793. * The rendering group to draw the layer in.
  117794. */
  117795. renderingGroupId: number;
  117796. }
  117797. /**
  117798. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  117799. *
  117800. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  117801. *
  117802. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  117803. */
  117804. export class GlowLayer extends EffectLayer {
  117805. /**
  117806. * Effect Name of the layer.
  117807. */
  117808. static readonly EffectName: string;
  117809. /**
  117810. * The default blur kernel size used for the glow.
  117811. */
  117812. static DefaultBlurKernelSize: number;
  117813. /**
  117814. * The default texture size ratio used for the glow.
  117815. */
  117816. static DefaultTextureRatio: number;
  117817. /**
  117818. * Sets the kernel size of the blur.
  117819. */
  117820. /**
  117821. * Gets the kernel size of the blur.
  117822. */
  117823. blurKernelSize: number;
  117824. /**
  117825. * Sets the glow intensity.
  117826. */
  117827. /**
  117828. * Gets the glow intensity.
  117829. */
  117830. intensity: number;
  117831. private _options;
  117832. private _intensity;
  117833. private _horizontalBlurPostprocess1;
  117834. private _verticalBlurPostprocess1;
  117835. private _horizontalBlurPostprocess2;
  117836. private _verticalBlurPostprocess2;
  117837. private _blurTexture1;
  117838. private _blurTexture2;
  117839. private _postProcesses1;
  117840. private _postProcesses2;
  117841. private _includedOnlyMeshes;
  117842. private _excludedMeshes;
  117843. private _meshesUsingTheirOwnMaterials;
  117844. /**
  117845. * Callback used to let the user override the color selection on a per mesh basis
  117846. */
  117847. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  117848. /**
  117849. * Callback used to let the user override the texture selection on a per mesh basis
  117850. */
  117851. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  117852. /**
  117853. * Instantiates a new glow Layer and references it to the scene.
  117854. * @param name The name of the layer
  117855. * @param scene The scene to use the layer in
  117856. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  117857. */
  117858. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  117859. /**
  117860. * Get the effect name of the layer.
  117861. * @return The effect name
  117862. */
  117863. getEffectName(): string;
  117864. /**
  117865. * Create the merge effect. This is the shader use to blit the information back
  117866. * to the main canvas at the end of the scene rendering.
  117867. */
  117868. protected _createMergeEffect(): Effect;
  117869. /**
  117870. * Creates the render target textures and post processes used in the glow layer.
  117871. */
  117872. protected _createTextureAndPostProcesses(): void;
  117873. /**
  117874. * Checks for the readiness of the element composing the layer.
  117875. * @param subMesh the mesh to check for
  117876. * @param useInstances specify wether or not to use instances to render the mesh
  117877. * @param emissiveTexture the associated emissive texture used to generate the glow
  117878. * @return true if ready otherwise, false
  117879. */
  117880. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117881. /**
  117882. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117883. */
  117884. needStencil(): boolean;
  117885. /**
  117886. * Returns true if the mesh can be rendered, otherwise false.
  117887. * @param mesh The mesh to render
  117888. * @param material The material used on the mesh
  117889. * @returns true if it can be rendered otherwise false
  117890. */
  117891. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117892. /**
  117893. * Implementation specific of rendering the generating effect on the main canvas.
  117894. * @param effect The effect used to render through
  117895. */
  117896. protected _internalRender(effect: Effect): void;
  117897. /**
  117898. * Sets the required values for both the emissive texture and and the main color.
  117899. */
  117900. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117901. /**
  117902. * Returns true if the mesh should render, otherwise false.
  117903. * @param mesh The mesh to render
  117904. * @returns true if it should render otherwise false
  117905. */
  117906. protected _shouldRenderMesh(mesh: Mesh): boolean;
  117907. /**
  117908. * Adds specific effects defines.
  117909. * @param defines The defines to add specifics to.
  117910. */
  117911. protected _addCustomEffectDefines(defines: string[]): void;
  117912. /**
  117913. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  117914. * @param mesh The mesh to exclude from the glow layer
  117915. */
  117916. addExcludedMesh(mesh: Mesh): void;
  117917. /**
  117918. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  117919. * @param mesh The mesh to remove
  117920. */
  117921. removeExcludedMesh(mesh: Mesh): void;
  117922. /**
  117923. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  117924. * @param mesh The mesh to include in the glow layer
  117925. */
  117926. addIncludedOnlyMesh(mesh: Mesh): void;
  117927. /**
  117928. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  117929. * @param mesh The mesh to remove
  117930. */
  117931. removeIncludedOnlyMesh(mesh: Mesh): void;
  117932. /**
  117933. * Determine if a given mesh will be used in the glow layer
  117934. * @param mesh The mesh to test
  117935. * @returns true if the mesh will be highlighted by the current glow layer
  117936. */
  117937. hasMesh(mesh: AbstractMesh): boolean;
  117938. /**
  117939. * Defines wether the current material of the mesh should be use to render the effect.
  117940. * @param mesh defines the current mesh to render
  117941. */
  117942. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  117943. /**
  117944. * Add a mesh to be rendered through its own material and not with emissive only.
  117945. * @param mesh The mesh for which we need to use its material
  117946. */
  117947. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  117948. /**
  117949. * Remove a mesh from being rendered through its own material and not with emissive only.
  117950. * @param mesh The mesh for which we need to not use its material
  117951. */
  117952. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  117953. /**
  117954. * Free any resources and references associated to a mesh.
  117955. * Internal use
  117956. * @param mesh The mesh to free.
  117957. * @hidden
  117958. */
  117959. _disposeMesh(mesh: Mesh): void;
  117960. /**
  117961. * Gets the class name of the effect layer
  117962. * @returns the string with the class name of the effect layer
  117963. */
  117964. getClassName(): string;
  117965. /**
  117966. * Serializes this glow layer
  117967. * @returns a serialized glow layer object
  117968. */
  117969. serialize(): any;
  117970. /**
  117971. * Creates a Glow Layer from parsed glow layer data
  117972. * @param parsedGlowLayer defines glow layer data
  117973. * @param scene defines the current scene
  117974. * @param rootUrl defines the root URL containing the glow layer information
  117975. * @returns a parsed Glow Layer
  117976. */
  117977. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  117978. }
  117979. }
  117980. declare module BABYLON {
  117981. /** @hidden */
  117982. export var glowBlurPostProcessPixelShader: {
  117983. name: string;
  117984. shader: string;
  117985. };
  117986. }
  117987. declare module BABYLON {
  117988. interface AbstractScene {
  117989. /**
  117990. * Return a the first highlight layer of the scene with a given name.
  117991. * @param name The name of the highlight layer to look for.
  117992. * @return The highlight layer if found otherwise null.
  117993. */
  117994. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  117995. }
  117996. /**
  117997. * Highlight layer options. This helps customizing the behaviour
  117998. * of the highlight layer.
  117999. */
  118000. export interface IHighlightLayerOptions {
  118001. /**
  118002. * Multiplication factor apply to the canvas size to compute the render target size
  118003. * used to generated the glowing objects (the smaller the faster).
  118004. */
  118005. mainTextureRatio: number;
  118006. /**
  118007. * Enforces a fixed size texture to ensure resize independant blur.
  118008. */
  118009. mainTextureFixedSize?: number;
  118010. /**
  118011. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  118012. * of the picture to blur (the smaller the faster).
  118013. */
  118014. blurTextureSizeRatio: number;
  118015. /**
  118016. * How big in texel of the blur texture is the vertical blur.
  118017. */
  118018. blurVerticalSize: number;
  118019. /**
  118020. * How big in texel of the blur texture is the horizontal blur.
  118021. */
  118022. blurHorizontalSize: number;
  118023. /**
  118024. * Alpha blending mode used to apply the blur. Default is combine.
  118025. */
  118026. alphaBlendingMode: number;
  118027. /**
  118028. * The camera attached to the layer.
  118029. */
  118030. camera: Nullable<Camera>;
  118031. /**
  118032. * Should we display highlight as a solid stroke?
  118033. */
  118034. isStroke?: boolean;
  118035. /**
  118036. * The rendering group to draw the layer in.
  118037. */
  118038. renderingGroupId: number;
  118039. }
  118040. /**
  118041. * The highlight layer Helps adding a glow effect around a mesh.
  118042. *
  118043. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  118044. * glowy meshes to your scene.
  118045. *
  118046. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  118047. */
  118048. export class HighlightLayer extends EffectLayer {
  118049. name: string;
  118050. /**
  118051. * Effect Name of the highlight layer.
  118052. */
  118053. static readonly EffectName: string;
  118054. /**
  118055. * The neutral color used during the preparation of the glow effect.
  118056. * This is black by default as the blend operation is a blend operation.
  118057. */
  118058. static NeutralColor: Color4;
  118059. /**
  118060. * Stencil value used for glowing meshes.
  118061. */
  118062. static GlowingMeshStencilReference: number;
  118063. /**
  118064. * Stencil value used for the other meshes in the scene.
  118065. */
  118066. static NormalMeshStencilReference: number;
  118067. /**
  118068. * Specifies whether or not the inner glow is ACTIVE in the layer.
  118069. */
  118070. innerGlow: boolean;
  118071. /**
  118072. * Specifies whether or not the outer glow is ACTIVE in the layer.
  118073. */
  118074. outerGlow: boolean;
  118075. /**
  118076. * Specifies the horizontal size of the blur.
  118077. */
  118078. /**
  118079. * Gets the horizontal size of the blur.
  118080. */
  118081. blurHorizontalSize: number;
  118082. /**
  118083. * Specifies the vertical size of the blur.
  118084. */
  118085. /**
  118086. * Gets the vertical size of the blur.
  118087. */
  118088. blurVerticalSize: number;
  118089. /**
  118090. * An event triggered when the highlight layer is being blurred.
  118091. */
  118092. onBeforeBlurObservable: Observable<HighlightLayer>;
  118093. /**
  118094. * An event triggered when the highlight layer has been blurred.
  118095. */
  118096. onAfterBlurObservable: Observable<HighlightLayer>;
  118097. private _instanceGlowingMeshStencilReference;
  118098. private _options;
  118099. private _downSamplePostprocess;
  118100. private _horizontalBlurPostprocess;
  118101. private _verticalBlurPostprocess;
  118102. private _blurTexture;
  118103. private _meshes;
  118104. private _excludedMeshes;
  118105. /**
  118106. * Instantiates a new highlight Layer and references it to the scene..
  118107. * @param name The name of the layer
  118108. * @param scene The scene to use the layer in
  118109. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  118110. */
  118111. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  118112. /**
  118113. * Get the effect name of the layer.
  118114. * @return The effect name
  118115. */
  118116. getEffectName(): string;
  118117. /**
  118118. * Create the merge effect. This is the shader use to blit the information back
  118119. * to the main canvas at the end of the scene rendering.
  118120. */
  118121. protected _createMergeEffect(): Effect;
  118122. /**
  118123. * Creates the render target textures and post processes used in the highlight layer.
  118124. */
  118125. protected _createTextureAndPostProcesses(): void;
  118126. /**
  118127. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118128. */
  118129. needStencil(): boolean;
  118130. /**
  118131. * Checks for the readiness of the element composing the layer.
  118132. * @param subMesh the mesh to check for
  118133. * @param useInstances specify wether or not to use instances to render the mesh
  118134. * @param emissiveTexture the associated emissive texture used to generate the glow
  118135. * @return true if ready otherwise, false
  118136. */
  118137. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118138. /**
  118139. * Implementation specific of rendering the generating effect on the main canvas.
  118140. * @param effect The effect used to render through
  118141. */
  118142. protected _internalRender(effect: Effect): void;
  118143. /**
  118144. * Returns true if the layer contains information to display, otherwise false.
  118145. */
  118146. shouldRender(): boolean;
  118147. /**
  118148. * Returns true if the mesh should render, otherwise false.
  118149. * @param mesh The mesh to render
  118150. * @returns true if it should render otherwise false
  118151. */
  118152. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118153. /**
  118154. * Sets the required values for both the emissive texture and and the main color.
  118155. */
  118156. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118157. /**
  118158. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  118159. * @param mesh The mesh to exclude from the highlight layer
  118160. */
  118161. addExcludedMesh(mesh: Mesh): void;
  118162. /**
  118163. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  118164. * @param mesh The mesh to highlight
  118165. */
  118166. removeExcludedMesh(mesh: Mesh): void;
  118167. /**
  118168. * Determine if a given mesh will be highlighted by the current HighlightLayer
  118169. * @param mesh mesh to test
  118170. * @returns true if the mesh will be highlighted by the current HighlightLayer
  118171. */
  118172. hasMesh(mesh: AbstractMesh): boolean;
  118173. /**
  118174. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  118175. * @param mesh The mesh to highlight
  118176. * @param color The color of the highlight
  118177. * @param glowEmissiveOnly Extract the glow from the emissive texture
  118178. */
  118179. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  118180. /**
  118181. * Remove a mesh from the highlight layer in order to make it stop glowing.
  118182. * @param mesh The mesh to highlight
  118183. */
  118184. removeMesh(mesh: Mesh): void;
  118185. /**
  118186. * Force the stencil to the normal expected value for none glowing parts
  118187. */
  118188. private _defaultStencilReference;
  118189. /**
  118190. * Free any resources and references associated to a mesh.
  118191. * Internal use
  118192. * @param mesh The mesh to free.
  118193. * @hidden
  118194. */
  118195. _disposeMesh(mesh: Mesh): void;
  118196. /**
  118197. * Dispose the highlight layer and free resources.
  118198. */
  118199. dispose(): void;
  118200. /**
  118201. * Gets the class name of the effect layer
  118202. * @returns the string with the class name of the effect layer
  118203. */
  118204. getClassName(): string;
  118205. /**
  118206. * Serializes this Highlight layer
  118207. * @returns a serialized Highlight layer object
  118208. */
  118209. serialize(): any;
  118210. /**
  118211. * Creates a Highlight layer from parsed Highlight layer data
  118212. * @param parsedHightlightLayer defines the Highlight layer data
  118213. * @param scene defines the current scene
  118214. * @param rootUrl defines the root URL containing the Highlight layer information
  118215. * @returns a parsed Highlight layer
  118216. */
  118217. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  118218. }
  118219. }
  118220. declare module BABYLON {
  118221. interface AbstractScene {
  118222. /**
  118223. * The list of layers (background and foreground) of the scene
  118224. */
  118225. layers: Array<Layer>;
  118226. }
  118227. /**
  118228. * Defines the layer scene component responsible to manage any layers
  118229. * in a given scene.
  118230. */
  118231. export class LayerSceneComponent implements ISceneComponent {
  118232. /**
  118233. * The component name helpfull to identify the component in the list of scene components.
  118234. */
  118235. readonly name: string;
  118236. /**
  118237. * The scene the component belongs to.
  118238. */
  118239. scene: Scene;
  118240. private _engine;
  118241. /**
  118242. * Creates a new instance of the component for the given scene
  118243. * @param scene Defines the scene to register the component in
  118244. */
  118245. constructor(scene: Scene);
  118246. /**
  118247. * Registers the component in a given scene
  118248. */
  118249. register(): void;
  118250. /**
  118251. * Rebuilds the elements related to this component in case of
  118252. * context lost for instance.
  118253. */
  118254. rebuild(): void;
  118255. /**
  118256. * Disposes the component and the associated ressources.
  118257. */
  118258. dispose(): void;
  118259. private _draw;
  118260. private _drawCameraPredicate;
  118261. private _drawCameraBackground;
  118262. private _drawCameraForeground;
  118263. private _drawRenderTargetPredicate;
  118264. private _drawRenderTargetBackground;
  118265. private _drawRenderTargetForeground;
  118266. /**
  118267. * Adds all the elements from the container to the scene
  118268. * @param container the container holding the elements
  118269. */
  118270. addFromContainer(container: AbstractScene): void;
  118271. /**
  118272. * Removes all the elements in the container from the scene
  118273. * @param container contains the elements to remove
  118274. * @param dispose if the removed element should be disposed (default: false)
  118275. */
  118276. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118277. }
  118278. }
  118279. declare module BABYLON {
  118280. /** @hidden */
  118281. export var layerPixelShader: {
  118282. name: string;
  118283. shader: string;
  118284. };
  118285. }
  118286. declare module BABYLON {
  118287. /** @hidden */
  118288. export var layerVertexShader: {
  118289. name: string;
  118290. shader: string;
  118291. };
  118292. }
  118293. declare module BABYLON {
  118294. /**
  118295. * This represents a full screen 2d layer.
  118296. * This can be useful to display a picture in the background of your scene for instance.
  118297. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118298. */
  118299. export class Layer {
  118300. /**
  118301. * Define the name of the layer.
  118302. */
  118303. name: string;
  118304. /**
  118305. * Define the texture the layer should display.
  118306. */
  118307. texture: Nullable<Texture>;
  118308. /**
  118309. * Is the layer in background or foreground.
  118310. */
  118311. isBackground: boolean;
  118312. /**
  118313. * Define the color of the layer (instead of texture).
  118314. */
  118315. color: Color4;
  118316. /**
  118317. * Define the scale of the layer in order to zoom in out of the texture.
  118318. */
  118319. scale: Vector2;
  118320. /**
  118321. * Define an offset for the layer in order to shift the texture.
  118322. */
  118323. offset: Vector2;
  118324. /**
  118325. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  118326. */
  118327. alphaBlendingMode: number;
  118328. /**
  118329. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  118330. * Alpha test will not mix with the background color in case of transparency.
  118331. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  118332. */
  118333. alphaTest: boolean;
  118334. /**
  118335. * Define a mask to restrict the layer to only some of the scene cameras.
  118336. */
  118337. layerMask: number;
  118338. /**
  118339. * Define the list of render target the layer is visible into.
  118340. */
  118341. renderTargetTextures: RenderTargetTexture[];
  118342. /**
  118343. * Define if the layer is only used in renderTarget or if it also
  118344. * renders in the main frame buffer of the canvas.
  118345. */
  118346. renderOnlyInRenderTargetTextures: boolean;
  118347. private _scene;
  118348. private _vertexBuffers;
  118349. private _indexBuffer;
  118350. private _effect;
  118351. private _alphaTestEffect;
  118352. /**
  118353. * An event triggered when the layer is disposed.
  118354. */
  118355. onDisposeObservable: Observable<Layer>;
  118356. private _onDisposeObserver;
  118357. /**
  118358. * Back compatibility with callback before the onDisposeObservable existed.
  118359. * The set callback will be triggered when the layer has been disposed.
  118360. */
  118361. onDispose: () => void;
  118362. /**
  118363. * An event triggered before rendering the scene
  118364. */
  118365. onBeforeRenderObservable: Observable<Layer>;
  118366. private _onBeforeRenderObserver;
  118367. /**
  118368. * Back compatibility with callback before the onBeforeRenderObservable existed.
  118369. * The set callback will be triggered just before rendering the layer.
  118370. */
  118371. onBeforeRender: () => void;
  118372. /**
  118373. * An event triggered after rendering the scene
  118374. */
  118375. onAfterRenderObservable: Observable<Layer>;
  118376. private _onAfterRenderObserver;
  118377. /**
  118378. * Back compatibility with callback before the onAfterRenderObservable existed.
  118379. * The set callback will be triggered just after rendering the layer.
  118380. */
  118381. onAfterRender: () => void;
  118382. /**
  118383. * Instantiates a new layer.
  118384. * This represents a full screen 2d layer.
  118385. * This can be useful to display a picture in the background of your scene for instance.
  118386. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118387. * @param name Define the name of the layer in the scene
  118388. * @param imgUrl Define the url of the texture to display in the layer
  118389. * @param scene Define the scene the layer belongs to
  118390. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  118391. * @param color Defines a color for the layer
  118392. */
  118393. constructor(
  118394. /**
  118395. * Define the name of the layer.
  118396. */
  118397. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  118398. private _createIndexBuffer;
  118399. /** @hidden */
  118400. _rebuild(): void;
  118401. /**
  118402. * Renders the layer in the scene.
  118403. */
  118404. render(): void;
  118405. /**
  118406. * Disposes and releases the associated ressources.
  118407. */
  118408. dispose(): void;
  118409. }
  118410. }
  118411. declare module BABYLON {
  118412. /** @hidden */
  118413. export var lensFlarePixelShader: {
  118414. name: string;
  118415. shader: string;
  118416. };
  118417. }
  118418. declare module BABYLON {
  118419. /** @hidden */
  118420. export var lensFlareVertexShader: {
  118421. name: string;
  118422. shader: string;
  118423. };
  118424. }
  118425. declare module BABYLON {
  118426. /**
  118427. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118428. * It is usually composed of several `lensFlare`.
  118429. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118430. */
  118431. export class LensFlareSystem {
  118432. /**
  118433. * Define the name of the lens flare system
  118434. */
  118435. name: string;
  118436. /**
  118437. * List of lens flares used in this system.
  118438. */
  118439. lensFlares: LensFlare[];
  118440. /**
  118441. * Define a limit from the border the lens flare can be visible.
  118442. */
  118443. borderLimit: number;
  118444. /**
  118445. * Define a viewport border we do not want to see the lens flare in.
  118446. */
  118447. viewportBorder: number;
  118448. /**
  118449. * Define a predicate which could limit the list of meshes able to occlude the effect.
  118450. */
  118451. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  118452. /**
  118453. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  118454. */
  118455. layerMask: number;
  118456. /**
  118457. * Define the id of the lens flare system in the scene.
  118458. * (equal to name by default)
  118459. */
  118460. id: string;
  118461. private _scene;
  118462. private _emitter;
  118463. private _vertexBuffers;
  118464. private _indexBuffer;
  118465. private _effect;
  118466. private _positionX;
  118467. private _positionY;
  118468. private _isEnabled;
  118469. /** @hidden */
  118470. static _SceneComponentInitialization: (scene: Scene) => void;
  118471. /**
  118472. * Instantiates a lens flare system.
  118473. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118474. * It is usually composed of several `lensFlare`.
  118475. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118476. * @param name Define the name of the lens flare system in the scene
  118477. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  118478. * @param scene Define the scene the lens flare system belongs to
  118479. */
  118480. constructor(
  118481. /**
  118482. * Define the name of the lens flare system
  118483. */
  118484. name: string, emitter: any, scene: Scene);
  118485. /**
  118486. * Define if the lens flare system is enabled.
  118487. */
  118488. isEnabled: boolean;
  118489. /**
  118490. * Get the scene the effects belongs to.
  118491. * @returns the scene holding the lens flare system
  118492. */
  118493. getScene(): Scene;
  118494. /**
  118495. * Get the emitter of the lens flare system.
  118496. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118497. * @returns the emitter of the lens flare system
  118498. */
  118499. getEmitter(): any;
  118500. /**
  118501. * Set the emitter of the lens flare system.
  118502. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118503. * @param newEmitter Define the new emitter of the system
  118504. */
  118505. setEmitter(newEmitter: any): void;
  118506. /**
  118507. * Get the lens flare system emitter position.
  118508. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  118509. * @returns the position
  118510. */
  118511. getEmitterPosition(): Vector3;
  118512. /**
  118513. * @hidden
  118514. */
  118515. computeEffectivePosition(globalViewport: Viewport): boolean;
  118516. /** @hidden */
  118517. _isVisible(): boolean;
  118518. /**
  118519. * @hidden
  118520. */
  118521. render(): boolean;
  118522. /**
  118523. * Dispose and release the lens flare with its associated resources.
  118524. */
  118525. dispose(): void;
  118526. /**
  118527. * Parse a lens flare system from a JSON repressentation
  118528. * @param parsedLensFlareSystem Define the JSON to parse
  118529. * @param scene Define the scene the parsed system should be instantiated in
  118530. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  118531. * @returns the parsed system
  118532. */
  118533. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  118534. /**
  118535. * Serialize the current Lens Flare System into a JSON representation.
  118536. * @returns the serialized JSON
  118537. */
  118538. serialize(): any;
  118539. }
  118540. }
  118541. declare module BABYLON {
  118542. /**
  118543. * This represents one of the lens effect in a `lensFlareSystem`.
  118544. * It controls one of the indiviual texture used in the effect.
  118545. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118546. */
  118547. export class LensFlare {
  118548. /**
  118549. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118550. */
  118551. size: number;
  118552. /**
  118553. * 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.
  118554. */
  118555. position: number;
  118556. /**
  118557. * Define the lens color.
  118558. */
  118559. color: Color3;
  118560. /**
  118561. * Define the lens texture.
  118562. */
  118563. texture: Nullable<Texture>;
  118564. /**
  118565. * Define the alpha mode to render this particular lens.
  118566. */
  118567. alphaMode: number;
  118568. private _system;
  118569. /**
  118570. * Creates a new Lens Flare.
  118571. * This represents one of the lens effect in a `lensFlareSystem`.
  118572. * It controls one of the indiviual texture used in the effect.
  118573. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118574. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  118575. * @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.
  118576. * @param color Define the lens color
  118577. * @param imgUrl Define the lens texture url
  118578. * @param system Define the `lensFlareSystem` this flare is part of
  118579. * @returns The newly created Lens Flare
  118580. */
  118581. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  118582. /**
  118583. * Instantiates a new Lens Flare.
  118584. * This represents one of the lens effect in a `lensFlareSystem`.
  118585. * It controls one of the indiviual texture used in the effect.
  118586. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118587. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  118588. * @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.
  118589. * @param color Define the lens color
  118590. * @param imgUrl Define the lens texture url
  118591. * @param system Define the `lensFlareSystem` this flare is part of
  118592. */
  118593. constructor(
  118594. /**
  118595. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118596. */
  118597. size: number,
  118598. /**
  118599. * 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.
  118600. */
  118601. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  118602. /**
  118603. * Dispose and release the lens flare with its associated resources.
  118604. */
  118605. dispose(): void;
  118606. }
  118607. }
  118608. declare module BABYLON {
  118609. interface AbstractScene {
  118610. /**
  118611. * The list of lens flare system added to the scene
  118612. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118613. */
  118614. lensFlareSystems: Array<LensFlareSystem>;
  118615. /**
  118616. * Removes the given lens flare system from this scene.
  118617. * @param toRemove The lens flare system to remove
  118618. * @returns The index of the removed lens flare system
  118619. */
  118620. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  118621. /**
  118622. * Adds the given lens flare system to this scene
  118623. * @param newLensFlareSystem The lens flare system to add
  118624. */
  118625. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  118626. /**
  118627. * Gets a lens flare system using its name
  118628. * @param name defines the name to look for
  118629. * @returns the lens flare system or null if not found
  118630. */
  118631. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  118632. /**
  118633. * Gets a lens flare system using its id
  118634. * @param id defines the id to look for
  118635. * @returns the lens flare system or null if not found
  118636. */
  118637. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  118638. }
  118639. /**
  118640. * Defines the lens flare scene component responsible to manage any lens flares
  118641. * in a given scene.
  118642. */
  118643. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  118644. /**
  118645. * The component name helpfull to identify the component in the list of scene components.
  118646. */
  118647. readonly name: string;
  118648. /**
  118649. * The scene the component belongs to.
  118650. */
  118651. scene: Scene;
  118652. /**
  118653. * Creates a new instance of the component for the given scene
  118654. * @param scene Defines the scene to register the component in
  118655. */
  118656. constructor(scene: Scene);
  118657. /**
  118658. * Registers the component in a given scene
  118659. */
  118660. register(): void;
  118661. /**
  118662. * Rebuilds the elements related to this component in case of
  118663. * context lost for instance.
  118664. */
  118665. rebuild(): void;
  118666. /**
  118667. * Adds all the elements from the container to the scene
  118668. * @param container the container holding the elements
  118669. */
  118670. addFromContainer(container: AbstractScene): void;
  118671. /**
  118672. * Removes all the elements in the container from the scene
  118673. * @param container contains the elements to remove
  118674. * @param dispose if the removed element should be disposed (default: false)
  118675. */
  118676. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118677. /**
  118678. * Serializes the component data to the specified json object
  118679. * @param serializationObject The object to serialize to
  118680. */
  118681. serialize(serializationObject: any): void;
  118682. /**
  118683. * Disposes the component and the associated ressources.
  118684. */
  118685. dispose(): void;
  118686. private _draw;
  118687. }
  118688. }
  118689. declare module BABYLON {
  118690. /**
  118691. * Defines the shadow generator component responsible to manage any shadow generators
  118692. * in a given scene.
  118693. */
  118694. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  118695. /**
  118696. * The component name helpfull to identify the component in the list of scene components.
  118697. */
  118698. readonly name: string;
  118699. /**
  118700. * The scene the component belongs to.
  118701. */
  118702. scene: Scene;
  118703. /**
  118704. * Creates a new instance of the component for the given scene
  118705. * @param scene Defines the scene to register the component in
  118706. */
  118707. constructor(scene: Scene);
  118708. /**
  118709. * Registers the component in a given scene
  118710. */
  118711. register(): void;
  118712. /**
  118713. * Rebuilds the elements related to this component in case of
  118714. * context lost for instance.
  118715. */
  118716. rebuild(): void;
  118717. /**
  118718. * Serializes the component data to the specified json object
  118719. * @param serializationObject The object to serialize to
  118720. */
  118721. serialize(serializationObject: any): void;
  118722. /**
  118723. * Adds all the elements from the container to the scene
  118724. * @param container the container holding the elements
  118725. */
  118726. addFromContainer(container: AbstractScene): void;
  118727. /**
  118728. * Removes all the elements in the container from the scene
  118729. * @param container contains the elements to remove
  118730. * @param dispose if the removed element should be disposed (default: false)
  118731. */
  118732. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118733. /**
  118734. * Rebuilds the elements related to this component in case of
  118735. * context lost for instance.
  118736. */
  118737. dispose(): void;
  118738. private _gatherRenderTargets;
  118739. }
  118740. }
  118741. declare module BABYLON {
  118742. /**
  118743. * A point light is a light defined by an unique point in world space.
  118744. * The light is emitted in every direction from this point.
  118745. * A good example of a point light is a standard light bulb.
  118746. * Documentation: https://doc.babylonjs.com/babylon101/lights
  118747. */
  118748. export class PointLight extends ShadowLight {
  118749. private _shadowAngle;
  118750. /**
  118751. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118752. * This specifies what angle the shadow will use to be created.
  118753. *
  118754. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118755. */
  118756. /**
  118757. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118758. * This specifies what angle the shadow will use to be created.
  118759. *
  118760. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118761. */
  118762. shadowAngle: number;
  118763. /**
  118764. * Gets the direction if it has been set.
  118765. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118766. */
  118767. /**
  118768. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118769. */
  118770. direction: Vector3;
  118771. /**
  118772. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  118773. * A PointLight emits the light in every direction.
  118774. * It can cast shadows.
  118775. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  118776. * ```javascript
  118777. * var pointLight = new PointLight("pl", camera.position, scene);
  118778. * ```
  118779. * Documentation : https://doc.babylonjs.com/babylon101/lights
  118780. * @param name The light friendly name
  118781. * @param position The position of the point light in the scene
  118782. * @param scene The scene the lights belongs to
  118783. */
  118784. constructor(name: string, position: Vector3, scene: Scene);
  118785. /**
  118786. * Returns the string "PointLight"
  118787. * @returns the class name
  118788. */
  118789. getClassName(): string;
  118790. /**
  118791. * Returns the integer 0.
  118792. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  118793. */
  118794. getTypeID(): number;
  118795. /**
  118796. * Specifies wether or not the shadowmap should be a cube texture.
  118797. * @returns true if the shadowmap needs to be a cube texture.
  118798. */
  118799. needCube(): boolean;
  118800. /**
  118801. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  118802. * @param faceIndex The index of the face we are computed the direction to generate shadow
  118803. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  118804. */
  118805. getShadowDirection(faceIndex?: number): Vector3;
  118806. /**
  118807. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  118808. * - fov = PI / 2
  118809. * - aspect ratio : 1.0
  118810. * - z-near and far equal to the active camera minZ and maxZ.
  118811. * Returns the PointLight.
  118812. */
  118813. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  118814. protected _buildUniformLayout(): void;
  118815. /**
  118816. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  118817. * @param effect The effect to update
  118818. * @param lightIndex The index of the light in the effect to update
  118819. * @returns The point light
  118820. */
  118821. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  118822. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  118823. /**
  118824. * Prepares the list of defines specific to the light type.
  118825. * @param defines the list of defines
  118826. * @param lightIndex defines the index of the light for the effect
  118827. */
  118828. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  118829. }
  118830. }
  118831. declare module BABYLON {
  118832. /**
  118833. * Header information of HDR texture files.
  118834. */
  118835. export interface HDRInfo {
  118836. /**
  118837. * The height of the texture in pixels.
  118838. */
  118839. height: number;
  118840. /**
  118841. * The width of the texture in pixels.
  118842. */
  118843. width: number;
  118844. /**
  118845. * The index of the beginning of the data in the binary file.
  118846. */
  118847. dataPosition: number;
  118848. }
  118849. /**
  118850. * This groups tools to convert HDR texture to native colors array.
  118851. */
  118852. export class HDRTools {
  118853. private static Ldexp;
  118854. private static Rgbe2float;
  118855. private static readStringLine;
  118856. /**
  118857. * Reads header information from an RGBE texture stored in a native array.
  118858. * More information on this format are available here:
  118859. * https://en.wikipedia.org/wiki/RGBE_image_format
  118860. *
  118861. * @param uint8array The binary file stored in native array.
  118862. * @return The header information.
  118863. */
  118864. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  118865. /**
  118866. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  118867. * This RGBE texture needs to store the information as a panorama.
  118868. *
  118869. * More information on this format are available here:
  118870. * https://en.wikipedia.org/wiki/RGBE_image_format
  118871. *
  118872. * @param buffer The binary file stored in an array buffer.
  118873. * @param size The expected size of the extracted cubemap.
  118874. * @return The Cube Map information.
  118875. */
  118876. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  118877. /**
  118878. * Returns the pixels data extracted from an RGBE texture.
  118879. * This pixels will be stored left to right up to down in the R G B order in one array.
  118880. *
  118881. * More information on this format are available here:
  118882. * https://en.wikipedia.org/wiki/RGBE_image_format
  118883. *
  118884. * @param uint8array The binary file stored in an array buffer.
  118885. * @param hdrInfo The header information of the file.
  118886. * @return The pixels data in RGB right to left up to down order.
  118887. */
  118888. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  118889. private static RGBE_ReadPixels_RLE;
  118890. }
  118891. }
  118892. declare module BABYLON {
  118893. /**
  118894. * This represents a texture coming from an HDR input.
  118895. *
  118896. * The only supported format is currently panorama picture stored in RGBE format.
  118897. * Example of such files can be found on HDRLib: http://hdrlib.com/
  118898. */
  118899. export class HDRCubeTexture extends BaseTexture {
  118900. private static _facesMapping;
  118901. private _generateHarmonics;
  118902. private _noMipmap;
  118903. private _textureMatrix;
  118904. private _size;
  118905. private _onLoad;
  118906. private _onError;
  118907. /**
  118908. * The texture URL.
  118909. */
  118910. url: string;
  118911. /**
  118912. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  118913. */
  118914. coordinatesMode: number;
  118915. protected _isBlocking: boolean;
  118916. /**
  118917. * Sets wether or not the texture is blocking during loading.
  118918. */
  118919. /**
  118920. * Gets wether or not the texture is blocking during loading.
  118921. */
  118922. isBlocking: boolean;
  118923. protected _rotationY: number;
  118924. /**
  118925. * Sets texture matrix rotation angle around Y axis in radians.
  118926. */
  118927. /**
  118928. * Gets texture matrix rotation angle around Y axis radians.
  118929. */
  118930. rotationY: number;
  118931. /**
  118932. * Gets or sets the center of the bounding box associated with the cube texture
  118933. * It must define where the camera used to render the texture was set
  118934. */
  118935. boundingBoxPosition: Vector3;
  118936. private _boundingBoxSize;
  118937. /**
  118938. * Gets or sets the size of the bounding box associated with the cube texture
  118939. * When defined, the cubemap will switch to local mode
  118940. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  118941. * @example https://www.babylonjs-playground.com/#RNASML
  118942. */
  118943. boundingBoxSize: Vector3;
  118944. /**
  118945. * Instantiates an HDRTexture from the following parameters.
  118946. *
  118947. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  118948. * @param scene The scene the texture will be used in
  118949. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  118950. * @param noMipmap Forces to not generate the mipmap if true
  118951. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  118952. * @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)
  118953. * @param reserved Reserved flag for internal use.
  118954. */
  118955. 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>);
  118956. /**
  118957. * Get the current class name of the texture useful for serialization or dynamic coding.
  118958. * @returns "HDRCubeTexture"
  118959. */
  118960. getClassName(): string;
  118961. /**
  118962. * Occurs when the file is raw .hdr file.
  118963. */
  118964. private loadTexture;
  118965. clone(): HDRCubeTexture;
  118966. delayLoad(): void;
  118967. /**
  118968. * Get the texture reflection matrix used to rotate/transform the reflection.
  118969. * @returns the reflection matrix
  118970. */
  118971. getReflectionTextureMatrix(): Matrix;
  118972. /**
  118973. * Set the texture reflection matrix used to rotate/transform the reflection.
  118974. * @param value Define the reflection matrix to set
  118975. */
  118976. setReflectionTextureMatrix(value: Matrix): void;
  118977. /**
  118978. * Parses a JSON representation of an HDR Texture in order to create the texture
  118979. * @param parsedTexture Define the JSON representation
  118980. * @param scene Define the scene the texture should be created in
  118981. * @param rootUrl Define the root url in case we need to load relative dependencies
  118982. * @returns the newly created texture after parsing
  118983. */
  118984. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  118985. serialize(): any;
  118986. }
  118987. }
  118988. declare module BABYLON {
  118989. /**
  118990. * Class used to control physics engine
  118991. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  118992. */
  118993. export class PhysicsEngine implements IPhysicsEngine {
  118994. private _physicsPlugin;
  118995. /**
  118996. * Global value used to control the smallest number supported by the simulation
  118997. */
  118998. static Epsilon: number;
  118999. private _impostors;
  119000. private _joints;
  119001. /**
  119002. * Gets the gravity vector used by the simulation
  119003. */
  119004. gravity: Vector3;
  119005. /**
  119006. * Factory used to create the default physics plugin.
  119007. * @returns The default physics plugin
  119008. */
  119009. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  119010. /**
  119011. * Creates a new Physics Engine
  119012. * @param gravity defines the gravity vector used by the simulation
  119013. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  119014. */
  119015. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  119016. /**
  119017. * Sets the gravity vector used by the simulation
  119018. * @param gravity defines the gravity vector to use
  119019. */
  119020. setGravity(gravity: Vector3): void;
  119021. /**
  119022. * Set the time step of the physics engine.
  119023. * Default is 1/60.
  119024. * To slow it down, enter 1/600 for example.
  119025. * To speed it up, 1/30
  119026. * @param newTimeStep defines the new timestep to apply to this world.
  119027. */
  119028. setTimeStep(newTimeStep?: number): void;
  119029. /**
  119030. * Get the time step of the physics engine.
  119031. * @returns the current time step
  119032. */
  119033. getTimeStep(): number;
  119034. /**
  119035. * Release all resources
  119036. */
  119037. dispose(): void;
  119038. /**
  119039. * Gets the name of the current physics plugin
  119040. * @returns the name of the plugin
  119041. */
  119042. getPhysicsPluginName(): string;
  119043. /**
  119044. * Adding a new impostor for the impostor tracking.
  119045. * This will be done by the impostor itself.
  119046. * @param impostor the impostor to add
  119047. */
  119048. addImpostor(impostor: PhysicsImpostor): void;
  119049. /**
  119050. * Remove an impostor from the engine.
  119051. * This impostor and its mesh will not longer be updated by the physics engine.
  119052. * @param impostor the impostor to remove
  119053. */
  119054. removeImpostor(impostor: PhysicsImpostor): void;
  119055. /**
  119056. * Add a joint to the physics engine
  119057. * @param mainImpostor defines the main impostor to which the joint is added.
  119058. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  119059. * @param joint defines the joint that will connect both impostors.
  119060. */
  119061. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119062. /**
  119063. * Removes a joint from the simulation
  119064. * @param mainImpostor defines the impostor used with the joint
  119065. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  119066. * @param joint defines the joint to remove
  119067. */
  119068. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119069. /**
  119070. * Called by the scene. No need to call it.
  119071. * @param delta defines the timespam between frames
  119072. */
  119073. _step(delta: number): void;
  119074. /**
  119075. * Gets the current plugin used to run the simulation
  119076. * @returns current plugin
  119077. */
  119078. getPhysicsPlugin(): IPhysicsEnginePlugin;
  119079. /**
  119080. * Gets the list of physic impostors
  119081. * @returns an array of PhysicsImpostor
  119082. */
  119083. getImpostors(): Array<PhysicsImpostor>;
  119084. /**
  119085. * Gets the impostor for a physics enabled object
  119086. * @param object defines the object impersonated by the impostor
  119087. * @returns the PhysicsImpostor or null if not found
  119088. */
  119089. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  119090. /**
  119091. * Gets the impostor for a physics body object
  119092. * @param body defines physics body used by the impostor
  119093. * @returns the PhysicsImpostor or null if not found
  119094. */
  119095. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  119096. /**
  119097. * Does a raycast in the physics world
  119098. * @param from when should the ray start?
  119099. * @param to when should the ray end?
  119100. * @returns PhysicsRaycastResult
  119101. */
  119102. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119103. }
  119104. }
  119105. declare module BABYLON {
  119106. /** @hidden */
  119107. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  119108. private _useDeltaForWorldStep;
  119109. world: any;
  119110. name: string;
  119111. private _physicsMaterials;
  119112. private _fixedTimeStep;
  119113. private _cannonRaycastResult;
  119114. private _raycastResult;
  119115. private _physicsBodysToRemoveAfterStep;
  119116. BJSCANNON: any;
  119117. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  119118. setGravity(gravity: Vector3): void;
  119119. setTimeStep(timeStep: number): void;
  119120. getTimeStep(): number;
  119121. executeStep(delta: number): void;
  119122. private _removeMarkedPhysicsBodiesFromWorld;
  119123. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119124. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119125. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119126. private _processChildMeshes;
  119127. removePhysicsBody(impostor: PhysicsImpostor): void;
  119128. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119129. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119130. private _addMaterial;
  119131. private _checkWithEpsilon;
  119132. private _createShape;
  119133. private _createHeightmap;
  119134. private _minus90X;
  119135. private _plus90X;
  119136. private _tmpPosition;
  119137. private _tmpDeltaPosition;
  119138. private _tmpUnityRotation;
  119139. private _updatePhysicsBodyTransformation;
  119140. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119141. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119142. isSupported(): boolean;
  119143. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119144. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119145. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119146. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119147. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119148. getBodyMass(impostor: PhysicsImpostor): number;
  119149. getBodyFriction(impostor: PhysicsImpostor): number;
  119150. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119151. getBodyRestitution(impostor: PhysicsImpostor): number;
  119152. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119153. sleepBody(impostor: PhysicsImpostor): void;
  119154. wakeUpBody(impostor: PhysicsImpostor): void;
  119155. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  119156. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119157. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119158. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119159. getRadius(impostor: PhysicsImpostor): number;
  119160. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119161. dispose(): void;
  119162. private _extendNamespace;
  119163. /**
  119164. * Does a raycast in the physics world
  119165. * @param from when should the ray start?
  119166. * @param to when should the ray end?
  119167. * @returns PhysicsRaycastResult
  119168. */
  119169. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119170. }
  119171. }
  119172. declare module BABYLON {
  119173. /** @hidden */
  119174. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  119175. world: any;
  119176. name: string;
  119177. BJSOIMO: any;
  119178. private _raycastResult;
  119179. constructor(iterations?: number, oimoInjection?: any);
  119180. setGravity(gravity: Vector3): void;
  119181. setTimeStep(timeStep: number): void;
  119182. getTimeStep(): number;
  119183. private _tmpImpostorsArray;
  119184. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119185. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119186. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119187. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119188. private _tmpPositionVector;
  119189. removePhysicsBody(impostor: PhysicsImpostor): void;
  119190. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119191. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119192. isSupported(): boolean;
  119193. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119194. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119195. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119196. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119197. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119198. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119199. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119200. getBodyMass(impostor: PhysicsImpostor): number;
  119201. getBodyFriction(impostor: PhysicsImpostor): number;
  119202. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119203. getBodyRestitution(impostor: PhysicsImpostor): number;
  119204. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119205. sleepBody(impostor: PhysicsImpostor): void;
  119206. wakeUpBody(impostor: PhysicsImpostor): void;
  119207. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119208. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  119209. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  119210. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119211. getRadius(impostor: PhysicsImpostor): number;
  119212. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119213. dispose(): void;
  119214. /**
  119215. * Does a raycast in the physics world
  119216. * @param from when should the ray start?
  119217. * @param to when should the ray end?
  119218. * @returns PhysicsRaycastResult
  119219. */
  119220. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119221. }
  119222. }
  119223. declare module BABYLON {
  119224. /**
  119225. * Class containing static functions to help procedurally build meshes
  119226. */
  119227. export class RibbonBuilder {
  119228. /**
  119229. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119230. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119231. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119232. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119233. * * 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
  119234. * * 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
  119235. * * 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
  119236. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119237. * * If you create a double-sided mesh, you can choose what parts of 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
  119238. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119239. * * 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
  119240. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119241. * * 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
  119242. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119243. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119244. * @param name defines the name of the mesh
  119245. * @param options defines the options used to create the mesh
  119246. * @param scene defines the hosting scene
  119247. * @returns the ribbon mesh
  119248. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119249. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119250. */
  119251. static CreateRibbon(name: string, options: {
  119252. pathArray: Vector3[][];
  119253. closeArray?: boolean;
  119254. closePath?: boolean;
  119255. offset?: number;
  119256. updatable?: boolean;
  119257. sideOrientation?: number;
  119258. frontUVs?: Vector4;
  119259. backUVs?: Vector4;
  119260. instance?: Mesh;
  119261. invertUV?: boolean;
  119262. uvs?: Vector2[];
  119263. colors?: Color4[];
  119264. }, scene?: Nullable<Scene>): Mesh;
  119265. }
  119266. }
  119267. declare module BABYLON {
  119268. /**
  119269. * Class containing static functions to help procedurally build meshes
  119270. */
  119271. export class ShapeBuilder {
  119272. /**
  119273. * 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.
  119274. * * 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.
  119275. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119276. * * 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.
  119277. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119278. * * 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
  119279. * * 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
  119280. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119281. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119282. * * If you create a double-sided mesh, you can choose what parts of 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
  119283. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119284. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119285. * @param name defines the name of the mesh
  119286. * @param options defines the options used to create the mesh
  119287. * @param scene defines the hosting scene
  119288. * @returns the extruded shape mesh
  119289. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119290. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119291. */
  119292. static ExtrudeShape(name: string, options: {
  119293. shape: Vector3[];
  119294. path: Vector3[];
  119295. scale?: number;
  119296. rotation?: number;
  119297. cap?: number;
  119298. updatable?: boolean;
  119299. sideOrientation?: number;
  119300. frontUVs?: Vector4;
  119301. backUVs?: Vector4;
  119302. instance?: Mesh;
  119303. invertUV?: boolean;
  119304. }, scene?: Nullable<Scene>): Mesh;
  119305. /**
  119306. * Creates an custom extruded shape mesh.
  119307. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119308. * * 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.
  119309. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119310. * * 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
  119311. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119312. * * 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
  119313. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119314. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119315. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119316. * * 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
  119317. * * 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
  119318. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119319. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119320. * * If you create a double-sided mesh, you can choose what parts of 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
  119321. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119322. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119323. * @param name defines the name of the mesh
  119324. * @param options defines the options used to create the mesh
  119325. * @param scene defines the hosting scene
  119326. * @returns the custom extruded shape mesh
  119327. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119328. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119329. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119330. */
  119331. static ExtrudeShapeCustom(name: string, options: {
  119332. shape: Vector3[];
  119333. path: Vector3[];
  119334. scaleFunction?: any;
  119335. rotationFunction?: any;
  119336. ribbonCloseArray?: boolean;
  119337. ribbonClosePath?: boolean;
  119338. cap?: number;
  119339. updatable?: boolean;
  119340. sideOrientation?: number;
  119341. frontUVs?: Vector4;
  119342. backUVs?: Vector4;
  119343. instance?: Mesh;
  119344. invertUV?: boolean;
  119345. }, scene?: Nullable<Scene>): Mesh;
  119346. private static _ExtrudeShapeGeneric;
  119347. }
  119348. }
  119349. declare module BABYLON {
  119350. /**
  119351. * AmmoJS Physics plugin
  119352. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  119353. * @see https://github.com/kripken/ammo.js/
  119354. */
  119355. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  119356. private _useDeltaForWorldStep;
  119357. /**
  119358. * Reference to the Ammo library
  119359. */
  119360. bjsAMMO: any;
  119361. /**
  119362. * Created ammoJS world which physics bodies are added to
  119363. */
  119364. world: any;
  119365. /**
  119366. * Name of the plugin
  119367. */
  119368. name: string;
  119369. private _timeStep;
  119370. private _fixedTimeStep;
  119371. private _maxSteps;
  119372. private _tmpQuaternion;
  119373. private _tmpAmmoTransform;
  119374. private _tmpAmmoQuaternion;
  119375. private _tmpAmmoConcreteContactResultCallback;
  119376. private _collisionConfiguration;
  119377. private _dispatcher;
  119378. private _overlappingPairCache;
  119379. private _solver;
  119380. private _softBodySolver;
  119381. private _tmpAmmoVectorA;
  119382. private _tmpAmmoVectorB;
  119383. private _tmpAmmoVectorC;
  119384. private _tmpAmmoVectorD;
  119385. private _tmpContactCallbackResult;
  119386. private _tmpAmmoVectorRCA;
  119387. private _tmpAmmoVectorRCB;
  119388. private _raycastResult;
  119389. private static readonly DISABLE_COLLISION_FLAG;
  119390. private static readonly KINEMATIC_FLAG;
  119391. private static readonly DISABLE_DEACTIVATION_FLAG;
  119392. /**
  119393. * Initializes the ammoJS plugin
  119394. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  119395. * @param ammoInjection can be used to inject your own ammo reference
  119396. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  119397. */
  119398. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  119399. /**
  119400. * Sets the gravity of the physics world (m/(s^2))
  119401. * @param gravity Gravity to set
  119402. */
  119403. setGravity(gravity: Vector3): void;
  119404. /**
  119405. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  119406. * @param timeStep timestep to use in seconds
  119407. */
  119408. setTimeStep(timeStep: number): void;
  119409. /**
  119410. * 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)
  119411. * @param fixedTimeStep fixedTimeStep to use in seconds
  119412. */
  119413. setFixedTimeStep(fixedTimeStep: number): void;
  119414. /**
  119415. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  119416. * @param maxSteps the maximum number of steps by the physics engine per frame
  119417. */
  119418. setMaxSteps(maxSteps: number): void;
  119419. /**
  119420. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  119421. * @returns the current timestep in seconds
  119422. */
  119423. getTimeStep(): number;
  119424. private _isImpostorInContact;
  119425. private _isImpostorPairInContact;
  119426. private _stepSimulation;
  119427. /**
  119428. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  119429. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  119430. * After the step the babylon meshes are set to the position of the physics imposters
  119431. * @param delta amount of time to step forward
  119432. * @param impostors array of imposters to update before/after the step
  119433. */
  119434. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119435. /**
  119436. * Update babylon mesh to match physics world object
  119437. * @param impostor imposter to match
  119438. */
  119439. private _afterSoftStep;
  119440. /**
  119441. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119442. * @param impostor imposter to match
  119443. */
  119444. private _ropeStep;
  119445. /**
  119446. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119447. * @param impostor imposter to match
  119448. */
  119449. private _softbodyOrClothStep;
  119450. private _tmpVector;
  119451. private _tmpMatrix;
  119452. /**
  119453. * Applies an impulse on the imposter
  119454. * @param impostor imposter to apply impulse to
  119455. * @param force amount of force to be applied to the imposter
  119456. * @param contactPoint the location to apply the impulse on the imposter
  119457. */
  119458. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119459. /**
  119460. * Applies a force on the imposter
  119461. * @param impostor imposter to apply force
  119462. * @param force amount of force to be applied to the imposter
  119463. * @param contactPoint the location to apply the force on the imposter
  119464. */
  119465. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119466. /**
  119467. * Creates a physics body using the plugin
  119468. * @param impostor the imposter to create the physics body on
  119469. */
  119470. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119471. /**
  119472. * Removes the physics body from the imposter and disposes of the body's memory
  119473. * @param impostor imposter to remove the physics body from
  119474. */
  119475. removePhysicsBody(impostor: PhysicsImpostor): void;
  119476. /**
  119477. * Generates a joint
  119478. * @param impostorJoint the imposter joint to create the joint with
  119479. */
  119480. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119481. /**
  119482. * Removes a joint
  119483. * @param impostorJoint the imposter joint to remove the joint from
  119484. */
  119485. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119486. private _addMeshVerts;
  119487. /**
  119488. * Initialise the soft body vertices to match its object's (mesh) vertices
  119489. * Softbody vertices (nodes) are in world space and to match this
  119490. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  119491. * @param impostor to create the softbody for
  119492. */
  119493. private _softVertexData;
  119494. /**
  119495. * Create an impostor's soft body
  119496. * @param impostor to create the softbody for
  119497. */
  119498. private _createSoftbody;
  119499. /**
  119500. * Create cloth for an impostor
  119501. * @param impostor to create the softbody for
  119502. */
  119503. private _createCloth;
  119504. /**
  119505. * Create rope for an impostor
  119506. * @param impostor to create the softbody for
  119507. */
  119508. private _createRope;
  119509. private _addHullVerts;
  119510. private _createShape;
  119511. /**
  119512. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  119513. * @param impostor imposter containing the physics body and babylon object
  119514. */
  119515. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119516. /**
  119517. * Sets the babylon object's position/rotation from the physics body's position/rotation
  119518. * @param impostor imposter containing the physics body and babylon object
  119519. * @param newPosition new position
  119520. * @param newRotation new rotation
  119521. */
  119522. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119523. /**
  119524. * If this plugin is supported
  119525. * @returns true if its supported
  119526. */
  119527. isSupported(): boolean;
  119528. /**
  119529. * Sets the linear velocity of the physics body
  119530. * @param impostor imposter to set the velocity on
  119531. * @param velocity velocity to set
  119532. */
  119533. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119534. /**
  119535. * Sets the angular velocity of the physics body
  119536. * @param impostor imposter to set the velocity on
  119537. * @param velocity velocity to set
  119538. */
  119539. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119540. /**
  119541. * gets the linear velocity
  119542. * @param impostor imposter to get linear velocity from
  119543. * @returns linear velocity
  119544. */
  119545. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119546. /**
  119547. * gets the angular velocity
  119548. * @param impostor imposter to get angular velocity from
  119549. * @returns angular velocity
  119550. */
  119551. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119552. /**
  119553. * Sets the mass of physics body
  119554. * @param impostor imposter to set the mass on
  119555. * @param mass mass to set
  119556. */
  119557. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119558. /**
  119559. * Gets the mass of the physics body
  119560. * @param impostor imposter to get the mass from
  119561. * @returns mass
  119562. */
  119563. getBodyMass(impostor: PhysicsImpostor): number;
  119564. /**
  119565. * Gets friction of the impostor
  119566. * @param impostor impostor to get friction from
  119567. * @returns friction value
  119568. */
  119569. getBodyFriction(impostor: PhysicsImpostor): number;
  119570. /**
  119571. * Sets friction of the impostor
  119572. * @param impostor impostor to set friction on
  119573. * @param friction friction value
  119574. */
  119575. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119576. /**
  119577. * Gets restitution of the impostor
  119578. * @param impostor impostor to get restitution from
  119579. * @returns restitution value
  119580. */
  119581. getBodyRestitution(impostor: PhysicsImpostor): number;
  119582. /**
  119583. * Sets resitution of the impostor
  119584. * @param impostor impostor to set resitution on
  119585. * @param restitution resitution value
  119586. */
  119587. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119588. /**
  119589. * Gets pressure inside the impostor
  119590. * @param impostor impostor to get pressure from
  119591. * @returns pressure value
  119592. */
  119593. getBodyPressure(impostor: PhysicsImpostor): number;
  119594. /**
  119595. * Sets pressure inside a soft body impostor
  119596. * Cloth and rope must remain 0 pressure
  119597. * @param impostor impostor to set pressure on
  119598. * @param pressure pressure value
  119599. */
  119600. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  119601. /**
  119602. * Gets stiffness of the impostor
  119603. * @param impostor impostor to get stiffness from
  119604. * @returns pressure value
  119605. */
  119606. getBodyStiffness(impostor: PhysicsImpostor): number;
  119607. /**
  119608. * Sets stiffness of the impostor
  119609. * @param impostor impostor to set stiffness on
  119610. * @param stiffness stiffness value from 0 to 1
  119611. */
  119612. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  119613. /**
  119614. * Gets velocityIterations of the impostor
  119615. * @param impostor impostor to get velocity iterations from
  119616. * @returns velocityIterations value
  119617. */
  119618. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  119619. /**
  119620. * Sets velocityIterations of the impostor
  119621. * @param impostor impostor to set velocity iterations on
  119622. * @param velocityIterations velocityIterations value
  119623. */
  119624. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  119625. /**
  119626. * Gets positionIterations of the impostor
  119627. * @param impostor impostor to get position iterations from
  119628. * @returns positionIterations value
  119629. */
  119630. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  119631. /**
  119632. * Sets positionIterations of the impostor
  119633. * @param impostor impostor to set position on
  119634. * @param positionIterations positionIterations value
  119635. */
  119636. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  119637. /**
  119638. * Append an anchor to a cloth object
  119639. * @param impostor is the cloth impostor to add anchor to
  119640. * @param otherImpostor is the rigid impostor to anchor to
  119641. * @param width ratio across width from 0 to 1
  119642. * @param height ratio up height from 0 to 1
  119643. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  119644. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119645. */
  119646. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119647. /**
  119648. * Append an hook to a rope object
  119649. * @param impostor is the rope impostor to add hook to
  119650. * @param otherImpostor is the rigid impostor to hook to
  119651. * @param length ratio along the rope from 0 to 1
  119652. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  119653. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119654. */
  119655. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119656. /**
  119657. * Sleeps the physics body and stops it from being active
  119658. * @param impostor impostor to sleep
  119659. */
  119660. sleepBody(impostor: PhysicsImpostor): void;
  119661. /**
  119662. * Activates the physics body
  119663. * @param impostor impostor to activate
  119664. */
  119665. wakeUpBody(impostor: PhysicsImpostor): void;
  119666. /**
  119667. * Updates the distance parameters of the joint
  119668. * @param joint joint to update
  119669. * @param maxDistance maximum distance of the joint
  119670. * @param minDistance minimum distance of the joint
  119671. */
  119672. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119673. /**
  119674. * Sets a motor on the joint
  119675. * @param joint joint to set motor on
  119676. * @param speed speed of the motor
  119677. * @param maxForce maximum force of the motor
  119678. * @param motorIndex index of the motor
  119679. */
  119680. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119681. /**
  119682. * Sets the motors limit
  119683. * @param joint joint to set limit on
  119684. * @param upperLimit upper limit
  119685. * @param lowerLimit lower limit
  119686. */
  119687. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119688. /**
  119689. * Syncs the position and rotation of a mesh with the impostor
  119690. * @param mesh mesh to sync
  119691. * @param impostor impostor to update the mesh with
  119692. */
  119693. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119694. /**
  119695. * Gets the radius of the impostor
  119696. * @param impostor impostor to get radius from
  119697. * @returns the radius
  119698. */
  119699. getRadius(impostor: PhysicsImpostor): number;
  119700. /**
  119701. * Gets the box size of the impostor
  119702. * @param impostor impostor to get box size from
  119703. * @param result the resulting box size
  119704. */
  119705. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119706. /**
  119707. * Disposes of the impostor
  119708. */
  119709. dispose(): void;
  119710. /**
  119711. * Does a raycast in the physics world
  119712. * @param from when should the ray start?
  119713. * @param to when should the ray end?
  119714. * @returns PhysicsRaycastResult
  119715. */
  119716. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119717. }
  119718. }
  119719. declare module BABYLON {
  119720. interface AbstractScene {
  119721. /**
  119722. * The list of reflection probes added to the scene
  119723. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119724. */
  119725. reflectionProbes: Array<ReflectionProbe>;
  119726. /**
  119727. * Removes the given reflection probe from this scene.
  119728. * @param toRemove The reflection probe to remove
  119729. * @returns The index of the removed reflection probe
  119730. */
  119731. removeReflectionProbe(toRemove: ReflectionProbe): number;
  119732. /**
  119733. * Adds the given reflection probe to this scene.
  119734. * @param newReflectionProbe The reflection probe to add
  119735. */
  119736. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  119737. }
  119738. /**
  119739. * Class used to generate realtime reflection / refraction cube textures
  119740. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119741. */
  119742. export class ReflectionProbe {
  119743. /** defines the name of the probe */
  119744. name: string;
  119745. private _scene;
  119746. private _renderTargetTexture;
  119747. private _projectionMatrix;
  119748. private _viewMatrix;
  119749. private _target;
  119750. private _add;
  119751. private _attachedMesh;
  119752. private _invertYAxis;
  119753. /** Gets or sets probe position (center of the cube map) */
  119754. position: Vector3;
  119755. /**
  119756. * Creates a new reflection probe
  119757. * @param name defines the name of the probe
  119758. * @param size defines the texture resolution (for each face)
  119759. * @param scene defines the hosting scene
  119760. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  119761. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  119762. */
  119763. constructor(
  119764. /** defines the name of the probe */
  119765. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  119766. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  119767. samples: number;
  119768. /** Gets or sets the refresh rate to use (on every frame by default) */
  119769. refreshRate: number;
  119770. /**
  119771. * Gets the hosting scene
  119772. * @returns a Scene
  119773. */
  119774. getScene(): Scene;
  119775. /** Gets the internal CubeTexture used to render to */
  119776. readonly cubeTexture: RenderTargetTexture;
  119777. /** Gets the list of meshes to render */
  119778. readonly renderList: Nullable<AbstractMesh[]>;
  119779. /**
  119780. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  119781. * @param mesh defines the mesh to attach to
  119782. */
  119783. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  119784. /**
  119785. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  119786. * @param renderingGroupId The rendering group id corresponding to its index
  119787. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  119788. */
  119789. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  119790. /**
  119791. * Clean all associated resources
  119792. */
  119793. dispose(): void;
  119794. /**
  119795. * Converts the reflection probe information to a readable string for debug purpose.
  119796. * @param fullDetails Supports for multiple levels of logging within scene loading
  119797. * @returns the human readable reflection probe info
  119798. */
  119799. toString(fullDetails?: boolean): string;
  119800. /**
  119801. * Get the class name of the relfection probe.
  119802. * @returns "ReflectionProbe"
  119803. */
  119804. getClassName(): string;
  119805. /**
  119806. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  119807. * @returns The JSON representation of the texture
  119808. */
  119809. serialize(): any;
  119810. /**
  119811. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  119812. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  119813. * @param scene Define the scene the parsed reflection probe should be instantiated in
  119814. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  119815. * @returns The parsed reflection probe if successful
  119816. */
  119817. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  119818. }
  119819. }
  119820. declare module BABYLON {
  119821. /** @hidden */
  119822. export var _BabylonLoaderRegistered: boolean;
  119823. /**
  119824. * Helps setting up some configuration for the babylon file loader.
  119825. */
  119826. export class BabylonFileLoaderConfiguration {
  119827. /**
  119828. * The loader does not allow injecting custom physix engine into the plugins.
  119829. * Unfortunately in ES6, we need to manually inject them into the plugin.
  119830. * So you could set this variable to your engine import to make it work.
  119831. */
  119832. static LoaderInjectedPhysicsEngine: any;
  119833. }
  119834. }
  119835. declare module BABYLON {
  119836. /**
  119837. * The Physically based simple base material of BJS.
  119838. *
  119839. * This enables better naming and convention enforcements on top of the pbrMaterial.
  119840. * It is used as the base class for both the specGloss and metalRough conventions.
  119841. */
  119842. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  119843. /**
  119844. * Number of Simultaneous lights allowed on the material.
  119845. */
  119846. maxSimultaneousLights: number;
  119847. /**
  119848. * If sets to true, disables all the lights affecting the material.
  119849. */
  119850. disableLighting: boolean;
  119851. /**
  119852. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  119853. */
  119854. environmentTexture: BaseTexture;
  119855. /**
  119856. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  119857. */
  119858. invertNormalMapX: boolean;
  119859. /**
  119860. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  119861. */
  119862. invertNormalMapY: boolean;
  119863. /**
  119864. * Normal map used in the model.
  119865. */
  119866. normalTexture: BaseTexture;
  119867. /**
  119868. * Emissivie color used to self-illuminate the model.
  119869. */
  119870. emissiveColor: Color3;
  119871. /**
  119872. * Emissivie texture used to self-illuminate the model.
  119873. */
  119874. emissiveTexture: BaseTexture;
  119875. /**
  119876. * Occlusion Channel Strenght.
  119877. */
  119878. occlusionStrength: number;
  119879. /**
  119880. * Occlusion Texture of the material (adding extra occlusion effects).
  119881. */
  119882. occlusionTexture: BaseTexture;
  119883. /**
  119884. * Defines the alpha limits in alpha test mode.
  119885. */
  119886. alphaCutOff: number;
  119887. /**
  119888. * Gets the current double sided mode.
  119889. */
  119890. /**
  119891. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  119892. */
  119893. doubleSided: boolean;
  119894. /**
  119895. * Stores the pre-calculated light information of a mesh in a texture.
  119896. */
  119897. lightmapTexture: BaseTexture;
  119898. /**
  119899. * If true, the light map contains occlusion information instead of lighting info.
  119900. */
  119901. useLightmapAsShadowmap: boolean;
  119902. /**
  119903. * Instantiates a new PBRMaterial instance.
  119904. *
  119905. * @param name The material name
  119906. * @param scene The scene the material will be use in.
  119907. */
  119908. constructor(name: string, scene: Scene);
  119909. getClassName(): string;
  119910. }
  119911. }
  119912. declare module BABYLON {
  119913. /**
  119914. * The PBR material of BJS following the metal roughness convention.
  119915. *
  119916. * This fits to the PBR convention in the GLTF definition:
  119917. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  119918. */
  119919. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  119920. /**
  119921. * The base color has two different interpretations depending on the value of metalness.
  119922. * When the material is a metal, the base color is the specific measured reflectance value
  119923. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  119924. * of the material.
  119925. */
  119926. baseColor: Color3;
  119927. /**
  119928. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  119929. * well as opacity information in the alpha channel.
  119930. */
  119931. baseTexture: BaseTexture;
  119932. /**
  119933. * Specifies the metallic scalar value of the material.
  119934. * Can also be used to scale the metalness values of the metallic texture.
  119935. */
  119936. metallic: number;
  119937. /**
  119938. * Specifies the roughness scalar value of the material.
  119939. * Can also be used to scale the roughness values of the metallic texture.
  119940. */
  119941. roughness: number;
  119942. /**
  119943. * Texture containing both the metallic value in the B channel and the
  119944. * roughness value in the G channel to keep better precision.
  119945. */
  119946. metallicRoughnessTexture: BaseTexture;
  119947. /**
  119948. * Instantiates a new PBRMetalRoughnessMaterial instance.
  119949. *
  119950. * @param name The material name
  119951. * @param scene The scene the material will be use in.
  119952. */
  119953. constructor(name: string, scene: Scene);
  119954. /**
  119955. * Return the currrent class name of the material.
  119956. */
  119957. getClassName(): string;
  119958. /**
  119959. * Makes a duplicate of the current material.
  119960. * @param name - name to use for the new material.
  119961. */
  119962. clone(name: string): PBRMetallicRoughnessMaterial;
  119963. /**
  119964. * Serialize the material to a parsable JSON object.
  119965. */
  119966. serialize(): any;
  119967. /**
  119968. * Parses a JSON object correponding to the serialize function.
  119969. */
  119970. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  119971. }
  119972. }
  119973. declare module BABYLON {
  119974. /**
  119975. * The PBR material of BJS following the specular glossiness convention.
  119976. *
  119977. * This fits to the PBR convention in the GLTF definition:
  119978. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  119979. */
  119980. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  119981. /**
  119982. * Specifies the diffuse color of the material.
  119983. */
  119984. diffuseColor: Color3;
  119985. /**
  119986. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  119987. * channel.
  119988. */
  119989. diffuseTexture: BaseTexture;
  119990. /**
  119991. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  119992. */
  119993. specularColor: Color3;
  119994. /**
  119995. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  119996. */
  119997. glossiness: number;
  119998. /**
  119999. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  120000. */
  120001. specularGlossinessTexture: BaseTexture;
  120002. /**
  120003. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  120004. *
  120005. * @param name The material name
  120006. * @param scene The scene the material will be use in.
  120007. */
  120008. constructor(name: string, scene: Scene);
  120009. /**
  120010. * Return the currrent class name of the material.
  120011. */
  120012. getClassName(): string;
  120013. /**
  120014. * Makes a duplicate of the current material.
  120015. * @param name - name to use for the new material.
  120016. */
  120017. clone(name: string): PBRSpecularGlossinessMaterial;
  120018. /**
  120019. * Serialize the material to a parsable JSON object.
  120020. */
  120021. serialize(): any;
  120022. /**
  120023. * Parses a JSON object correponding to the serialize function.
  120024. */
  120025. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  120026. }
  120027. }
  120028. declare module BABYLON {
  120029. /**
  120030. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  120031. * It can help converting any input color in a desired output one. This can then be used to create effects
  120032. * from sepia, black and white to sixties or futuristic rendering...
  120033. *
  120034. * The only supported format is currently 3dl.
  120035. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  120036. */
  120037. export class ColorGradingTexture extends BaseTexture {
  120038. /**
  120039. * The current texture matrix. (will always be identity in color grading texture)
  120040. */
  120041. private _textureMatrix;
  120042. /**
  120043. * The texture URL.
  120044. */
  120045. url: string;
  120046. /**
  120047. * Empty line regex stored for GC.
  120048. */
  120049. private static _noneEmptyLineRegex;
  120050. private _engine;
  120051. /**
  120052. * Instantiates a ColorGradingTexture from the following parameters.
  120053. *
  120054. * @param url The location of the color gradind data (currently only supporting 3dl)
  120055. * @param scene The scene the texture will be used in
  120056. */
  120057. constructor(url: string, scene: Scene);
  120058. /**
  120059. * Returns the texture matrix used in most of the material.
  120060. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  120061. */
  120062. getTextureMatrix(): Matrix;
  120063. /**
  120064. * Occurs when the file being loaded is a .3dl LUT file.
  120065. */
  120066. private load3dlTexture;
  120067. /**
  120068. * Starts the loading process of the texture.
  120069. */
  120070. private loadTexture;
  120071. /**
  120072. * Clones the color gradind texture.
  120073. */
  120074. clone(): ColorGradingTexture;
  120075. /**
  120076. * Called during delayed load for textures.
  120077. */
  120078. delayLoad(): void;
  120079. /**
  120080. * Parses a color grading texture serialized by Babylon.
  120081. * @param parsedTexture The texture information being parsedTexture
  120082. * @param scene The scene to load the texture in
  120083. * @param rootUrl The root url of the data assets to load
  120084. * @return A color gradind texture
  120085. */
  120086. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  120087. /**
  120088. * Serializes the LUT texture to json format.
  120089. */
  120090. serialize(): any;
  120091. }
  120092. }
  120093. declare module BABYLON {
  120094. /**
  120095. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  120096. */
  120097. export class EquiRectangularCubeTexture extends BaseTexture {
  120098. /** The six faces of the cube. */
  120099. private static _FacesMapping;
  120100. private _noMipmap;
  120101. private _onLoad;
  120102. private _onError;
  120103. /** The size of the cubemap. */
  120104. private _size;
  120105. /** The buffer of the image. */
  120106. private _buffer;
  120107. /** The width of the input image. */
  120108. private _width;
  120109. /** The height of the input image. */
  120110. private _height;
  120111. /** The URL to the image. */
  120112. url: string;
  120113. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  120114. coordinatesMode: number;
  120115. /**
  120116. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  120117. * @param url The location of the image
  120118. * @param scene The scene the texture will be used in
  120119. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120120. * @param noMipmap Forces to not generate the mipmap if true
  120121. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  120122. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  120123. * @param onLoad — defines a callback called when texture is loaded
  120124. * @param onError — defines a callback called if there is an error
  120125. */
  120126. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  120127. /**
  120128. * Load the image data, by putting the image on a canvas and extracting its buffer.
  120129. */
  120130. private loadImage;
  120131. /**
  120132. * Convert the image buffer into a cubemap and create a CubeTexture.
  120133. */
  120134. private loadTexture;
  120135. /**
  120136. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  120137. * @param buffer The ArrayBuffer that should be converted.
  120138. * @returns The buffer as Float32Array.
  120139. */
  120140. private getFloat32ArrayFromArrayBuffer;
  120141. /**
  120142. * Get the current class name of the texture useful for serialization or dynamic coding.
  120143. * @returns "EquiRectangularCubeTexture"
  120144. */
  120145. getClassName(): string;
  120146. /**
  120147. * Create a clone of the current EquiRectangularCubeTexture and return it.
  120148. * @returns A clone of the current EquiRectangularCubeTexture.
  120149. */
  120150. clone(): EquiRectangularCubeTexture;
  120151. }
  120152. }
  120153. declare module BABYLON {
  120154. /**
  120155. * Based on jsTGALoader - Javascript loader for TGA file
  120156. * By Vincent Thibault
  120157. * @see http://blog.robrowser.com/javascript-tga-loader.html
  120158. */
  120159. export class TGATools {
  120160. private static _TYPE_INDEXED;
  120161. private static _TYPE_RGB;
  120162. private static _TYPE_GREY;
  120163. private static _TYPE_RLE_INDEXED;
  120164. private static _TYPE_RLE_RGB;
  120165. private static _TYPE_RLE_GREY;
  120166. private static _ORIGIN_MASK;
  120167. private static _ORIGIN_SHIFT;
  120168. private static _ORIGIN_BL;
  120169. private static _ORIGIN_BR;
  120170. private static _ORIGIN_UL;
  120171. private static _ORIGIN_UR;
  120172. /**
  120173. * Gets the header of a TGA file
  120174. * @param data defines the TGA data
  120175. * @returns the header
  120176. */
  120177. static GetTGAHeader(data: Uint8Array): any;
  120178. /**
  120179. * Uploads TGA content to a Babylon Texture
  120180. * @hidden
  120181. */
  120182. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  120183. /** @hidden */
  120184. 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;
  120185. /** @hidden */
  120186. 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;
  120187. /** @hidden */
  120188. 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;
  120189. /** @hidden */
  120190. 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;
  120191. /** @hidden */
  120192. 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;
  120193. /** @hidden */
  120194. 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;
  120195. }
  120196. }
  120197. declare module BABYLON {
  120198. /**
  120199. * Implementation of the TGA Texture Loader.
  120200. * @hidden
  120201. */
  120202. export class _TGATextureLoader implements IInternalTextureLoader {
  120203. /**
  120204. * Defines wether the loader supports cascade loading the different faces.
  120205. */
  120206. readonly supportCascades: boolean;
  120207. /**
  120208. * This returns if the loader support the current file information.
  120209. * @param extension defines the file extension of the file being loaded
  120210. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120211. * @param fallback defines the fallback internal texture if any
  120212. * @param isBase64 defines whether the texture is encoded as a base64
  120213. * @param isBuffer defines whether the texture data are stored as a buffer
  120214. * @returns true if the loader can load the specified file
  120215. */
  120216. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120217. /**
  120218. * Transform the url before loading if required.
  120219. * @param rootUrl the url of the texture
  120220. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120221. * @returns the transformed texture
  120222. */
  120223. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120224. /**
  120225. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120226. * @param rootUrl the url of the texture
  120227. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120228. * @returns the fallback texture
  120229. */
  120230. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120231. /**
  120232. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  120233. * @param data contains the texture data
  120234. * @param texture defines the BabylonJS internal texture
  120235. * @param createPolynomials will be true if polynomials have been requested
  120236. * @param onLoad defines the callback to trigger once the texture is ready
  120237. * @param onError defines the callback to trigger in case of error
  120238. */
  120239. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120240. /**
  120241. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120242. * @param data contains the texture data
  120243. * @param texture defines the BabylonJS internal texture
  120244. * @param callback defines the method to call once ready to upload
  120245. */
  120246. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120247. }
  120248. }
  120249. declare module BABYLON {
  120250. /**
  120251. * Info about the .basis files
  120252. */
  120253. class BasisFileInfo {
  120254. /**
  120255. * If the file has alpha
  120256. */
  120257. hasAlpha: boolean;
  120258. /**
  120259. * Info about each image of the basis file
  120260. */
  120261. images: Array<{
  120262. levels: Array<{
  120263. width: number;
  120264. height: number;
  120265. transcodedPixels: ArrayBufferView;
  120266. }>;
  120267. }>;
  120268. }
  120269. /**
  120270. * Result of transcoding a basis file
  120271. */
  120272. class TranscodeResult {
  120273. /**
  120274. * Info about the .basis file
  120275. */
  120276. fileInfo: BasisFileInfo;
  120277. /**
  120278. * Format to use when loading the file
  120279. */
  120280. format: number;
  120281. }
  120282. /**
  120283. * Configuration options for the Basis transcoder
  120284. */
  120285. export class BasisTranscodeConfiguration {
  120286. /**
  120287. * Supported compression formats used to determine the supported output format of the transcoder
  120288. */
  120289. supportedCompressionFormats?: {
  120290. /**
  120291. * etc1 compression format
  120292. */
  120293. etc1?: boolean;
  120294. /**
  120295. * s3tc compression format
  120296. */
  120297. s3tc?: boolean;
  120298. /**
  120299. * pvrtc compression format
  120300. */
  120301. pvrtc?: boolean;
  120302. /**
  120303. * etc2 compression format
  120304. */
  120305. etc2?: boolean;
  120306. };
  120307. /**
  120308. * If mipmap levels should be loaded for transcoded images (Default: true)
  120309. */
  120310. loadMipmapLevels?: boolean;
  120311. /**
  120312. * Index of a single image to load (Default: all images)
  120313. */
  120314. loadSingleImage?: number;
  120315. }
  120316. /**
  120317. * Used to load .Basis files
  120318. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  120319. */
  120320. export class BasisTools {
  120321. private static _IgnoreSupportedFormats;
  120322. /**
  120323. * URL to use when loading the basis transcoder
  120324. */
  120325. static JSModuleURL: string;
  120326. /**
  120327. * URL to use when loading the wasm module for the transcoder
  120328. */
  120329. static WasmModuleURL: string;
  120330. /**
  120331. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  120332. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  120333. * @returns internal format corresponding to the Basis format
  120334. */
  120335. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  120336. private static _WorkerPromise;
  120337. private static _Worker;
  120338. private static _actionId;
  120339. private static _CreateWorkerAsync;
  120340. /**
  120341. * Transcodes a loaded image file to compressed pixel data
  120342. * @param imageData image data to transcode
  120343. * @param config configuration options for the transcoding
  120344. * @returns a promise resulting in the transcoded image
  120345. */
  120346. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  120347. /**
  120348. * Loads a texture from the transcode result
  120349. * @param texture texture load to
  120350. * @param transcodeResult the result of transcoding the basis file to load from
  120351. */
  120352. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  120353. }
  120354. }
  120355. declare module BABYLON {
  120356. /**
  120357. * Loader for .basis file format
  120358. */
  120359. export class _BasisTextureLoader implements IInternalTextureLoader {
  120360. /**
  120361. * Defines whether the loader supports cascade loading the different faces.
  120362. */
  120363. readonly supportCascades: boolean;
  120364. /**
  120365. * This returns if the loader support the current file information.
  120366. * @param extension defines the file extension of the file being loaded
  120367. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120368. * @param fallback defines the fallback internal texture if any
  120369. * @param isBase64 defines whether the texture is encoded as a base64
  120370. * @param isBuffer defines whether the texture data are stored as a buffer
  120371. * @returns true if the loader can load the specified file
  120372. */
  120373. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120374. /**
  120375. * Transform the url before loading if required.
  120376. * @param rootUrl the url of the texture
  120377. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120378. * @returns the transformed texture
  120379. */
  120380. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120381. /**
  120382. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120383. * @param rootUrl the url of the texture
  120384. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120385. * @returns the fallback texture
  120386. */
  120387. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120388. /**
  120389. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  120390. * @param data contains the texture data
  120391. * @param texture defines the BabylonJS internal texture
  120392. * @param createPolynomials will be true if polynomials have been requested
  120393. * @param onLoad defines the callback to trigger once the texture is ready
  120394. * @param onError defines the callback to trigger in case of error
  120395. */
  120396. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120397. /**
  120398. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120399. * @param data contains the texture data
  120400. * @param texture defines the BabylonJS internal texture
  120401. * @param callback defines the method to call once ready to upload
  120402. */
  120403. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120404. }
  120405. }
  120406. declare module BABYLON {
  120407. /**
  120408. * 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.
  120409. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120410. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120411. */
  120412. export class CustomProceduralTexture extends ProceduralTexture {
  120413. private _animate;
  120414. private _time;
  120415. private _config;
  120416. private _texturePath;
  120417. /**
  120418. * Instantiates a new Custom Procedural Texture.
  120419. * 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.
  120420. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120421. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120422. * @param name Define the name of the texture
  120423. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  120424. * @param size Define the size of the texture to create
  120425. * @param scene Define the scene the texture belongs to
  120426. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  120427. * @param generateMipMaps Define if the texture should creates mip maps or not
  120428. */
  120429. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120430. private _loadJson;
  120431. /**
  120432. * Is the texture ready to be used ? (rendered at least once)
  120433. * @returns true if ready, otherwise, false.
  120434. */
  120435. isReady(): boolean;
  120436. /**
  120437. * Render the texture to its associated render target.
  120438. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  120439. */
  120440. render(useCameraPostProcess?: boolean): void;
  120441. /**
  120442. * Update the list of dependant textures samplers in the shader.
  120443. */
  120444. updateTextures(): void;
  120445. /**
  120446. * Update the uniform values of the procedural texture in the shader.
  120447. */
  120448. updateShaderUniforms(): void;
  120449. /**
  120450. * Define if the texture animates or not.
  120451. */
  120452. animate: boolean;
  120453. }
  120454. }
  120455. declare module BABYLON {
  120456. /** @hidden */
  120457. export var noisePixelShader: {
  120458. name: string;
  120459. shader: string;
  120460. };
  120461. }
  120462. declare module BABYLON {
  120463. /**
  120464. * Class used to generate noise procedural textures
  120465. */
  120466. export class NoiseProceduralTexture extends ProceduralTexture {
  120467. private _time;
  120468. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120469. brightness: number;
  120470. /** Defines the number of octaves to process */
  120471. octaves: number;
  120472. /** Defines the level of persistence (0.8 by default) */
  120473. persistence: number;
  120474. /** Gets or sets animation speed factor (default is 1) */
  120475. animationSpeedFactor: number;
  120476. /**
  120477. * Creates a new NoiseProceduralTexture
  120478. * @param name defines the name fo the texture
  120479. * @param size defines the size of the texture (default is 256)
  120480. * @param scene defines the hosting scene
  120481. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120482. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120483. */
  120484. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120485. private _updateShaderUniforms;
  120486. protected _getDefines(): string;
  120487. /** Generate the current state of the procedural texture */
  120488. render(useCameraPostProcess?: boolean): void;
  120489. /**
  120490. * Serializes this noise procedural texture
  120491. * @returns a serialized noise procedural texture object
  120492. */
  120493. serialize(): any;
  120494. /**
  120495. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120496. * @param parsedTexture defines parsed texture data
  120497. * @param scene defines the current scene
  120498. * @param rootUrl defines the root URL containing noise procedural texture information
  120499. * @returns a parsed NoiseProceduralTexture
  120500. */
  120501. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  120502. }
  120503. }
  120504. declare module BABYLON {
  120505. /**
  120506. * Raw cube texture where the raw buffers are passed in
  120507. */
  120508. export class RawCubeTexture extends CubeTexture {
  120509. /**
  120510. * Creates a cube texture where the raw buffers are passed in.
  120511. * @param scene defines the scene the texture is attached to
  120512. * @param data defines the array of data to use to create each face
  120513. * @param size defines the size of the textures
  120514. * @param format defines the format of the data
  120515. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  120516. * @param generateMipMaps defines if the engine should generate the mip levels
  120517. * @param invertY defines if data must be stored with Y axis inverted
  120518. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  120519. * @param compression defines the compression used (null by default)
  120520. */
  120521. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  120522. /**
  120523. * Updates the raw cube texture.
  120524. * @param data defines the data to store
  120525. * @param format defines the data format
  120526. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  120527. * @param invertY defines if data must be stored with Y axis inverted
  120528. * @param compression defines the compression used (null by default)
  120529. * @param level defines which level of the texture to update
  120530. */
  120531. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  120532. /**
  120533. * Updates a raw cube texture with RGBD encoded data.
  120534. * @param data defines the array of data [mipmap][face] to use to create each face
  120535. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  120536. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  120537. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  120538. * @returns a promsie that resolves when the operation is complete
  120539. */
  120540. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  120541. /**
  120542. * Clones the raw cube texture.
  120543. * @return a new cube texture
  120544. */
  120545. clone(): CubeTexture;
  120546. /** @hidden */
  120547. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  120548. }
  120549. }
  120550. declare module BABYLON {
  120551. /**
  120552. * Class used to store 3D textures containing user data
  120553. */
  120554. export class RawTexture3D extends Texture {
  120555. /** Gets or sets the texture format to use */
  120556. format: number;
  120557. private _engine;
  120558. /**
  120559. * Create a new RawTexture3D
  120560. * @param data defines the data of the texture
  120561. * @param width defines the width of the texture
  120562. * @param height defines the height of the texture
  120563. * @param depth defines the depth of the texture
  120564. * @param format defines the texture format to use
  120565. * @param scene defines the hosting scene
  120566. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  120567. * @param invertY defines if texture must be stored with Y axis inverted
  120568. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  120569. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  120570. */
  120571. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  120572. /** Gets or sets the texture format to use */
  120573. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  120574. /**
  120575. * Update the texture with new data
  120576. * @param data defines the data to store in the texture
  120577. */
  120578. update(data: ArrayBufferView): void;
  120579. }
  120580. }
  120581. declare module BABYLON {
  120582. /**
  120583. * Creates a refraction texture used by refraction channel of the standard material.
  120584. * It is like a mirror but to see through a material.
  120585. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120586. */
  120587. export class RefractionTexture extends RenderTargetTexture {
  120588. /**
  120589. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  120590. * 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.
  120591. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120592. */
  120593. refractionPlane: Plane;
  120594. /**
  120595. * Define how deep under the surface we should see.
  120596. */
  120597. depth: number;
  120598. /**
  120599. * Creates a refraction texture used by refraction channel of the standard material.
  120600. * It is like a mirror but to see through a material.
  120601. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120602. * @param name Define the texture name
  120603. * @param size Define the size of the underlying texture
  120604. * @param scene Define the scene the refraction belongs to
  120605. * @param generateMipMaps Define if we need to generate mips level for the refraction
  120606. */
  120607. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  120608. /**
  120609. * Clone the refraction texture.
  120610. * @returns the cloned texture
  120611. */
  120612. clone(): RefractionTexture;
  120613. /**
  120614. * Serialize the texture to a JSON representation you could use in Parse later on
  120615. * @returns the serialized JSON representation
  120616. */
  120617. serialize(): any;
  120618. }
  120619. }
  120620. declare module BABYLON {
  120621. /**
  120622. * Defines the options related to the creation of an HtmlElementTexture
  120623. */
  120624. export interface IHtmlElementTextureOptions {
  120625. /**
  120626. * Defines wether mip maps should be created or not.
  120627. */
  120628. generateMipMaps?: boolean;
  120629. /**
  120630. * Defines the sampling mode of the texture.
  120631. */
  120632. samplingMode?: number;
  120633. /**
  120634. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  120635. */
  120636. engine: Nullable<ThinEngine>;
  120637. /**
  120638. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  120639. */
  120640. scene: Nullable<Scene>;
  120641. }
  120642. /**
  120643. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  120644. * To be as efficient as possible depending on your constraints nothing aside the first upload
  120645. * is automatically managed.
  120646. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  120647. * in your application.
  120648. *
  120649. * As the update is not automatic, you need to call them manually.
  120650. */
  120651. export class HtmlElementTexture extends BaseTexture {
  120652. /**
  120653. * The texture URL.
  120654. */
  120655. element: HTMLVideoElement | HTMLCanvasElement;
  120656. private static readonly DefaultOptions;
  120657. private _textureMatrix;
  120658. private _engine;
  120659. private _isVideo;
  120660. private _generateMipMaps;
  120661. private _samplingMode;
  120662. /**
  120663. * Instantiates a HtmlElementTexture from the following parameters.
  120664. *
  120665. * @param name Defines the name of the texture
  120666. * @param element Defines the video or canvas the texture is filled with
  120667. * @param options Defines the other none mandatory texture creation options
  120668. */
  120669. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  120670. private _createInternalTexture;
  120671. /**
  120672. * Returns the texture matrix used in most of the material.
  120673. */
  120674. getTextureMatrix(): Matrix;
  120675. /**
  120676. * Updates the content of the texture.
  120677. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  120678. */
  120679. update(invertY?: Nullable<boolean>): void;
  120680. }
  120681. }
  120682. declare module BABYLON {
  120683. /**
  120684. * Enum used to define the target of a block
  120685. */
  120686. export enum NodeMaterialBlockTargets {
  120687. /** Vertex shader */
  120688. Vertex = 1,
  120689. /** Fragment shader */
  120690. Fragment = 2,
  120691. /** Neutral */
  120692. Neutral = 4,
  120693. /** Vertex and Fragment */
  120694. VertexAndFragment = 3
  120695. }
  120696. }
  120697. declare module BABYLON {
  120698. /**
  120699. * Defines the kind of connection point for node based material
  120700. */
  120701. export enum NodeMaterialBlockConnectionPointTypes {
  120702. /** Float */
  120703. Float = 1,
  120704. /** Int */
  120705. Int = 2,
  120706. /** Vector2 */
  120707. Vector2 = 4,
  120708. /** Vector3 */
  120709. Vector3 = 8,
  120710. /** Vector4 */
  120711. Vector4 = 16,
  120712. /** Color3 */
  120713. Color3 = 32,
  120714. /** Color4 */
  120715. Color4 = 64,
  120716. /** Matrix */
  120717. Matrix = 128,
  120718. /** Detect type based on connection */
  120719. AutoDetect = 1024,
  120720. /** Output type that will be defined by input type */
  120721. BasedOnInput = 2048
  120722. }
  120723. }
  120724. declare module BABYLON {
  120725. /**
  120726. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  120727. */
  120728. export enum NodeMaterialBlockConnectionPointMode {
  120729. /** Value is an uniform */
  120730. Uniform = 0,
  120731. /** Value is a mesh attribute */
  120732. Attribute = 1,
  120733. /** Value is a varying between vertex and fragment shaders */
  120734. Varying = 2,
  120735. /** Mode is undefined */
  120736. Undefined = 3
  120737. }
  120738. }
  120739. declare module BABYLON {
  120740. /**
  120741. * Enum used to define system values e.g. values automatically provided by the system
  120742. */
  120743. export enum NodeMaterialSystemValues {
  120744. /** World */
  120745. World = 1,
  120746. /** View */
  120747. View = 2,
  120748. /** Projection */
  120749. Projection = 3,
  120750. /** ViewProjection */
  120751. ViewProjection = 4,
  120752. /** WorldView */
  120753. WorldView = 5,
  120754. /** WorldViewProjection */
  120755. WorldViewProjection = 6,
  120756. /** CameraPosition */
  120757. CameraPosition = 7,
  120758. /** Fog Color */
  120759. FogColor = 8,
  120760. /** Delta time */
  120761. DeltaTime = 9
  120762. }
  120763. }
  120764. declare module BABYLON {
  120765. /**
  120766. * Root class for all node material optimizers
  120767. */
  120768. export class NodeMaterialOptimizer {
  120769. /**
  120770. * Function used to optimize a NodeMaterial graph
  120771. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  120772. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  120773. */
  120774. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  120775. }
  120776. }
  120777. declare module BABYLON {
  120778. /**
  120779. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  120780. */
  120781. export class TransformBlock extends NodeMaterialBlock {
  120782. /**
  120783. * Defines the value to use to complement W value to transform it to a Vector4
  120784. */
  120785. complementW: number;
  120786. /**
  120787. * Defines the value to use to complement z value to transform it to a Vector4
  120788. */
  120789. complementZ: number;
  120790. /**
  120791. * Creates a new TransformBlock
  120792. * @param name defines the block name
  120793. */
  120794. constructor(name: string);
  120795. /**
  120796. * Gets the current class name
  120797. * @returns the class name
  120798. */
  120799. getClassName(): string;
  120800. /**
  120801. * Gets the vector input
  120802. */
  120803. readonly vector: NodeMaterialConnectionPoint;
  120804. /**
  120805. * Gets the output component
  120806. */
  120807. readonly output: NodeMaterialConnectionPoint;
  120808. /**
  120809. * Gets the matrix transform input
  120810. */
  120811. readonly transform: NodeMaterialConnectionPoint;
  120812. protected _buildBlock(state: NodeMaterialBuildState): this;
  120813. serialize(): any;
  120814. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120815. protected _dumpPropertiesCode(): string;
  120816. }
  120817. }
  120818. declare module BABYLON {
  120819. /**
  120820. * Block used to output the vertex position
  120821. */
  120822. export class VertexOutputBlock extends NodeMaterialBlock {
  120823. /**
  120824. * Creates a new VertexOutputBlock
  120825. * @param name defines the block name
  120826. */
  120827. constructor(name: string);
  120828. /**
  120829. * Gets the current class name
  120830. * @returns the class name
  120831. */
  120832. getClassName(): string;
  120833. /**
  120834. * Gets the vector input component
  120835. */
  120836. readonly vector: NodeMaterialConnectionPoint;
  120837. protected _buildBlock(state: NodeMaterialBuildState): this;
  120838. }
  120839. }
  120840. declare module BABYLON {
  120841. /**
  120842. * Block used to output the final color
  120843. */
  120844. export class FragmentOutputBlock extends NodeMaterialBlock {
  120845. /**
  120846. * Create a new FragmentOutputBlock
  120847. * @param name defines the block name
  120848. */
  120849. constructor(name: string);
  120850. /**
  120851. * Gets the current class name
  120852. * @returns the class name
  120853. */
  120854. getClassName(): string;
  120855. /**
  120856. * Gets the rgba input component
  120857. */
  120858. readonly rgba: NodeMaterialConnectionPoint;
  120859. /**
  120860. * Gets the rgb input component
  120861. */
  120862. readonly rgb: NodeMaterialConnectionPoint;
  120863. /**
  120864. * Gets the a input component
  120865. */
  120866. readonly a: NodeMaterialConnectionPoint;
  120867. protected _buildBlock(state: NodeMaterialBuildState): this;
  120868. }
  120869. }
  120870. declare module BABYLON {
  120871. /**
  120872. * Block used to read a reflection texture from a sampler
  120873. */
  120874. export class ReflectionTextureBlock extends NodeMaterialBlock {
  120875. private _define3DName;
  120876. private _defineCubicName;
  120877. private _defineExplicitName;
  120878. private _defineProjectionName;
  120879. private _defineLocalCubicName;
  120880. private _defineSphericalName;
  120881. private _definePlanarName;
  120882. private _defineEquirectangularName;
  120883. private _defineMirroredEquirectangularFixedName;
  120884. private _defineEquirectangularFixedName;
  120885. private _defineSkyboxName;
  120886. private _cubeSamplerName;
  120887. private _2DSamplerName;
  120888. private _positionUVWName;
  120889. private _directionWName;
  120890. private _reflectionCoordsName;
  120891. private _reflection2DCoordsName;
  120892. private _reflectionColorName;
  120893. private _reflectionMatrixName;
  120894. /**
  120895. * Gets or sets the texture associated with the node
  120896. */
  120897. texture: Nullable<BaseTexture>;
  120898. /**
  120899. * Create a new TextureBlock
  120900. * @param name defines the block name
  120901. */
  120902. constructor(name: string);
  120903. /**
  120904. * Gets the current class name
  120905. * @returns the class name
  120906. */
  120907. getClassName(): string;
  120908. /**
  120909. * Gets the world position input component
  120910. */
  120911. readonly position: NodeMaterialConnectionPoint;
  120912. /**
  120913. * Gets the world position input component
  120914. */
  120915. readonly worldPosition: NodeMaterialConnectionPoint;
  120916. /**
  120917. * Gets the world normal input component
  120918. */
  120919. readonly worldNormal: NodeMaterialConnectionPoint;
  120920. /**
  120921. * Gets the world input component
  120922. */
  120923. readonly world: NodeMaterialConnectionPoint;
  120924. /**
  120925. * Gets the camera (or eye) position component
  120926. */
  120927. readonly cameraPosition: NodeMaterialConnectionPoint;
  120928. /**
  120929. * Gets the view input component
  120930. */
  120931. readonly view: NodeMaterialConnectionPoint;
  120932. /**
  120933. * Gets the rgb output component
  120934. */
  120935. readonly rgb: NodeMaterialConnectionPoint;
  120936. /**
  120937. * Gets the r output component
  120938. */
  120939. readonly r: NodeMaterialConnectionPoint;
  120940. /**
  120941. * Gets the g output component
  120942. */
  120943. readonly g: NodeMaterialConnectionPoint;
  120944. /**
  120945. * Gets the b output component
  120946. */
  120947. readonly b: NodeMaterialConnectionPoint;
  120948. autoConfigure(material: NodeMaterial): void;
  120949. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  120950. isReady(): boolean;
  120951. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  120952. private _injectVertexCode;
  120953. private _writeOutput;
  120954. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  120955. protected _dumpPropertiesCode(): string;
  120956. serialize(): any;
  120957. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120958. }
  120959. }
  120960. declare module BABYLON {
  120961. /**
  120962. * Interface used to configure the node material editor
  120963. */
  120964. export interface INodeMaterialEditorOptions {
  120965. /** Define the URl to load node editor script */
  120966. editorURL?: string;
  120967. }
  120968. /** @hidden */
  120969. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  120970. /** BONES */
  120971. NUM_BONE_INFLUENCERS: number;
  120972. BonesPerMesh: number;
  120973. BONETEXTURE: boolean;
  120974. /** MORPH TARGETS */
  120975. MORPHTARGETS: boolean;
  120976. MORPHTARGETS_NORMAL: boolean;
  120977. MORPHTARGETS_TANGENT: boolean;
  120978. MORPHTARGETS_UV: boolean;
  120979. NUM_MORPH_INFLUENCERS: number;
  120980. /** IMAGE PROCESSING */
  120981. IMAGEPROCESSING: boolean;
  120982. VIGNETTE: boolean;
  120983. VIGNETTEBLENDMODEMULTIPLY: boolean;
  120984. VIGNETTEBLENDMODEOPAQUE: boolean;
  120985. TONEMAPPING: boolean;
  120986. TONEMAPPING_ACES: boolean;
  120987. CONTRAST: boolean;
  120988. EXPOSURE: boolean;
  120989. COLORCURVES: boolean;
  120990. COLORGRADING: boolean;
  120991. COLORGRADING3D: boolean;
  120992. SAMPLER3DGREENDEPTH: boolean;
  120993. SAMPLER3DBGRMAP: boolean;
  120994. IMAGEPROCESSINGPOSTPROCESS: boolean;
  120995. /** MISC. */
  120996. BUMPDIRECTUV: number;
  120997. constructor();
  120998. setValue(name: string, value: boolean): void;
  120999. }
  121000. /**
  121001. * Class used to configure NodeMaterial
  121002. */
  121003. export interface INodeMaterialOptions {
  121004. /**
  121005. * Defines if blocks should emit comments
  121006. */
  121007. emitComments: boolean;
  121008. }
  121009. /**
  121010. * Class used to create a node based material built by assembling shader blocks
  121011. */
  121012. export class NodeMaterial extends PushMaterial {
  121013. private static _BuildIdGenerator;
  121014. private _options;
  121015. private _vertexCompilationState;
  121016. private _fragmentCompilationState;
  121017. private _sharedData;
  121018. private _buildId;
  121019. private _buildWasSuccessful;
  121020. private _cachedWorldViewMatrix;
  121021. private _cachedWorldViewProjectionMatrix;
  121022. private _optimizers;
  121023. private _animationFrame;
  121024. /** Define the URl to load node editor script */
  121025. static EditorURL: string;
  121026. private BJSNODEMATERIALEDITOR;
  121027. /** Get the inspector from bundle or global */
  121028. private _getGlobalNodeMaterialEditor;
  121029. /**
  121030. * 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)
  121031. */
  121032. ignoreAlpha: boolean;
  121033. /**
  121034. * Defines the maximum number of lights that can be used in the material
  121035. */
  121036. maxSimultaneousLights: number;
  121037. /**
  121038. * Observable raised when the material is built
  121039. */
  121040. onBuildObservable: Observable<NodeMaterial>;
  121041. /**
  121042. * Gets or sets the root nodes of the material vertex shader
  121043. */
  121044. _vertexOutputNodes: NodeMaterialBlock[];
  121045. /**
  121046. * Gets or sets the root nodes of the material fragment (pixel) shader
  121047. */
  121048. _fragmentOutputNodes: NodeMaterialBlock[];
  121049. /** Gets or sets options to control the node material overall behavior */
  121050. options: INodeMaterialOptions;
  121051. /**
  121052. * Default configuration related to image processing available in the standard Material.
  121053. */
  121054. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  121055. /**
  121056. * Gets the image processing configuration used either in this material.
  121057. */
  121058. /**
  121059. * Sets the Default image processing configuration used either in the this material.
  121060. *
  121061. * If sets to null, the scene one is in use.
  121062. */
  121063. imageProcessingConfiguration: ImageProcessingConfiguration;
  121064. /**
  121065. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  121066. */
  121067. attachedBlocks: NodeMaterialBlock[];
  121068. /**
  121069. * Create a new node based material
  121070. * @param name defines the material name
  121071. * @param scene defines the hosting scene
  121072. * @param options defines creation option
  121073. */
  121074. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  121075. /**
  121076. * Gets the current class name of the material e.g. "NodeMaterial"
  121077. * @returns the class name
  121078. */
  121079. getClassName(): string;
  121080. /**
  121081. * Keep track of the image processing observer to allow dispose and replace.
  121082. */
  121083. private _imageProcessingObserver;
  121084. /**
  121085. * Attaches a new image processing configuration to the Standard Material.
  121086. * @param configuration
  121087. */
  121088. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  121089. /**
  121090. * Get a block by its name
  121091. * @param name defines the name of the block to retrieve
  121092. * @returns the required block or null if not found
  121093. */
  121094. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  121095. /**
  121096. * Get a block by its name
  121097. * @param predicate defines the predicate used to find the good candidate
  121098. * @returns the required block or null if not found
  121099. */
  121100. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  121101. /**
  121102. * Get an input block by its name
  121103. * @param predicate defines the predicate used to find the good candidate
  121104. * @returns the required input block or null if not found
  121105. */
  121106. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  121107. /**
  121108. * Gets the list of input blocks attached to this material
  121109. * @returns an array of InputBlocks
  121110. */
  121111. getInputBlocks(): InputBlock[];
  121112. /**
  121113. * Adds a new optimizer to the list of optimizers
  121114. * @param optimizer defines the optimizers to add
  121115. * @returns the current material
  121116. */
  121117. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  121118. /**
  121119. * Remove an optimizer from the list of optimizers
  121120. * @param optimizer defines the optimizers to remove
  121121. * @returns the current material
  121122. */
  121123. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  121124. /**
  121125. * Add a new block to the list of output nodes
  121126. * @param node defines the node to add
  121127. * @returns the current material
  121128. */
  121129. addOutputNode(node: NodeMaterialBlock): this;
  121130. /**
  121131. * Remove a block from the list of root nodes
  121132. * @param node defines the node to remove
  121133. * @returns the current material
  121134. */
  121135. removeOutputNode(node: NodeMaterialBlock): this;
  121136. private _addVertexOutputNode;
  121137. private _removeVertexOutputNode;
  121138. private _addFragmentOutputNode;
  121139. private _removeFragmentOutputNode;
  121140. /**
  121141. * Specifies if the material will require alpha blending
  121142. * @returns a boolean specifying if alpha blending is needed
  121143. */
  121144. needAlphaBlending(): boolean;
  121145. /**
  121146. * Specifies if this material should be rendered in alpha test mode
  121147. * @returns a boolean specifying if an alpha test is needed.
  121148. */
  121149. needAlphaTesting(): boolean;
  121150. private _initializeBlock;
  121151. private _resetDualBlocks;
  121152. /**
  121153. * Build the material and generates the inner effect
  121154. * @param verbose defines if the build should log activity
  121155. */
  121156. build(verbose?: boolean): void;
  121157. /**
  121158. * Runs an otpimization phase to try to improve the shader code
  121159. */
  121160. optimize(): void;
  121161. private _prepareDefinesForAttributes;
  121162. /**
  121163. * Get if the submesh is ready to be used and all its information available.
  121164. * Child classes can use it to update shaders
  121165. * @param mesh defines the mesh to check
  121166. * @param subMesh defines which submesh to check
  121167. * @param useInstances specifies that instances should be used
  121168. * @returns a boolean indicating that the submesh is ready or not
  121169. */
  121170. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  121171. /**
  121172. * Get a string representing the shaders built by the current node graph
  121173. */
  121174. readonly compiledShaders: string;
  121175. /**
  121176. * Binds the world matrix to the material
  121177. * @param world defines the world transformation matrix
  121178. */
  121179. bindOnlyWorldMatrix(world: Matrix): void;
  121180. /**
  121181. * Binds the submesh to this material by preparing the effect and shader to draw
  121182. * @param world defines the world transformation matrix
  121183. * @param mesh defines the mesh containing the submesh
  121184. * @param subMesh defines the submesh to bind the material to
  121185. */
  121186. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  121187. /**
  121188. * Gets the active textures from the material
  121189. * @returns an array of textures
  121190. */
  121191. getActiveTextures(): BaseTexture[];
  121192. /**
  121193. * Gets the list of texture blocks
  121194. * @returns an array of texture blocks
  121195. */
  121196. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  121197. /**
  121198. * Specifies if the material uses a texture
  121199. * @param texture defines the texture to check against the material
  121200. * @returns a boolean specifying if the material uses the texture
  121201. */
  121202. hasTexture(texture: BaseTexture): boolean;
  121203. /**
  121204. * Disposes the material
  121205. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  121206. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  121207. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  121208. */
  121209. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  121210. /** Creates the node editor window. */
  121211. private _createNodeEditor;
  121212. /**
  121213. * Launch the node material editor
  121214. * @param config Define the configuration of the editor
  121215. * @return a promise fulfilled when the node editor is visible
  121216. */
  121217. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  121218. /**
  121219. * Clear the current material
  121220. */
  121221. clear(): void;
  121222. /**
  121223. * Clear the current material and set it to a default state
  121224. */
  121225. setToDefault(): void;
  121226. /**
  121227. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  121228. * @param url defines the url to load from
  121229. * @returns a promise that will fullfil when the material is fully loaded
  121230. */
  121231. loadAsync(url: string): Promise<void>;
  121232. private _gatherBlocks;
  121233. /**
  121234. * Generate a string containing the code declaration required to create an equivalent of this material
  121235. * @returns a string
  121236. */
  121237. generateCode(): string;
  121238. /**
  121239. * Serializes this material in a JSON representation
  121240. * @returns the serialized material object
  121241. */
  121242. serialize(): any;
  121243. private _restoreConnections;
  121244. /**
  121245. * Clear the current graph and load a new one from a serialization object
  121246. * @param source defines the JSON representation of the material
  121247. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121248. */
  121249. loadFromSerialization(source: any, rootUrl?: string): void;
  121250. /**
  121251. * Creates a node material from parsed material data
  121252. * @param source defines the JSON representation of the material
  121253. * @param scene defines the hosting scene
  121254. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121255. * @returns a new node material
  121256. */
  121257. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  121258. /**
  121259. * Creates a new node material set to default basic configuration
  121260. * @param name defines the name of the material
  121261. * @param scene defines the hosting scene
  121262. * @returns a new NodeMaterial
  121263. */
  121264. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  121265. }
  121266. }
  121267. declare module BABYLON {
  121268. /**
  121269. * Block used to read a texture from a sampler
  121270. */
  121271. export class TextureBlock extends NodeMaterialBlock {
  121272. private _defineName;
  121273. private _linearDefineName;
  121274. private _samplerName;
  121275. private _transformedUVName;
  121276. private _textureTransformName;
  121277. private _textureInfoName;
  121278. private _mainUVName;
  121279. private _mainUVDefineName;
  121280. /**
  121281. * Gets or sets the texture associated with the node
  121282. */
  121283. texture: Nullable<Texture>;
  121284. /**
  121285. * Create a new TextureBlock
  121286. * @param name defines the block name
  121287. */
  121288. constructor(name: string);
  121289. /**
  121290. * Gets the current class name
  121291. * @returns the class name
  121292. */
  121293. getClassName(): string;
  121294. /**
  121295. * Gets the uv input component
  121296. */
  121297. readonly uv: NodeMaterialConnectionPoint;
  121298. /**
  121299. * Gets the rgba output component
  121300. */
  121301. readonly rgba: NodeMaterialConnectionPoint;
  121302. /**
  121303. * Gets the rgb output component
  121304. */
  121305. readonly rgb: NodeMaterialConnectionPoint;
  121306. /**
  121307. * Gets the r output component
  121308. */
  121309. readonly r: NodeMaterialConnectionPoint;
  121310. /**
  121311. * Gets the g output component
  121312. */
  121313. readonly g: NodeMaterialConnectionPoint;
  121314. /**
  121315. * Gets the b output component
  121316. */
  121317. readonly b: NodeMaterialConnectionPoint;
  121318. /**
  121319. * Gets the a output component
  121320. */
  121321. readonly a: NodeMaterialConnectionPoint;
  121322. readonly target: NodeMaterialBlockTargets;
  121323. autoConfigure(material: NodeMaterial): void;
  121324. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121325. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121326. isReady(): boolean;
  121327. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121328. private readonly _isMixed;
  121329. private _injectVertexCode;
  121330. private _writeOutput;
  121331. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121332. protected _dumpPropertiesCode(): string;
  121333. serialize(): any;
  121334. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121335. }
  121336. }
  121337. declare module BABYLON {
  121338. /**
  121339. * Class used to store shared data between 2 NodeMaterialBuildState
  121340. */
  121341. export class NodeMaterialBuildStateSharedData {
  121342. /**
  121343. * Gets the list of emitted varyings
  121344. */
  121345. temps: string[];
  121346. /**
  121347. * Gets the list of emitted varyings
  121348. */
  121349. varyings: string[];
  121350. /**
  121351. * Gets the varying declaration string
  121352. */
  121353. varyingDeclaration: string;
  121354. /**
  121355. * Input blocks
  121356. */
  121357. inputBlocks: InputBlock[];
  121358. /**
  121359. * Input blocks
  121360. */
  121361. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  121362. /**
  121363. * Bindable blocks (Blocks that need to set data to the effect)
  121364. */
  121365. bindableBlocks: NodeMaterialBlock[];
  121366. /**
  121367. * List of blocks that can provide a compilation fallback
  121368. */
  121369. blocksWithFallbacks: NodeMaterialBlock[];
  121370. /**
  121371. * List of blocks that can provide a define update
  121372. */
  121373. blocksWithDefines: NodeMaterialBlock[];
  121374. /**
  121375. * List of blocks that can provide a repeatable content
  121376. */
  121377. repeatableContentBlocks: NodeMaterialBlock[];
  121378. /**
  121379. * List of blocks that can provide a dynamic list of uniforms
  121380. */
  121381. dynamicUniformBlocks: NodeMaterialBlock[];
  121382. /**
  121383. * List of blocks that can block the isReady function for the material
  121384. */
  121385. blockingBlocks: NodeMaterialBlock[];
  121386. /**
  121387. * Gets the list of animated inputs
  121388. */
  121389. animatedInputs: InputBlock[];
  121390. /**
  121391. * Build Id used to avoid multiple recompilations
  121392. */
  121393. buildId: number;
  121394. /** List of emitted variables */
  121395. variableNames: {
  121396. [key: string]: number;
  121397. };
  121398. /** List of emitted defines */
  121399. defineNames: {
  121400. [key: string]: number;
  121401. };
  121402. /** Should emit comments? */
  121403. emitComments: boolean;
  121404. /** Emit build activity */
  121405. verbose: boolean;
  121406. /** Gets or sets the hosting scene */
  121407. scene: Scene;
  121408. /**
  121409. * Gets the compilation hints emitted at compilation time
  121410. */
  121411. hints: {
  121412. needWorldViewMatrix: boolean;
  121413. needWorldViewProjectionMatrix: boolean;
  121414. needAlphaBlending: boolean;
  121415. needAlphaTesting: boolean;
  121416. };
  121417. /**
  121418. * List of compilation checks
  121419. */
  121420. checks: {
  121421. emitVertex: boolean;
  121422. emitFragment: boolean;
  121423. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  121424. };
  121425. /** Creates a new shared data */
  121426. constructor();
  121427. /**
  121428. * Emits console errors and exceptions if there is a failing check
  121429. */
  121430. emitErrors(): void;
  121431. }
  121432. }
  121433. declare module BABYLON {
  121434. /**
  121435. * Class used to store node based material build state
  121436. */
  121437. export class NodeMaterialBuildState {
  121438. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  121439. supportUniformBuffers: boolean;
  121440. /**
  121441. * Gets the list of emitted attributes
  121442. */
  121443. attributes: string[];
  121444. /**
  121445. * Gets the list of emitted uniforms
  121446. */
  121447. uniforms: string[];
  121448. /**
  121449. * Gets the list of emitted constants
  121450. */
  121451. constants: string[];
  121452. /**
  121453. * Gets the list of emitted samplers
  121454. */
  121455. samplers: string[];
  121456. /**
  121457. * Gets the list of emitted functions
  121458. */
  121459. functions: {
  121460. [key: string]: string;
  121461. };
  121462. /**
  121463. * Gets the list of emitted extensions
  121464. */
  121465. extensions: {
  121466. [key: string]: string;
  121467. };
  121468. /**
  121469. * Gets the target of the compilation state
  121470. */
  121471. target: NodeMaterialBlockTargets;
  121472. /**
  121473. * Gets the list of emitted counters
  121474. */
  121475. counters: {
  121476. [key: string]: number;
  121477. };
  121478. /**
  121479. * Shared data between multiple NodeMaterialBuildState instances
  121480. */
  121481. sharedData: NodeMaterialBuildStateSharedData;
  121482. /** @hidden */
  121483. _vertexState: NodeMaterialBuildState;
  121484. /** @hidden */
  121485. _attributeDeclaration: string;
  121486. /** @hidden */
  121487. _uniformDeclaration: string;
  121488. /** @hidden */
  121489. _constantDeclaration: string;
  121490. /** @hidden */
  121491. _samplerDeclaration: string;
  121492. /** @hidden */
  121493. _varyingTransfer: string;
  121494. private _repeatableContentAnchorIndex;
  121495. /** @hidden */
  121496. _builtCompilationString: string;
  121497. /**
  121498. * Gets the emitted compilation strings
  121499. */
  121500. compilationString: string;
  121501. /**
  121502. * Finalize the compilation strings
  121503. * @param state defines the current compilation state
  121504. */
  121505. finalize(state: NodeMaterialBuildState): void;
  121506. /** @hidden */
  121507. readonly _repeatableContentAnchor: string;
  121508. /** @hidden */
  121509. _getFreeVariableName(prefix: string): string;
  121510. /** @hidden */
  121511. _getFreeDefineName(prefix: string): string;
  121512. /** @hidden */
  121513. _excludeVariableName(name: string): void;
  121514. /** @hidden */
  121515. _emit2DSampler(name: string): void;
  121516. /** @hidden */
  121517. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  121518. /** @hidden */
  121519. _emitExtension(name: string, extension: string): void;
  121520. /** @hidden */
  121521. _emitFunction(name: string, code: string, comments: string): void;
  121522. /** @hidden */
  121523. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  121524. replaceStrings?: {
  121525. search: RegExp;
  121526. replace: string;
  121527. }[];
  121528. repeatKey?: string;
  121529. }): string;
  121530. /** @hidden */
  121531. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  121532. repeatKey?: string;
  121533. removeAttributes?: boolean;
  121534. removeUniforms?: boolean;
  121535. removeVaryings?: boolean;
  121536. removeIfDef?: boolean;
  121537. replaceStrings?: {
  121538. search: RegExp;
  121539. replace: string;
  121540. }[];
  121541. }, storeKey?: string): void;
  121542. /** @hidden */
  121543. _registerTempVariable(name: string): boolean;
  121544. /** @hidden */
  121545. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  121546. /** @hidden */
  121547. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  121548. /** @hidden */
  121549. _emitFloat(value: number): string;
  121550. }
  121551. }
  121552. declare module BABYLON {
  121553. /**
  121554. * Defines a block that can be used inside a node based material
  121555. */
  121556. export class NodeMaterialBlock {
  121557. private _buildId;
  121558. private _buildTarget;
  121559. private _target;
  121560. private _isFinalMerger;
  121561. private _isInput;
  121562. /** @hidden */
  121563. _codeVariableName: string;
  121564. /** @hidden */
  121565. _inputs: NodeMaterialConnectionPoint[];
  121566. /** @hidden */
  121567. _outputs: NodeMaterialConnectionPoint[];
  121568. /** @hidden */
  121569. _preparationId: number;
  121570. /**
  121571. * Gets or sets the name of the block
  121572. */
  121573. name: string;
  121574. /**
  121575. * Gets or sets the unique id of the node
  121576. */
  121577. uniqueId: number;
  121578. /**
  121579. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  121580. */
  121581. readonly isFinalMerger: boolean;
  121582. /**
  121583. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  121584. */
  121585. readonly isInput: boolean;
  121586. /**
  121587. * Gets or sets the build Id
  121588. */
  121589. buildId: number;
  121590. /**
  121591. * Gets or sets the target of the block
  121592. */
  121593. target: NodeMaterialBlockTargets;
  121594. /**
  121595. * Gets the list of input points
  121596. */
  121597. readonly inputs: NodeMaterialConnectionPoint[];
  121598. /** Gets the list of output points */
  121599. readonly outputs: NodeMaterialConnectionPoint[];
  121600. /**
  121601. * Find an input by its name
  121602. * @param name defines the name of the input to look for
  121603. * @returns the input or null if not found
  121604. */
  121605. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121606. /**
  121607. * Find an output by its name
  121608. * @param name defines the name of the outputto look for
  121609. * @returns the output or null if not found
  121610. */
  121611. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121612. /**
  121613. * Creates a new NodeMaterialBlock
  121614. * @param name defines the block name
  121615. * @param target defines the target of that block (Vertex by default)
  121616. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  121617. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  121618. */
  121619. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  121620. /**
  121621. * Initialize the block and prepare the context for build
  121622. * @param state defines the state that will be used for the build
  121623. */
  121624. initialize(state: NodeMaterialBuildState): void;
  121625. /**
  121626. * Bind data to effect. Will only be called for blocks with isBindable === true
  121627. * @param effect defines the effect to bind data to
  121628. * @param nodeMaterial defines the hosting NodeMaterial
  121629. * @param mesh defines the mesh that will be rendered
  121630. */
  121631. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121632. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  121633. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  121634. protected _writeFloat(value: number): string;
  121635. /**
  121636. * Gets the current class name e.g. "NodeMaterialBlock"
  121637. * @returns the class name
  121638. */
  121639. getClassName(): string;
  121640. /**
  121641. * Register a new input. Must be called inside a block constructor
  121642. * @param name defines the connection point name
  121643. * @param type defines the connection point type
  121644. * @param isOptional defines a boolean indicating that this input can be omitted
  121645. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121646. * @returns the current block
  121647. */
  121648. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  121649. /**
  121650. * Register a new output. Must be called inside a block constructor
  121651. * @param name defines the connection point name
  121652. * @param type defines the connection point type
  121653. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121654. * @returns the current block
  121655. */
  121656. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  121657. /**
  121658. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  121659. * @param forOutput defines an optional connection point to check compatibility with
  121660. * @returns the first available input or null
  121661. */
  121662. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  121663. /**
  121664. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  121665. * @param forBlock defines an optional block to check compatibility with
  121666. * @returns the first available input or null
  121667. */
  121668. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  121669. /**
  121670. * Gets the sibling of the given output
  121671. * @param current defines the current output
  121672. * @returns the next output in the list or null
  121673. */
  121674. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  121675. /**
  121676. * Connect current block with another block
  121677. * @param other defines the block to connect with
  121678. * @param options define the various options to help pick the right connections
  121679. * @returns the current block
  121680. */
  121681. connectTo(other: NodeMaterialBlock, options?: {
  121682. input?: string;
  121683. output?: string;
  121684. outputSwizzle?: string;
  121685. }): this | undefined;
  121686. protected _buildBlock(state: NodeMaterialBuildState): void;
  121687. /**
  121688. * Add uniforms, samplers and uniform buffers at compilation time
  121689. * @param state defines the state to update
  121690. * @param nodeMaterial defines the node material requesting the update
  121691. * @param defines defines the material defines to update
  121692. * @param uniformBuffers defines the list of uniform buffer names
  121693. */
  121694. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  121695. /**
  121696. * Add potential fallbacks if shader compilation fails
  121697. * @param mesh defines the mesh to be rendered
  121698. * @param fallbacks defines the current prioritized list of fallbacks
  121699. */
  121700. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121701. /**
  121702. * Initialize defines for shader compilation
  121703. * @param mesh defines the mesh to be rendered
  121704. * @param nodeMaterial defines the node material requesting the update
  121705. * @param defines defines the material defines to update
  121706. * @param useInstances specifies that instances should be used
  121707. */
  121708. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121709. /**
  121710. * Update defines for shader compilation
  121711. * @param mesh defines the mesh to be rendered
  121712. * @param nodeMaterial defines the node material requesting the update
  121713. * @param defines defines the material defines to update
  121714. * @param useInstances specifies that instances should be used
  121715. */
  121716. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121717. /**
  121718. * Lets the block try to connect some inputs automatically
  121719. * @param material defines the hosting NodeMaterial
  121720. */
  121721. autoConfigure(material: NodeMaterial): void;
  121722. /**
  121723. * Function called when a block is declared as repeatable content generator
  121724. * @param vertexShaderState defines the current compilation state for the vertex shader
  121725. * @param fragmentShaderState defines the current compilation state for the fragment shader
  121726. * @param mesh defines the mesh to be rendered
  121727. * @param defines defines the material defines to update
  121728. */
  121729. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  121730. /**
  121731. * Checks if the block is ready
  121732. * @param mesh defines the mesh to be rendered
  121733. * @param nodeMaterial defines the node material requesting the update
  121734. * @param defines defines the material defines to update
  121735. * @param useInstances specifies that instances should be used
  121736. * @returns true if the block is ready
  121737. */
  121738. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  121739. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  121740. private _processBuild;
  121741. /**
  121742. * Compile the current node and generate the shader code
  121743. * @param state defines the current compilation state (uniforms, samplers, current string)
  121744. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  121745. * @returns true if already built
  121746. */
  121747. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  121748. protected _inputRename(name: string): string;
  121749. protected _outputRename(name: string): string;
  121750. protected _dumpPropertiesCode(): string;
  121751. /** @hidden */
  121752. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  121753. /** @hidden */
  121754. _dumpCodeForOutputConnections(): string;
  121755. /**
  121756. * Clone the current block to a new identical block
  121757. * @param scene defines the hosting scene
  121758. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121759. * @returns a copy of the current block
  121760. */
  121761. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  121762. /**
  121763. * Serializes this block in a JSON representation
  121764. * @returns the serialized block object
  121765. */
  121766. serialize(): any;
  121767. /** @hidden */
  121768. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121769. /**
  121770. * Release resources
  121771. */
  121772. dispose(): void;
  121773. }
  121774. }
  121775. declare module BABYLON {
  121776. /**
  121777. * Enum defining the type of animations supported by InputBlock
  121778. */
  121779. export enum AnimatedInputBlockTypes {
  121780. /** No animation */
  121781. None = 0,
  121782. /** Time based animation. Will only work for floats */
  121783. Time = 1
  121784. }
  121785. }
  121786. declare module BABYLON {
  121787. /**
  121788. * Block used to expose an input value
  121789. */
  121790. export class InputBlock extends NodeMaterialBlock {
  121791. private _mode;
  121792. private _associatedVariableName;
  121793. private _storedValue;
  121794. private _valueCallback;
  121795. private _type;
  121796. private _animationType;
  121797. /** Gets or set a value used to limit the range of float values */
  121798. min: number;
  121799. /** Gets or set a value used to limit the range of float values */
  121800. max: number;
  121801. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  121802. matrixMode: number;
  121803. /** @hidden */
  121804. _systemValue: Nullable<NodeMaterialSystemValues>;
  121805. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  121806. visibleInInspector: boolean;
  121807. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  121808. isConstant: boolean;
  121809. /**
  121810. * Gets or sets the connection point type (default is float)
  121811. */
  121812. readonly type: NodeMaterialBlockConnectionPointTypes;
  121813. /**
  121814. * Creates a new InputBlock
  121815. * @param name defines the block name
  121816. * @param target defines the target of that block (Vertex by default)
  121817. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  121818. */
  121819. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  121820. /**
  121821. * Gets the output component
  121822. */
  121823. readonly output: NodeMaterialConnectionPoint;
  121824. /**
  121825. * Set the source of this connection point to a vertex attribute
  121826. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  121827. * @returns the current connection point
  121828. */
  121829. setAsAttribute(attributeName?: string): InputBlock;
  121830. /**
  121831. * Set the source of this connection point to a system value
  121832. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  121833. * @returns the current connection point
  121834. */
  121835. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  121836. /**
  121837. * Gets or sets the value of that point.
  121838. * Please note that this value will be ignored if valueCallback is defined
  121839. */
  121840. value: any;
  121841. /**
  121842. * Gets or sets a callback used to get the value of that point.
  121843. * Please note that setting this value will force the connection point to ignore the value property
  121844. */
  121845. valueCallback: () => any;
  121846. /**
  121847. * Gets or sets the associated variable name in the shader
  121848. */
  121849. associatedVariableName: string;
  121850. /** Gets or sets the type of animation applied to the input */
  121851. animationType: AnimatedInputBlockTypes;
  121852. /**
  121853. * Gets a boolean indicating that this connection point not defined yet
  121854. */
  121855. readonly isUndefined: boolean;
  121856. /**
  121857. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  121858. * In this case the connection point name must be the name of the uniform to use.
  121859. * Can only be set on inputs
  121860. */
  121861. isUniform: boolean;
  121862. /**
  121863. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  121864. * In this case the connection point name must be the name of the attribute to use
  121865. * Can only be set on inputs
  121866. */
  121867. isAttribute: boolean;
  121868. /**
  121869. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  121870. * Can only be set on exit points
  121871. */
  121872. isVarying: boolean;
  121873. /**
  121874. * Gets a boolean indicating that the current connection point is a system value
  121875. */
  121876. readonly isSystemValue: boolean;
  121877. /**
  121878. * Gets or sets the current well known value or null if not defined as a system value
  121879. */
  121880. systemValue: Nullable<NodeMaterialSystemValues>;
  121881. /**
  121882. * Gets the current class name
  121883. * @returns the class name
  121884. */
  121885. getClassName(): string;
  121886. /**
  121887. * Animate the input if animationType !== None
  121888. * @param scene defines the rendering scene
  121889. */
  121890. animate(scene: Scene): void;
  121891. private _emitDefine;
  121892. initialize(state: NodeMaterialBuildState): void;
  121893. /**
  121894. * Set the input block to its default value (based on its type)
  121895. */
  121896. setDefaultValue(): void;
  121897. private _emitConstant;
  121898. private _emit;
  121899. /** @hidden */
  121900. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  121901. /** @hidden */
  121902. _transmit(effect: Effect, scene: Scene): void;
  121903. protected _buildBlock(state: NodeMaterialBuildState): void;
  121904. protected _dumpPropertiesCode(): string;
  121905. serialize(): any;
  121906. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121907. }
  121908. }
  121909. declare module BABYLON {
  121910. /**
  121911. * Defines a connection point for a block
  121912. */
  121913. export class NodeMaterialConnectionPoint {
  121914. /** @hidden */
  121915. _ownerBlock: NodeMaterialBlock;
  121916. /** @hidden */
  121917. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121918. private _endpoints;
  121919. private _associatedVariableName;
  121920. /** @hidden */
  121921. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121922. /** @hidden */
  121923. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121924. private _type;
  121925. /** @hidden */
  121926. _enforceAssociatedVariableName: boolean;
  121927. /**
  121928. * Gets or sets the additional types supported by this connection point
  121929. */
  121930. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121931. /**
  121932. * Gets or sets the additional types excluded by this connection point
  121933. */
  121934. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121935. /**
  121936. * Observable triggered when this point is connected
  121937. */
  121938. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  121939. /**
  121940. * Gets or sets the associated variable name in the shader
  121941. */
  121942. associatedVariableName: string;
  121943. /**
  121944. * Gets or sets the connection point type (default is float)
  121945. */
  121946. type: NodeMaterialBlockConnectionPointTypes;
  121947. /**
  121948. * Gets or sets the connection point name
  121949. */
  121950. name: string;
  121951. /**
  121952. * Gets or sets a boolean indicating that this connection point can be omitted
  121953. */
  121954. isOptional: boolean;
  121955. /**
  121956. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  121957. */
  121958. define: string;
  121959. /** @hidden */
  121960. _prioritizeVertex: boolean;
  121961. private _target;
  121962. /** Gets or sets the target of that connection point */
  121963. target: NodeMaterialBlockTargets;
  121964. /**
  121965. * Gets a boolean indicating that the current point is connected
  121966. */
  121967. readonly isConnected: boolean;
  121968. /**
  121969. * Gets a boolean indicating that the current point is connected to an input block
  121970. */
  121971. readonly isConnectedToInputBlock: boolean;
  121972. /**
  121973. * Gets a the connected input block (if any)
  121974. */
  121975. readonly connectInputBlock: Nullable<InputBlock>;
  121976. /** Get the other side of the connection (if any) */
  121977. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121978. /** Get the block that owns this connection point */
  121979. readonly ownerBlock: NodeMaterialBlock;
  121980. /** Get the block connected on the other side of this connection (if any) */
  121981. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  121982. /** Get the block connected on the endpoints of this connection (if any) */
  121983. readonly connectedBlocks: Array<NodeMaterialBlock>;
  121984. /** Gets the list of connected endpoints */
  121985. readonly endpoints: NodeMaterialConnectionPoint[];
  121986. /** Gets a boolean indicating if that output point is connected to at least one input */
  121987. readonly hasEndpoints: boolean;
  121988. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  121989. readonly isConnectedInVertexShader: boolean;
  121990. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  121991. readonly isConnectedInFragmentShader: boolean;
  121992. /**
  121993. * Creates a new connection point
  121994. * @param name defines the connection point name
  121995. * @param ownerBlock defines the block hosting this connection point
  121996. */
  121997. constructor(name: string, ownerBlock: NodeMaterialBlock);
  121998. /**
  121999. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  122000. * @returns the class name
  122001. */
  122002. getClassName(): string;
  122003. /**
  122004. * Gets an boolean indicating if the current point can be connected to another point
  122005. * @param connectionPoint defines the other connection point
  122006. * @returns true if the connection is possible
  122007. */
  122008. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  122009. /**
  122010. * Connect this point to another connection point
  122011. * @param connectionPoint defines the other connection point
  122012. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  122013. * @returns the current connection point
  122014. */
  122015. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  122016. /**
  122017. * Disconnect this point from one of his endpoint
  122018. * @param endpoint defines the other connection point
  122019. * @returns the current connection point
  122020. */
  122021. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  122022. /**
  122023. * Serializes this point in a JSON representation
  122024. * @returns the serialized point object
  122025. */
  122026. serialize(): any;
  122027. /**
  122028. * Release resources
  122029. */
  122030. dispose(): void;
  122031. }
  122032. }
  122033. declare module BABYLON {
  122034. /**
  122035. * Block used to add support for vertex skinning (bones)
  122036. */
  122037. export class BonesBlock extends NodeMaterialBlock {
  122038. /**
  122039. * Creates a new BonesBlock
  122040. * @param name defines the block name
  122041. */
  122042. constructor(name: string);
  122043. /**
  122044. * Initialize the block and prepare the context for build
  122045. * @param state defines the state that will be used for the build
  122046. */
  122047. initialize(state: NodeMaterialBuildState): void;
  122048. /**
  122049. * Gets the current class name
  122050. * @returns the class name
  122051. */
  122052. getClassName(): string;
  122053. /**
  122054. * Gets the matrix indices input component
  122055. */
  122056. readonly matricesIndices: NodeMaterialConnectionPoint;
  122057. /**
  122058. * Gets the matrix weights input component
  122059. */
  122060. readonly matricesWeights: NodeMaterialConnectionPoint;
  122061. /**
  122062. * Gets the extra matrix indices input component
  122063. */
  122064. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  122065. /**
  122066. * Gets the extra matrix weights input component
  122067. */
  122068. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  122069. /**
  122070. * Gets the world input component
  122071. */
  122072. readonly world: NodeMaterialConnectionPoint;
  122073. /**
  122074. * Gets the output component
  122075. */
  122076. readonly output: NodeMaterialConnectionPoint;
  122077. autoConfigure(material: NodeMaterial): void;
  122078. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122079. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122080. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122081. protected _buildBlock(state: NodeMaterialBuildState): this;
  122082. }
  122083. }
  122084. declare module BABYLON {
  122085. /**
  122086. * Block used to add support for instances
  122087. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  122088. */
  122089. export class InstancesBlock extends NodeMaterialBlock {
  122090. /**
  122091. * Creates a new InstancesBlock
  122092. * @param name defines the block name
  122093. */
  122094. constructor(name: string);
  122095. /**
  122096. * Gets the current class name
  122097. * @returns the class name
  122098. */
  122099. getClassName(): string;
  122100. /**
  122101. * Gets the first world row input component
  122102. */
  122103. readonly world0: NodeMaterialConnectionPoint;
  122104. /**
  122105. * Gets the second world row input component
  122106. */
  122107. readonly world1: NodeMaterialConnectionPoint;
  122108. /**
  122109. * Gets the third world row input component
  122110. */
  122111. readonly world2: NodeMaterialConnectionPoint;
  122112. /**
  122113. * Gets the forth world row input component
  122114. */
  122115. readonly world3: NodeMaterialConnectionPoint;
  122116. /**
  122117. * Gets the world input component
  122118. */
  122119. readonly world: NodeMaterialConnectionPoint;
  122120. /**
  122121. * Gets the output component
  122122. */
  122123. readonly output: NodeMaterialConnectionPoint;
  122124. autoConfigure(material: NodeMaterial): void;
  122125. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122126. protected _buildBlock(state: NodeMaterialBuildState): this;
  122127. }
  122128. }
  122129. declare module BABYLON {
  122130. /**
  122131. * Block used to add morph targets support to vertex shader
  122132. */
  122133. export class MorphTargetsBlock extends NodeMaterialBlock {
  122134. private _repeatableContentAnchor;
  122135. private _repeatebleContentGenerated;
  122136. /**
  122137. * Create a new MorphTargetsBlock
  122138. * @param name defines the block name
  122139. */
  122140. constructor(name: string);
  122141. /**
  122142. * Gets the current class name
  122143. * @returns the class name
  122144. */
  122145. getClassName(): string;
  122146. /**
  122147. * Gets the position input component
  122148. */
  122149. readonly position: NodeMaterialConnectionPoint;
  122150. /**
  122151. * Gets the normal input component
  122152. */
  122153. readonly normal: NodeMaterialConnectionPoint;
  122154. /**
  122155. * Gets the tangent input component
  122156. */
  122157. readonly tangent: NodeMaterialConnectionPoint;
  122158. /**
  122159. * Gets the tangent input component
  122160. */
  122161. readonly uv: NodeMaterialConnectionPoint;
  122162. /**
  122163. * Gets the position output component
  122164. */
  122165. readonly positionOutput: NodeMaterialConnectionPoint;
  122166. /**
  122167. * Gets the normal output component
  122168. */
  122169. readonly normalOutput: NodeMaterialConnectionPoint;
  122170. /**
  122171. * Gets the tangent output component
  122172. */
  122173. readonly tangentOutput: NodeMaterialConnectionPoint;
  122174. /**
  122175. * Gets the tangent output component
  122176. */
  122177. readonly uvOutput: NodeMaterialConnectionPoint;
  122178. initialize(state: NodeMaterialBuildState): void;
  122179. autoConfigure(material: NodeMaterial): void;
  122180. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122181. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122182. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122183. protected _buildBlock(state: NodeMaterialBuildState): this;
  122184. }
  122185. }
  122186. declare module BABYLON {
  122187. /**
  122188. * Block used to get data information from a light
  122189. */
  122190. export class LightInformationBlock extends NodeMaterialBlock {
  122191. private _lightDataUniformName;
  122192. private _lightColorUniformName;
  122193. private _lightTypeDefineName;
  122194. /**
  122195. * Gets or sets the light associated with this block
  122196. */
  122197. light: Nullable<Light>;
  122198. /**
  122199. * Creates a new LightInformationBlock
  122200. * @param name defines the block name
  122201. */
  122202. constructor(name: string);
  122203. /**
  122204. * Gets the current class name
  122205. * @returns the class name
  122206. */
  122207. getClassName(): string;
  122208. /**
  122209. * Gets the world position input component
  122210. */
  122211. readonly worldPosition: NodeMaterialConnectionPoint;
  122212. /**
  122213. * Gets the direction output component
  122214. */
  122215. readonly direction: NodeMaterialConnectionPoint;
  122216. /**
  122217. * Gets the direction output component
  122218. */
  122219. readonly color: NodeMaterialConnectionPoint;
  122220. /**
  122221. * Gets the direction output component
  122222. */
  122223. readonly intensity: NodeMaterialConnectionPoint;
  122224. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122225. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122226. protected _buildBlock(state: NodeMaterialBuildState): this;
  122227. serialize(): any;
  122228. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122229. }
  122230. }
  122231. declare module BABYLON {
  122232. /**
  122233. * Block used to add image processing support to fragment shader
  122234. */
  122235. export class ImageProcessingBlock extends NodeMaterialBlock {
  122236. /**
  122237. * Create a new ImageProcessingBlock
  122238. * @param name defines the block name
  122239. */
  122240. constructor(name: string);
  122241. /**
  122242. * Gets the current class name
  122243. * @returns the class name
  122244. */
  122245. getClassName(): string;
  122246. /**
  122247. * Gets the color input component
  122248. */
  122249. readonly color: NodeMaterialConnectionPoint;
  122250. /**
  122251. * Gets the output component
  122252. */
  122253. readonly output: NodeMaterialConnectionPoint;
  122254. /**
  122255. * Initialize the block and prepare the context for build
  122256. * @param state defines the state that will be used for the build
  122257. */
  122258. initialize(state: NodeMaterialBuildState): void;
  122259. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  122260. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122261. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122262. protected _buildBlock(state: NodeMaterialBuildState): this;
  122263. }
  122264. }
  122265. declare module BABYLON {
  122266. /**
  122267. * Block used to pertub normals based on a normal map
  122268. */
  122269. export class PerturbNormalBlock extends NodeMaterialBlock {
  122270. private _tangentSpaceParameterName;
  122271. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  122272. invertX: boolean;
  122273. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  122274. invertY: boolean;
  122275. /**
  122276. * Create a new PerturbNormalBlock
  122277. * @param name defines the block name
  122278. */
  122279. constructor(name: string);
  122280. /**
  122281. * Gets the current class name
  122282. * @returns the class name
  122283. */
  122284. getClassName(): string;
  122285. /**
  122286. * Gets the world position input component
  122287. */
  122288. readonly worldPosition: NodeMaterialConnectionPoint;
  122289. /**
  122290. * Gets the world normal input component
  122291. */
  122292. readonly worldNormal: NodeMaterialConnectionPoint;
  122293. /**
  122294. * Gets the uv input component
  122295. */
  122296. readonly uv: NodeMaterialConnectionPoint;
  122297. /**
  122298. * Gets the normal map color input component
  122299. */
  122300. readonly normalMapColor: NodeMaterialConnectionPoint;
  122301. /**
  122302. * Gets the strength input component
  122303. */
  122304. readonly strength: NodeMaterialConnectionPoint;
  122305. /**
  122306. * Gets the output component
  122307. */
  122308. readonly output: NodeMaterialConnectionPoint;
  122309. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122310. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122311. autoConfigure(material: NodeMaterial): void;
  122312. protected _buildBlock(state: NodeMaterialBuildState): this;
  122313. protected _dumpPropertiesCode(): string;
  122314. serialize(): any;
  122315. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122316. }
  122317. }
  122318. declare module BABYLON {
  122319. /**
  122320. * Block used to discard a pixel if a value is smaller than a cutoff
  122321. */
  122322. export class DiscardBlock extends NodeMaterialBlock {
  122323. /**
  122324. * Create a new DiscardBlock
  122325. * @param name defines the block name
  122326. */
  122327. constructor(name: string);
  122328. /**
  122329. * Gets the current class name
  122330. * @returns the class name
  122331. */
  122332. getClassName(): string;
  122333. /**
  122334. * Gets the color input component
  122335. */
  122336. readonly value: NodeMaterialConnectionPoint;
  122337. /**
  122338. * Gets the cutoff input component
  122339. */
  122340. readonly cutoff: NodeMaterialConnectionPoint;
  122341. protected _buildBlock(state: NodeMaterialBuildState): this;
  122342. }
  122343. }
  122344. declare module BABYLON {
  122345. /**
  122346. * Block used to add support for scene fog
  122347. */
  122348. export class FogBlock extends NodeMaterialBlock {
  122349. private _fogDistanceName;
  122350. private _fogParameters;
  122351. /**
  122352. * Create a new FogBlock
  122353. * @param name defines the block name
  122354. */
  122355. constructor(name: string);
  122356. /**
  122357. * Gets the current class name
  122358. * @returns the class name
  122359. */
  122360. getClassName(): string;
  122361. /**
  122362. * Gets the world position input component
  122363. */
  122364. readonly worldPosition: NodeMaterialConnectionPoint;
  122365. /**
  122366. * Gets the view input component
  122367. */
  122368. readonly view: NodeMaterialConnectionPoint;
  122369. /**
  122370. * Gets the color input component
  122371. */
  122372. readonly input: NodeMaterialConnectionPoint;
  122373. /**
  122374. * Gets the fog color input component
  122375. */
  122376. readonly fogColor: NodeMaterialConnectionPoint;
  122377. /**
  122378. * Gets the output component
  122379. */
  122380. readonly output: NodeMaterialConnectionPoint;
  122381. autoConfigure(material: NodeMaterial): void;
  122382. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122383. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122384. protected _buildBlock(state: NodeMaterialBuildState): this;
  122385. }
  122386. }
  122387. declare module BABYLON {
  122388. /**
  122389. * Block used to add light in the fragment shader
  122390. */
  122391. export class LightBlock extends NodeMaterialBlock {
  122392. private _lightId;
  122393. /**
  122394. * Gets or sets the light associated with this block
  122395. */
  122396. light: Nullable<Light>;
  122397. /**
  122398. * Create a new LightBlock
  122399. * @param name defines the block name
  122400. */
  122401. constructor(name: string);
  122402. /**
  122403. * Gets the current class name
  122404. * @returns the class name
  122405. */
  122406. getClassName(): string;
  122407. /**
  122408. * Gets the world position input component
  122409. */
  122410. readonly worldPosition: NodeMaterialConnectionPoint;
  122411. /**
  122412. * Gets the world normal input component
  122413. */
  122414. readonly worldNormal: NodeMaterialConnectionPoint;
  122415. /**
  122416. * Gets the camera (or eye) position component
  122417. */
  122418. readonly cameraPosition: NodeMaterialConnectionPoint;
  122419. /**
  122420. * Gets the glossiness component
  122421. */
  122422. readonly glossiness: NodeMaterialConnectionPoint;
  122423. /**
  122424. * Gets the glossinness power component
  122425. */
  122426. readonly glossPower: NodeMaterialConnectionPoint;
  122427. /**
  122428. * Gets the diffuse color component
  122429. */
  122430. readonly diffuseColor: NodeMaterialConnectionPoint;
  122431. /**
  122432. * Gets the specular color component
  122433. */
  122434. readonly specularColor: NodeMaterialConnectionPoint;
  122435. /**
  122436. * Gets the diffuse output component
  122437. */
  122438. readonly diffuseOutput: NodeMaterialConnectionPoint;
  122439. /**
  122440. * Gets the specular output component
  122441. */
  122442. readonly specularOutput: NodeMaterialConnectionPoint;
  122443. autoConfigure(material: NodeMaterial): void;
  122444. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122445. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122446. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122447. private _injectVertexCode;
  122448. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122449. serialize(): any;
  122450. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122451. }
  122452. }
  122453. declare module BABYLON {
  122454. /**
  122455. * Block used to multiply 2 values
  122456. */
  122457. export class MultiplyBlock extends NodeMaterialBlock {
  122458. /**
  122459. * Creates a new MultiplyBlock
  122460. * @param name defines the block name
  122461. */
  122462. constructor(name: string);
  122463. /**
  122464. * Gets the current class name
  122465. * @returns the class name
  122466. */
  122467. getClassName(): string;
  122468. /**
  122469. * Gets the left operand input component
  122470. */
  122471. readonly left: NodeMaterialConnectionPoint;
  122472. /**
  122473. * Gets the right operand input component
  122474. */
  122475. readonly right: NodeMaterialConnectionPoint;
  122476. /**
  122477. * Gets the output component
  122478. */
  122479. readonly output: NodeMaterialConnectionPoint;
  122480. protected _buildBlock(state: NodeMaterialBuildState): this;
  122481. }
  122482. }
  122483. declare module BABYLON {
  122484. /**
  122485. * Block used to add 2 vectors
  122486. */
  122487. export class AddBlock extends NodeMaterialBlock {
  122488. /**
  122489. * Creates a new AddBlock
  122490. * @param name defines the block name
  122491. */
  122492. constructor(name: string);
  122493. /**
  122494. * Gets the current class name
  122495. * @returns the class name
  122496. */
  122497. getClassName(): string;
  122498. /**
  122499. * Gets the left operand input component
  122500. */
  122501. readonly left: NodeMaterialConnectionPoint;
  122502. /**
  122503. * Gets the right operand input component
  122504. */
  122505. readonly right: NodeMaterialConnectionPoint;
  122506. /**
  122507. * Gets the output component
  122508. */
  122509. readonly output: NodeMaterialConnectionPoint;
  122510. protected _buildBlock(state: NodeMaterialBuildState): this;
  122511. }
  122512. }
  122513. declare module BABYLON {
  122514. /**
  122515. * Block used to scale a vector by a float
  122516. */
  122517. export class ScaleBlock extends NodeMaterialBlock {
  122518. /**
  122519. * Creates a new ScaleBlock
  122520. * @param name defines the block name
  122521. */
  122522. constructor(name: string);
  122523. /**
  122524. * Gets the current class name
  122525. * @returns the class name
  122526. */
  122527. getClassName(): string;
  122528. /**
  122529. * Gets the input component
  122530. */
  122531. readonly input: NodeMaterialConnectionPoint;
  122532. /**
  122533. * Gets the factor input component
  122534. */
  122535. readonly factor: NodeMaterialConnectionPoint;
  122536. /**
  122537. * Gets the output component
  122538. */
  122539. readonly output: NodeMaterialConnectionPoint;
  122540. protected _buildBlock(state: NodeMaterialBuildState): this;
  122541. }
  122542. }
  122543. declare module BABYLON {
  122544. /**
  122545. * Block used to clamp a float
  122546. */
  122547. export class ClampBlock extends NodeMaterialBlock {
  122548. /** Gets or sets the minimum range */
  122549. minimum: number;
  122550. /** Gets or sets the maximum range */
  122551. maximum: number;
  122552. /**
  122553. * Creates a new ClampBlock
  122554. * @param name defines the block name
  122555. */
  122556. constructor(name: string);
  122557. /**
  122558. * Gets the current class name
  122559. * @returns the class name
  122560. */
  122561. getClassName(): string;
  122562. /**
  122563. * Gets the value input component
  122564. */
  122565. readonly value: NodeMaterialConnectionPoint;
  122566. /**
  122567. * Gets the output component
  122568. */
  122569. readonly output: NodeMaterialConnectionPoint;
  122570. protected _buildBlock(state: NodeMaterialBuildState): this;
  122571. protected _dumpPropertiesCode(): string;
  122572. serialize(): any;
  122573. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122574. }
  122575. }
  122576. declare module BABYLON {
  122577. /**
  122578. * Block used to apply a cross product between 2 vectors
  122579. */
  122580. export class CrossBlock extends NodeMaterialBlock {
  122581. /**
  122582. * Creates a new CrossBlock
  122583. * @param name defines the block name
  122584. */
  122585. constructor(name: string);
  122586. /**
  122587. * Gets the current class name
  122588. * @returns the class name
  122589. */
  122590. getClassName(): string;
  122591. /**
  122592. * Gets the left operand input component
  122593. */
  122594. readonly left: NodeMaterialConnectionPoint;
  122595. /**
  122596. * Gets the right operand input component
  122597. */
  122598. readonly right: NodeMaterialConnectionPoint;
  122599. /**
  122600. * Gets the output component
  122601. */
  122602. readonly output: NodeMaterialConnectionPoint;
  122603. protected _buildBlock(state: NodeMaterialBuildState): this;
  122604. }
  122605. }
  122606. declare module BABYLON {
  122607. /**
  122608. * Block used to apply a dot product between 2 vectors
  122609. */
  122610. export class DotBlock extends NodeMaterialBlock {
  122611. /**
  122612. * Creates a new DotBlock
  122613. * @param name defines the block name
  122614. */
  122615. constructor(name: string);
  122616. /**
  122617. * Gets the current class name
  122618. * @returns the class name
  122619. */
  122620. getClassName(): string;
  122621. /**
  122622. * Gets the left operand input component
  122623. */
  122624. readonly left: NodeMaterialConnectionPoint;
  122625. /**
  122626. * Gets the right operand input component
  122627. */
  122628. readonly right: NodeMaterialConnectionPoint;
  122629. /**
  122630. * Gets the output component
  122631. */
  122632. readonly output: NodeMaterialConnectionPoint;
  122633. protected _buildBlock(state: NodeMaterialBuildState): this;
  122634. }
  122635. }
  122636. declare module BABYLON {
  122637. /**
  122638. * Block used to remap a float from a range to a new one
  122639. */
  122640. export class RemapBlock extends NodeMaterialBlock {
  122641. /**
  122642. * Gets or sets the source range
  122643. */
  122644. sourceRange: Vector2;
  122645. /**
  122646. * Gets or sets the target range
  122647. */
  122648. targetRange: Vector2;
  122649. /**
  122650. * Creates a new RemapBlock
  122651. * @param name defines the block name
  122652. */
  122653. constructor(name: string);
  122654. /**
  122655. * Gets the current class name
  122656. * @returns the class name
  122657. */
  122658. getClassName(): string;
  122659. /**
  122660. * Gets the input component
  122661. */
  122662. readonly input: NodeMaterialConnectionPoint;
  122663. /**
  122664. * Gets the source min input component
  122665. */
  122666. readonly sourceMin: NodeMaterialConnectionPoint;
  122667. /**
  122668. * Gets the source max input component
  122669. */
  122670. readonly sourceMax: NodeMaterialConnectionPoint;
  122671. /**
  122672. * Gets the target min input component
  122673. */
  122674. readonly targetMin: NodeMaterialConnectionPoint;
  122675. /**
  122676. * Gets the target max input component
  122677. */
  122678. readonly targetMax: NodeMaterialConnectionPoint;
  122679. /**
  122680. * Gets the output component
  122681. */
  122682. readonly output: NodeMaterialConnectionPoint;
  122683. protected _buildBlock(state: NodeMaterialBuildState): this;
  122684. protected _dumpPropertiesCode(): string;
  122685. serialize(): any;
  122686. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122687. }
  122688. }
  122689. declare module BABYLON {
  122690. /**
  122691. * Block used to normalize a vector
  122692. */
  122693. export class NormalizeBlock extends NodeMaterialBlock {
  122694. /**
  122695. * Creates a new NormalizeBlock
  122696. * @param name defines the block name
  122697. */
  122698. constructor(name: string);
  122699. /**
  122700. * Gets the current class name
  122701. * @returns the class name
  122702. */
  122703. getClassName(): string;
  122704. /**
  122705. * Gets the input component
  122706. */
  122707. readonly input: NodeMaterialConnectionPoint;
  122708. /**
  122709. * Gets the output component
  122710. */
  122711. readonly output: NodeMaterialConnectionPoint;
  122712. protected _buildBlock(state: NodeMaterialBuildState): this;
  122713. }
  122714. }
  122715. declare module BABYLON {
  122716. /**
  122717. * Operations supported by the Trigonometry block
  122718. */
  122719. export enum TrigonometryBlockOperations {
  122720. /** Cos */
  122721. Cos = 0,
  122722. /** Sin */
  122723. Sin = 1,
  122724. /** Abs */
  122725. Abs = 2,
  122726. /** Exp */
  122727. Exp = 3,
  122728. /** Exp2 */
  122729. Exp2 = 4,
  122730. /** Round */
  122731. Round = 5,
  122732. /** Floor */
  122733. Floor = 6,
  122734. /** Ceiling */
  122735. Ceiling = 7,
  122736. /** Square root */
  122737. Sqrt = 8,
  122738. /** Log */
  122739. Log = 9,
  122740. /** Tangent */
  122741. Tan = 10,
  122742. /** Arc tangent */
  122743. ArcTan = 11,
  122744. /** Arc cosinus */
  122745. ArcCos = 12,
  122746. /** Arc sinus */
  122747. ArcSin = 13,
  122748. /** Fraction */
  122749. Fract = 14,
  122750. /** Sign */
  122751. Sign = 15,
  122752. /** To radians (from degrees) */
  122753. Radians = 16,
  122754. /** To degrees (from radians) */
  122755. Degrees = 17
  122756. }
  122757. /**
  122758. * Block used to apply trigonometry operation to floats
  122759. */
  122760. export class TrigonometryBlock extends NodeMaterialBlock {
  122761. /**
  122762. * Gets or sets the operation applied by the block
  122763. */
  122764. operation: TrigonometryBlockOperations;
  122765. /**
  122766. * Creates a new TrigonometryBlock
  122767. * @param name defines the block name
  122768. */
  122769. constructor(name: string);
  122770. /**
  122771. * Gets the current class name
  122772. * @returns the class name
  122773. */
  122774. getClassName(): string;
  122775. /**
  122776. * Gets the input component
  122777. */
  122778. readonly input: NodeMaterialConnectionPoint;
  122779. /**
  122780. * Gets the output component
  122781. */
  122782. readonly output: NodeMaterialConnectionPoint;
  122783. protected _buildBlock(state: NodeMaterialBuildState): this;
  122784. serialize(): any;
  122785. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122786. }
  122787. }
  122788. declare module BABYLON {
  122789. /**
  122790. * Block used to create a Color3/4 out of individual inputs (one for each component)
  122791. */
  122792. export class ColorMergerBlock extends NodeMaterialBlock {
  122793. /**
  122794. * Create a new ColorMergerBlock
  122795. * @param name defines the block name
  122796. */
  122797. constructor(name: string);
  122798. /**
  122799. * Gets the current class name
  122800. * @returns the class name
  122801. */
  122802. getClassName(): string;
  122803. /**
  122804. * Gets the r component (input)
  122805. */
  122806. readonly r: NodeMaterialConnectionPoint;
  122807. /**
  122808. * Gets the g component (input)
  122809. */
  122810. readonly g: NodeMaterialConnectionPoint;
  122811. /**
  122812. * Gets the b component (input)
  122813. */
  122814. readonly b: NodeMaterialConnectionPoint;
  122815. /**
  122816. * Gets the a component (input)
  122817. */
  122818. readonly a: NodeMaterialConnectionPoint;
  122819. /**
  122820. * Gets the rgba component (output)
  122821. */
  122822. readonly rgba: NodeMaterialConnectionPoint;
  122823. /**
  122824. * Gets the rgb component (output)
  122825. */
  122826. readonly rgb: NodeMaterialConnectionPoint;
  122827. protected _buildBlock(state: NodeMaterialBuildState): this;
  122828. }
  122829. }
  122830. declare module BABYLON {
  122831. /**
  122832. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  122833. */
  122834. export class VectorMergerBlock extends NodeMaterialBlock {
  122835. /**
  122836. * Create a new VectorMergerBlock
  122837. * @param name defines the block name
  122838. */
  122839. constructor(name: string);
  122840. /**
  122841. * Gets the current class name
  122842. * @returns the class name
  122843. */
  122844. getClassName(): string;
  122845. /**
  122846. * Gets the x component (input)
  122847. */
  122848. readonly x: NodeMaterialConnectionPoint;
  122849. /**
  122850. * Gets the y component (input)
  122851. */
  122852. readonly y: NodeMaterialConnectionPoint;
  122853. /**
  122854. * Gets the z component (input)
  122855. */
  122856. readonly z: NodeMaterialConnectionPoint;
  122857. /**
  122858. * Gets the w component (input)
  122859. */
  122860. readonly w: NodeMaterialConnectionPoint;
  122861. /**
  122862. * Gets the xyzw component (output)
  122863. */
  122864. readonly xyzw: NodeMaterialConnectionPoint;
  122865. /**
  122866. * Gets the xyz component (output)
  122867. */
  122868. readonly xyz: NodeMaterialConnectionPoint;
  122869. /**
  122870. * Gets the xy component (output)
  122871. */
  122872. readonly xy: NodeMaterialConnectionPoint;
  122873. protected _buildBlock(state: NodeMaterialBuildState): this;
  122874. }
  122875. }
  122876. declare module BABYLON {
  122877. /**
  122878. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  122879. */
  122880. export class ColorSplitterBlock extends NodeMaterialBlock {
  122881. /**
  122882. * Create a new ColorSplitterBlock
  122883. * @param name defines the block name
  122884. */
  122885. constructor(name: string);
  122886. /**
  122887. * Gets the current class name
  122888. * @returns the class name
  122889. */
  122890. getClassName(): string;
  122891. /**
  122892. * Gets the rgba component (input)
  122893. */
  122894. readonly rgba: NodeMaterialConnectionPoint;
  122895. /**
  122896. * Gets the rgb component (input)
  122897. */
  122898. readonly rgbIn: NodeMaterialConnectionPoint;
  122899. /**
  122900. * Gets the rgb component (output)
  122901. */
  122902. readonly rgbOut: NodeMaterialConnectionPoint;
  122903. /**
  122904. * Gets the r component (output)
  122905. */
  122906. readonly r: NodeMaterialConnectionPoint;
  122907. /**
  122908. * Gets the g component (output)
  122909. */
  122910. readonly g: NodeMaterialConnectionPoint;
  122911. /**
  122912. * Gets the b component (output)
  122913. */
  122914. readonly b: NodeMaterialConnectionPoint;
  122915. /**
  122916. * Gets the a component (output)
  122917. */
  122918. readonly a: NodeMaterialConnectionPoint;
  122919. protected _inputRename(name: string): string;
  122920. protected _outputRename(name: string): string;
  122921. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122922. }
  122923. }
  122924. declare module BABYLON {
  122925. /**
  122926. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  122927. */
  122928. export class VectorSplitterBlock extends NodeMaterialBlock {
  122929. /**
  122930. * Create a new VectorSplitterBlock
  122931. * @param name defines the block name
  122932. */
  122933. constructor(name: string);
  122934. /**
  122935. * Gets the current class name
  122936. * @returns the class name
  122937. */
  122938. getClassName(): string;
  122939. /**
  122940. * Gets the xyzw component (input)
  122941. */
  122942. readonly xyzw: NodeMaterialConnectionPoint;
  122943. /**
  122944. * Gets the xyz component (input)
  122945. */
  122946. readonly xyzIn: NodeMaterialConnectionPoint;
  122947. /**
  122948. * Gets the xy component (input)
  122949. */
  122950. readonly xyIn: NodeMaterialConnectionPoint;
  122951. /**
  122952. * Gets the xyz component (output)
  122953. */
  122954. readonly xyzOut: NodeMaterialConnectionPoint;
  122955. /**
  122956. * Gets the xy component (output)
  122957. */
  122958. readonly xyOut: NodeMaterialConnectionPoint;
  122959. /**
  122960. * Gets the x component (output)
  122961. */
  122962. readonly x: NodeMaterialConnectionPoint;
  122963. /**
  122964. * Gets the y component (output)
  122965. */
  122966. readonly y: NodeMaterialConnectionPoint;
  122967. /**
  122968. * Gets the z component (output)
  122969. */
  122970. readonly z: NodeMaterialConnectionPoint;
  122971. /**
  122972. * Gets the w component (output)
  122973. */
  122974. readonly w: NodeMaterialConnectionPoint;
  122975. protected _inputRename(name: string): string;
  122976. protected _outputRename(name: string): string;
  122977. protected _buildBlock(state: NodeMaterialBuildState): this;
  122978. }
  122979. }
  122980. declare module BABYLON {
  122981. /**
  122982. * Block used to lerp between 2 values
  122983. */
  122984. export class LerpBlock extends NodeMaterialBlock {
  122985. /**
  122986. * Creates a new LerpBlock
  122987. * @param name defines the block name
  122988. */
  122989. constructor(name: string);
  122990. /**
  122991. * Gets the current class name
  122992. * @returns the class name
  122993. */
  122994. getClassName(): string;
  122995. /**
  122996. * Gets the left operand input component
  122997. */
  122998. readonly left: NodeMaterialConnectionPoint;
  122999. /**
  123000. * Gets the right operand input component
  123001. */
  123002. readonly right: NodeMaterialConnectionPoint;
  123003. /**
  123004. * Gets the gradient operand input component
  123005. */
  123006. readonly gradient: NodeMaterialConnectionPoint;
  123007. /**
  123008. * Gets the output component
  123009. */
  123010. readonly output: NodeMaterialConnectionPoint;
  123011. protected _buildBlock(state: NodeMaterialBuildState): this;
  123012. }
  123013. }
  123014. declare module BABYLON {
  123015. /**
  123016. * Block used to divide 2 vectors
  123017. */
  123018. export class DivideBlock extends NodeMaterialBlock {
  123019. /**
  123020. * Creates a new DivideBlock
  123021. * @param name defines the block name
  123022. */
  123023. constructor(name: string);
  123024. /**
  123025. * Gets the current class name
  123026. * @returns the class name
  123027. */
  123028. getClassName(): string;
  123029. /**
  123030. * Gets the left operand input component
  123031. */
  123032. readonly left: NodeMaterialConnectionPoint;
  123033. /**
  123034. * Gets the right operand input component
  123035. */
  123036. readonly right: NodeMaterialConnectionPoint;
  123037. /**
  123038. * Gets the output component
  123039. */
  123040. readonly output: NodeMaterialConnectionPoint;
  123041. protected _buildBlock(state: NodeMaterialBuildState): this;
  123042. }
  123043. }
  123044. declare module BABYLON {
  123045. /**
  123046. * Block used to subtract 2 vectors
  123047. */
  123048. export class SubtractBlock extends NodeMaterialBlock {
  123049. /**
  123050. * Creates a new SubtractBlock
  123051. * @param name defines the block name
  123052. */
  123053. constructor(name: string);
  123054. /**
  123055. * Gets the current class name
  123056. * @returns the class name
  123057. */
  123058. getClassName(): string;
  123059. /**
  123060. * Gets the left operand input component
  123061. */
  123062. readonly left: NodeMaterialConnectionPoint;
  123063. /**
  123064. * Gets the right operand input component
  123065. */
  123066. readonly right: NodeMaterialConnectionPoint;
  123067. /**
  123068. * Gets the output component
  123069. */
  123070. readonly output: NodeMaterialConnectionPoint;
  123071. protected _buildBlock(state: NodeMaterialBuildState): this;
  123072. }
  123073. }
  123074. declare module BABYLON {
  123075. /**
  123076. * Block used to step a value
  123077. */
  123078. export class StepBlock extends NodeMaterialBlock {
  123079. /**
  123080. * Creates a new StepBlock
  123081. * @param name defines the block name
  123082. */
  123083. constructor(name: string);
  123084. /**
  123085. * Gets the current class name
  123086. * @returns the class name
  123087. */
  123088. getClassName(): string;
  123089. /**
  123090. * Gets the value operand input component
  123091. */
  123092. readonly value: NodeMaterialConnectionPoint;
  123093. /**
  123094. * Gets the edge operand input component
  123095. */
  123096. readonly edge: NodeMaterialConnectionPoint;
  123097. /**
  123098. * Gets the output component
  123099. */
  123100. readonly output: NodeMaterialConnectionPoint;
  123101. protected _buildBlock(state: NodeMaterialBuildState): this;
  123102. }
  123103. }
  123104. declare module BABYLON {
  123105. /**
  123106. * Block used to get the opposite (1 - x) of a value
  123107. */
  123108. export class OneMinusBlock extends NodeMaterialBlock {
  123109. /**
  123110. * Creates a new OneMinusBlock
  123111. * @param name defines the block name
  123112. */
  123113. constructor(name: string);
  123114. /**
  123115. * Gets the current class name
  123116. * @returns the class name
  123117. */
  123118. getClassName(): string;
  123119. /**
  123120. * Gets the input component
  123121. */
  123122. readonly input: NodeMaterialConnectionPoint;
  123123. /**
  123124. * Gets the output component
  123125. */
  123126. readonly output: NodeMaterialConnectionPoint;
  123127. protected _buildBlock(state: NodeMaterialBuildState): this;
  123128. }
  123129. }
  123130. declare module BABYLON {
  123131. /**
  123132. * Block used to get the view direction
  123133. */
  123134. export class ViewDirectionBlock extends NodeMaterialBlock {
  123135. /**
  123136. * Creates a new ViewDirectionBlock
  123137. * @param name defines the block name
  123138. */
  123139. constructor(name: string);
  123140. /**
  123141. * Gets the current class name
  123142. * @returns the class name
  123143. */
  123144. getClassName(): string;
  123145. /**
  123146. * Gets the world position component
  123147. */
  123148. readonly worldPosition: NodeMaterialConnectionPoint;
  123149. /**
  123150. * Gets the camera position component
  123151. */
  123152. readonly cameraPosition: NodeMaterialConnectionPoint;
  123153. /**
  123154. * Gets the output component
  123155. */
  123156. readonly output: NodeMaterialConnectionPoint;
  123157. autoConfigure(material: NodeMaterial): void;
  123158. protected _buildBlock(state: NodeMaterialBuildState): this;
  123159. }
  123160. }
  123161. declare module BABYLON {
  123162. /**
  123163. * Block used to compute fresnel value
  123164. */
  123165. export class FresnelBlock extends NodeMaterialBlock {
  123166. /**
  123167. * Create a new FresnelBlock
  123168. * @param name defines the block name
  123169. */
  123170. constructor(name: string);
  123171. /**
  123172. * Gets the current class name
  123173. * @returns the class name
  123174. */
  123175. getClassName(): string;
  123176. /**
  123177. * Gets the world normal input component
  123178. */
  123179. readonly worldNormal: NodeMaterialConnectionPoint;
  123180. /**
  123181. * Gets the view direction input component
  123182. */
  123183. readonly viewDirection: NodeMaterialConnectionPoint;
  123184. /**
  123185. * Gets the bias input component
  123186. */
  123187. readonly bias: NodeMaterialConnectionPoint;
  123188. /**
  123189. * Gets the camera (or eye) position component
  123190. */
  123191. readonly power: NodeMaterialConnectionPoint;
  123192. /**
  123193. * Gets the fresnel output component
  123194. */
  123195. readonly fresnel: NodeMaterialConnectionPoint;
  123196. autoConfigure(material: NodeMaterial): void;
  123197. protected _buildBlock(state: NodeMaterialBuildState): this;
  123198. }
  123199. }
  123200. declare module BABYLON {
  123201. /**
  123202. * Block used to get the max of 2 values
  123203. */
  123204. export class MaxBlock extends NodeMaterialBlock {
  123205. /**
  123206. * Creates a new MaxBlock
  123207. * @param name defines the block name
  123208. */
  123209. constructor(name: string);
  123210. /**
  123211. * Gets the current class name
  123212. * @returns the class name
  123213. */
  123214. getClassName(): string;
  123215. /**
  123216. * Gets the left operand input component
  123217. */
  123218. readonly left: NodeMaterialConnectionPoint;
  123219. /**
  123220. * Gets the right operand input component
  123221. */
  123222. readonly right: NodeMaterialConnectionPoint;
  123223. /**
  123224. * Gets the output component
  123225. */
  123226. readonly output: NodeMaterialConnectionPoint;
  123227. protected _buildBlock(state: NodeMaterialBuildState): this;
  123228. }
  123229. }
  123230. declare module BABYLON {
  123231. /**
  123232. * Block used to get the min of 2 values
  123233. */
  123234. export class MinBlock extends NodeMaterialBlock {
  123235. /**
  123236. * Creates a new MinBlock
  123237. * @param name defines the block name
  123238. */
  123239. constructor(name: string);
  123240. /**
  123241. * Gets the current class name
  123242. * @returns the class name
  123243. */
  123244. getClassName(): string;
  123245. /**
  123246. * Gets the left operand input component
  123247. */
  123248. readonly left: NodeMaterialConnectionPoint;
  123249. /**
  123250. * Gets the right operand input component
  123251. */
  123252. readonly right: NodeMaterialConnectionPoint;
  123253. /**
  123254. * Gets the output component
  123255. */
  123256. readonly output: NodeMaterialConnectionPoint;
  123257. protected _buildBlock(state: NodeMaterialBuildState): this;
  123258. }
  123259. }
  123260. declare module BABYLON {
  123261. /**
  123262. * Block used to get the distance between 2 values
  123263. */
  123264. export class DistanceBlock extends NodeMaterialBlock {
  123265. /**
  123266. * Creates a new DistanceBlock
  123267. * @param name defines the block name
  123268. */
  123269. constructor(name: string);
  123270. /**
  123271. * Gets the current class name
  123272. * @returns the class name
  123273. */
  123274. getClassName(): string;
  123275. /**
  123276. * Gets the left operand input component
  123277. */
  123278. readonly left: NodeMaterialConnectionPoint;
  123279. /**
  123280. * Gets the right operand input component
  123281. */
  123282. readonly right: NodeMaterialConnectionPoint;
  123283. /**
  123284. * Gets the output component
  123285. */
  123286. readonly output: NodeMaterialConnectionPoint;
  123287. protected _buildBlock(state: NodeMaterialBuildState): this;
  123288. }
  123289. }
  123290. declare module BABYLON {
  123291. /**
  123292. * Block used to get the length of a vector
  123293. */
  123294. export class LengthBlock extends NodeMaterialBlock {
  123295. /**
  123296. * Creates a new LengthBlock
  123297. * @param name defines the block name
  123298. */
  123299. constructor(name: string);
  123300. /**
  123301. * Gets the current class name
  123302. * @returns the class name
  123303. */
  123304. getClassName(): string;
  123305. /**
  123306. * Gets the value input component
  123307. */
  123308. readonly value: NodeMaterialConnectionPoint;
  123309. /**
  123310. * Gets the output component
  123311. */
  123312. readonly output: NodeMaterialConnectionPoint;
  123313. protected _buildBlock(state: NodeMaterialBuildState): this;
  123314. }
  123315. }
  123316. declare module BABYLON {
  123317. /**
  123318. * Block used to get negative version of a value (i.e. x * -1)
  123319. */
  123320. export class NegateBlock extends NodeMaterialBlock {
  123321. /**
  123322. * Creates a new NegateBlock
  123323. * @param name defines the block name
  123324. */
  123325. constructor(name: string);
  123326. /**
  123327. * Gets the current class name
  123328. * @returns the class name
  123329. */
  123330. getClassName(): string;
  123331. /**
  123332. * Gets the value input component
  123333. */
  123334. readonly value: NodeMaterialConnectionPoint;
  123335. /**
  123336. * Gets the output component
  123337. */
  123338. readonly output: NodeMaterialConnectionPoint;
  123339. protected _buildBlock(state: NodeMaterialBuildState): this;
  123340. }
  123341. }
  123342. declare module BABYLON {
  123343. /**
  123344. * Block used to get the value of the first parameter raised to the power of the second
  123345. */
  123346. export class PowBlock extends NodeMaterialBlock {
  123347. /**
  123348. * Creates a new PowBlock
  123349. * @param name defines the block name
  123350. */
  123351. constructor(name: string);
  123352. /**
  123353. * Gets the current class name
  123354. * @returns the class name
  123355. */
  123356. getClassName(): string;
  123357. /**
  123358. * Gets the value operand input component
  123359. */
  123360. readonly value: NodeMaterialConnectionPoint;
  123361. /**
  123362. * Gets the power operand input component
  123363. */
  123364. readonly power: NodeMaterialConnectionPoint;
  123365. /**
  123366. * Gets the output component
  123367. */
  123368. readonly output: NodeMaterialConnectionPoint;
  123369. protected _buildBlock(state: NodeMaterialBuildState): this;
  123370. }
  123371. }
  123372. declare module BABYLON {
  123373. /**
  123374. * Block used to get a random number
  123375. */
  123376. export class RandomNumberBlock extends NodeMaterialBlock {
  123377. /**
  123378. * Creates a new RandomNumberBlock
  123379. * @param name defines the block name
  123380. */
  123381. constructor(name: string);
  123382. /**
  123383. * Gets the current class name
  123384. * @returns the class name
  123385. */
  123386. getClassName(): string;
  123387. /**
  123388. * Gets the seed input component
  123389. */
  123390. readonly seed: NodeMaterialConnectionPoint;
  123391. /**
  123392. * Gets the output component
  123393. */
  123394. readonly output: NodeMaterialConnectionPoint;
  123395. protected _buildBlock(state: NodeMaterialBuildState): this;
  123396. }
  123397. }
  123398. declare module BABYLON {
  123399. /**
  123400. * Block used to compute arc tangent of 2 values
  123401. */
  123402. export class ArcTan2Block extends NodeMaterialBlock {
  123403. /**
  123404. * Creates a new ArcTan2Block
  123405. * @param name defines the block name
  123406. */
  123407. constructor(name: string);
  123408. /**
  123409. * Gets the current class name
  123410. * @returns the class name
  123411. */
  123412. getClassName(): string;
  123413. /**
  123414. * Gets the x operand input component
  123415. */
  123416. readonly x: NodeMaterialConnectionPoint;
  123417. /**
  123418. * Gets the y operand input component
  123419. */
  123420. readonly y: NodeMaterialConnectionPoint;
  123421. /**
  123422. * Gets the output component
  123423. */
  123424. readonly output: NodeMaterialConnectionPoint;
  123425. protected _buildBlock(state: NodeMaterialBuildState): this;
  123426. }
  123427. }
  123428. declare module BABYLON {
  123429. /**
  123430. * Block used to smooth step a value
  123431. */
  123432. export class SmoothStepBlock extends NodeMaterialBlock {
  123433. /**
  123434. * Creates a new SmoothStepBlock
  123435. * @param name defines the block name
  123436. */
  123437. constructor(name: string);
  123438. /**
  123439. * Gets the current class name
  123440. * @returns the class name
  123441. */
  123442. getClassName(): string;
  123443. /**
  123444. * Gets the value operand input component
  123445. */
  123446. readonly value: NodeMaterialConnectionPoint;
  123447. /**
  123448. * Gets the first edge operand input component
  123449. */
  123450. readonly edge0: NodeMaterialConnectionPoint;
  123451. /**
  123452. * Gets the second edge operand input component
  123453. */
  123454. readonly edge1: NodeMaterialConnectionPoint;
  123455. /**
  123456. * Gets the output component
  123457. */
  123458. readonly output: NodeMaterialConnectionPoint;
  123459. protected _buildBlock(state: NodeMaterialBuildState): this;
  123460. }
  123461. }
  123462. declare module BABYLON {
  123463. /**
  123464. * Block used to get the reciprocal (1 / x) of a value
  123465. */
  123466. export class ReciprocalBlock extends NodeMaterialBlock {
  123467. /**
  123468. * Creates a new ReciprocalBlock
  123469. * @param name defines the block name
  123470. */
  123471. constructor(name: string);
  123472. /**
  123473. * Gets the current class name
  123474. * @returns the class name
  123475. */
  123476. getClassName(): string;
  123477. /**
  123478. * Gets the input component
  123479. */
  123480. readonly input: NodeMaterialConnectionPoint;
  123481. /**
  123482. * Gets the output component
  123483. */
  123484. readonly output: NodeMaterialConnectionPoint;
  123485. protected _buildBlock(state: NodeMaterialBuildState): this;
  123486. }
  123487. }
  123488. declare module BABYLON {
  123489. /**
  123490. * Block used to replace a color by another one
  123491. */
  123492. export class ReplaceColorBlock extends NodeMaterialBlock {
  123493. /**
  123494. * Creates a new ReplaceColorBlock
  123495. * @param name defines the block name
  123496. */
  123497. constructor(name: string);
  123498. /**
  123499. * Gets the current class name
  123500. * @returns the class name
  123501. */
  123502. getClassName(): string;
  123503. /**
  123504. * Gets the value input component
  123505. */
  123506. readonly value: NodeMaterialConnectionPoint;
  123507. /**
  123508. * Gets the reference input component
  123509. */
  123510. readonly reference: NodeMaterialConnectionPoint;
  123511. /**
  123512. * Gets the distance input component
  123513. */
  123514. readonly distance: NodeMaterialConnectionPoint;
  123515. /**
  123516. * Gets the replacement input component
  123517. */
  123518. readonly replacement: NodeMaterialConnectionPoint;
  123519. /**
  123520. * Gets the output component
  123521. */
  123522. readonly output: NodeMaterialConnectionPoint;
  123523. protected _buildBlock(state: NodeMaterialBuildState): this;
  123524. }
  123525. }
  123526. declare module BABYLON {
  123527. /**
  123528. * Block used to posterize a value
  123529. * @see https://en.wikipedia.org/wiki/Posterization
  123530. */
  123531. export class PosterizeBlock extends NodeMaterialBlock {
  123532. /**
  123533. * Creates a new PosterizeBlock
  123534. * @param name defines the block name
  123535. */
  123536. constructor(name: string);
  123537. /**
  123538. * Gets the current class name
  123539. * @returns the class name
  123540. */
  123541. getClassName(): string;
  123542. /**
  123543. * Gets the value input component
  123544. */
  123545. readonly value: NodeMaterialConnectionPoint;
  123546. /**
  123547. * Gets the steps input component
  123548. */
  123549. readonly steps: NodeMaterialConnectionPoint;
  123550. /**
  123551. * Gets the output component
  123552. */
  123553. readonly output: NodeMaterialConnectionPoint;
  123554. protected _buildBlock(state: NodeMaterialBuildState): this;
  123555. }
  123556. }
  123557. declare module BABYLON {
  123558. /**
  123559. * Operations supported by the Wave block
  123560. */
  123561. export enum WaveBlockKind {
  123562. /** SawTooth */
  123563. SawTooth = 0,
  123564. /** Square */
  123565. Square = 1,
  123566. /** Triangle */
  123567. Triangle = 2
  123568. }
  123569. /**
  123570. * Block used to apply wave operation to floats
  123571. */
  123572. export class WaveBlock extends NodeMaterialBlock {
  123573. /**
  123574. * Gets or sets the kibnd of wave to be applied by the block
  123575. */
  123576. kind: WaveBlockKind;
  123577. /**
  123578. * Creates a new WaveBlock
  123579. * @param name defines the block name
  123580. */
  123581. constructor(name: string);
  123582. /**
  123583. * Gets the current class name
  123584. * @returns the class name
  123585. */
  123586. getClassName(): string;
  123587. /**
  123588. * Gets the input component
  123589. */
  123590. readonly input: NodeMaterialConnectionPoint;
  123591. /**
  123592. * Gets the output component
  123593. */
  123594. readonly output: NodeMaterialConnectionPoint;
  123595. protected _buildBlock(state: NodeMaterialBuildState): this;
  123596. serialize(): any;
  123597. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123598. }
  123599. }
  123600. declare module BABYLON {
  123601. /**
  123602. * Class used to store a color step for the GradientBlock
  123603. */
  123604. export class GradientBlockColorStep {
  123605. /**
  123606. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123607. */
  123608. step: number;
  123609. /**
  123610. * Gets or sets the color associated with this step
  123611. */
  123612. color: Color3;
  123613. /**
  123614. * Creates a new GradientBlockColorStep
  123615. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  123616. * @param color defines the color associated with this step
  123617. */
  123618. constructor(
  123619. /**
  123620. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123621. */
  123622. step: number,
  123623. /**
  123624. * Gets or sets the color associated with this step
  123625. */
  123626. color: Color3);
  123627. }
  123628. /**
  123629. * Block used to return a color from a gradient based on an input value between 0 and 1
  123630. */
  123631. export class GradientBlock extends NodeMaterialBlock {
  123632. /**
  123633. * Gets or sets the list of color steps
  123634. */
  123635. colorSteps: GradientBlockColorStep[];
  123636. /**
  123637. * Creates a new GradientBlock
  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 gradient input component
  123648. */
  123649. readonly gradient: NodeMaterialConnectionPoint;
  123650. /**
  123651. * Gets the output component
  123652. */
  123653. readonly output: NodeMaterialConnectionPoint;
  123654. private _writeColorConstant;
  123655. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123656. serialize(): any;
  123657. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123658. protected _dumpPropertiesCode(): string;
  123659. }
  123660. }
  123661. declare module BABYLON {
  123662. /**
  123663. * Block used to normalize lerp between 2 values
  123664. */
  123665. export class NLerpBlock extends NodeMaterialBlock {
  123666. /**
  123667. * Creates a new NLerpBlock
  123668. * @param name defines the block name
  123669. */
  123670. constructor(name: string);
  123671. /**
  123672. * Gets the current class name
  123673. * @returns the class name
  123674. */
  123675. getClassName(): string;
  123676. /**
  123677. * Gets the left operand input component
  123678. */
  123679. readonly left: NodeMaterialConnectionPoint;
  123680. /**
  123681. * Gets the right operand input component
  123682. */
  123683. readonly right: NodeMaterialConnectionPoint;
  123684. /**
  123685. * Gets the gradient operand input component
  123686. */
  123687. readonly gradient: NodeMaterialConnectionPoint;
  123688. /**
  123689. * Gets the output component
  123690. */
  123691. readonly output: NodeMaterialConnectionPoint;
  123692. protected _buildBlock(state: NodeMaterialBuildState): this;
  123693. }
  123694. }
  123695. declare module BABYLON {
  123696. /**
  123697. * Block used to test if the fragment shader is front facing
  123698. */
  123699. export class FrontFacingBlock extends NodeMaterialBlock {
  123700. /**
  123701. * Creates a new FrontFacingBlock
  123702. * @param name defines the block name
  123703. */
  123704. constructor(name: string);
  123705. /**
  123706. * Gets the current class name
  123707. * @returns the class name
  123708. */
  123709. getClassName(): string;
  123710. /**
  123711. * Gets the world normal component
  123712. */
  123713. readonly worldNormal: NodeMaterialConnectionPoint;
  123714. /**
  123715. * Gets the view direction input component
  123716. */
  123717. readonly viewDirection: NodeMaterialConnectionPoint;
  123718. /**
  123719. * Gets the output component
  123720. */
  123721. readonly output: NodeMaterialConnectionPoint;
  123722. autoConfigure(material: NodeMaterial): void;
  123723. protected _buildBlock(state: NodeMaterialBuildState): this;
  123724. }
  123725. }
  123726. declare module BABYLON {
  123727. /**
  123728. * Effect Render Options
  123729. */
  123730. export interface IEffectRendererOptions {
  123731. /**
  123732. * Defines the vertices positions.
  123733. */
  123734. positions?: number[];
  123735. /**
  123736. * Defines the indices.
  123737. */
  123738. indices?: number[];
  123739. }
  123740. /**
  123741. * Helper class to render one or more effects
  123742. */
  123743. export class EffectRenderer {
  123744. private engine;
  123745. private static _DefaultOptions;
  123746. private _vertexBuffers;
  123747. private _indexBuffer;
  123748. private _ringBufferIndex;
  123749. private _ringScreenBuffer;
  123750. private _fullscreenViewport;
  123751. private _getNextFrameBuffer;
  123752. /**
  123753. * Creates an effect renderer
  123754. * @param engine the engine to use for rendering
  123755. * @param options defines the options of the effect renderer
  123756. */
  123757. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  123758. /**
  123759. * Sets the current viewport in normalized coordinates 0-1
  123760. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  123761. */
  123762. setViewport(viewport?: Viewport): void;
  123763. /**
  123764. * Binds the embedded attributes buffer to the effect.
  123765. * @param effect Defines the effect to bind the attributes for
  123766. */
  123767. bindBuffers(effect: Effect): void;
  123768. /**
  123769. * Sets the current effect wrapper to use during draw.
  123770. * The effect needs to be ready before calling this api.
  123771. * This also sets the default full screen position attribute.
  123772. * @param effectWrapper Defines the effect to draw with
  123773. */
  123774. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  123775. /**
  123776. * Draws a full screen quad.
  123777. */
  123778. draw(): void;
  123779. /**
  123780. * renders one or more effects to a specified texture
  123781. * @param effectWrappers list of effects to renderer
  123782. * @param outputTexture texture to draw to, if null it will render to the screen
  123783. */
  123784. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  123785. /**
  123786. * Disposes of the effect renderer
  123787. */
  123788. dispose(): void;
  123789. }
  123790. /**
  123791. * Options to create an EffectWrapper
  123792. */
  123793. interface EffectWrapperCreationOptions {
  123794. /**
  123795. * Engine to use to create the effect
  123796. */
  123797. engine: ThinEngine;
  123798. /**
  123799. * Fragment shader for the effect
  123800. */
  123801. fragmentShader: string;
  123802. /**
  123803. * Vertex shader for the effect
  123804. */
  123805. vertexShader?: string;
  123806. /**
  123807. * Attributes to use in the shader
  123808. */
  123809. attributeNames?: Array<string>;
  123810. /**
  123811. * Uniforms to use in the shader
  123812. */
  123813. uniformNames?: Array<string>;
  123814. /**
  123815. * Texture sampler names to use in the shader
  123816. */
  123817. samplerNames?: Array<string>;
  123818. /**
  123819. * The friendly name of the effect displayed in Spector.
  123820. */
  123821. name?: string;
  123822. }
  123823. /**
  123824. * Wraps an effect to be used for rendering
  123825. */
  123826. export class EffectWrapper {
  123827. /**
  123828. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  123829. */
  123830. onApplyObservable: Observable<{}>;
  123831. /**
  123832. * The underlying effect
  123833. */
  123834. effect: Effect;
  123835. /**
  123836. * Creates an effect to be renderer
  123837. * @param creationOptions options to create the effect
  123838. */
  123839. constructor(creationOptions: EffectWrapperCreationOptions);
  123840. /**
  123841. * Disposes of the effect wrapper
  123842. */
  123843. dispose(): void;
  123844. }
  123845. }
  123846. declare module BABYLON {
  123847. /**
  123848. * Helper class to push actions to a pool of workers.
  123849. */
  123850. export class WorkerPool implements IDisposable {
  123851. private _workerInfos;
  123852. private _pendingActions;
  123853. /**
  123854. * Constructor
  123855. * @param workers Array of workers to use for actions
  123856. */
  123857. constructor(workers: Array<Worker>);
  123858. /**
  123859. * Terminates all workers and clears any pending actions.
  123860. */
  123861. dispose(): void;
  123862. /**
  123863. * Pushes an action to the worker pool. If all the workers are active, the action will be
  123864. * pended until a worker has completed its action.
  123865. * @param action The action to perform. Call onComplete when the action is complete.
  123866. */
  123867. push(action: (worker: Worker, onComplete: () => void) => void): void;
  123868. private _execute;
  123869. }
  123870. }
  123871. declare module BABYLON {
  123872. /**
  123873. * Configuration for Draco compression
  123874. */
  123875. export interface IDracoCompressionConfiguration {
  123876. /**
  123877. * Configuration for the decoder.
  123878. */
  123879. decoder: {
  123880. /**
  123881. * The url to the WebAssembly module.
  123882. */
  123883. wasmUrl?: string;
  123884. /**
  123885. * The url to the WebAssembly binary.
  123886. */
  123887. wasmBinaryUrl?: string;
  123888. /**
  123889. * The url to the fallback JavaScript module.
  123890. */
  123891. fallbackUrl?: string;
  123892. };
  123893. }
  123894. /**
  123895. * Draco compression (https://google.github.io/draco/)
  123896. *
  123897. * This class wraps the Draco module.
  123898. *
  123899. * **Encoder**
  123900. *
  123901. * The encoder is not currently implemented.
  123902. *
  123903. * **Decoder**
  123904. *
  123905. * 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.
  123906. *
  123907. * To update the configuration, use the following code:
  123908. * ```javascript
  123909. * DracoCompression.Configuration = {
  123910. * decoder: {
  123911. * wasmUrl: "<url to the WebAssembly library>",
  123912. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  123913. * fallbackUrl: "<url to the fallback JavaScript library>",
  123914. * }
  123915. * };
  123916. * ```
  123917. *
  123918. * 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.
  123919. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  123920. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  123921. *
  123922. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  123923. * ```javascript
  123924. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  123925. * ```
  123926. *
  123927. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  123928. */
  123929. export class DracoCompression implements IDisposable {
  123930. private _workerPoolPromise?;
  123931. private _decoderModulePromise?;
  123932. /**
  123933. * The configuration. Defaults to the following urls:
  123934. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  123935. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  123936. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  123937. */
  123938. static Configuration: IDracoCompressionConfiguration;
  123939. /**
  123940. * Returns true if the decoder configuration is available.
  123941. */
  123942. static readonly DecoderAvailable: boolean;
  123943. /**
  123944. * Default number of workers to create when creating the draco compression object.
  123945. */
  123946. static DefaultNumWorkers: number;
  123947. private static GetDefaultNumWorkers;
  123948. private static _Default;
  123949. /**
  123950. * Default instance for the draco compression object.
  123951. */
  123952. static readonly Default: DracoCompression;
  123953. /**
  123954. * Constructor
  123955. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  123956. */
  123957. constructor(numWorkers?: number);
  123958. /**
  123959. * Stop all async operations and release resources.
  123960. */
  123961. dispose(): void;
  123962. /**
  123963. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  123964. * @returns a promise that resolves when ready
  123965. */
  123966. whenReadyAsync(): Promise<void>;
  123967. /**
  123968. * Decode Draco compressed mesh data to vertex data.
  123969. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  123970. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  123971. * @returns A promise that resolves with the decoded vertex data
  123972. */
  123973. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  123974. [kind: string]: number;
  123975. }): Promise<VertexData>;
  123976. }
  123977. }
  123978. declare module BABYLON {
  123979. /**
  123980. * Class for building Constructive Solid Geometry
  123981. */
  123982. export class CSG {
  123983. private polygons;
  123984. /**
  123985. * The world matrix
  123986. */
  123987. matrix: Matrix;
  123988. /**
  123989. * Stores the position
  123990. */
  123991. position: Vector3;
  123992. /**
  123993. * Stores the rotation
  123994. */
  123995. rotation: Vector3;
  123996. /**
  123997. * Stores the rotation quaternion
  123998. */
  123999. rotationQuaternion: Nullable<Quaternion>;
  124000. /**
  124001. * Stores the scaling vector
  124002. */
  124003. scaling: Vector3;
  124004. /**
  124005. * Convert the Mesh to CSG
  124006. * @param mesh The Mesh to convert to CSG
  124007. * @returns A new CSG from the Mesh
  124008. */
  124009. static FromMesh(mesh: Mesh): CSG;
  124010. /**
  124011. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  124012. * @param polygons Polygons used to construct a CSG solid
  124013. */
  124014. private static FromPolygons;
  124015. /**
  124016. * Clones, or makes a deep copy, of the CSG
  124017. * @returns A new CSG
  124018. */
  124019. clone(): CSG;
  124020. /**
  124021. * Unions this CSG with another CSG
  124022. * @param csg The CSG to union against this CSG
  124023. * @returns The unioned CSG
  124024. */
  124025. union(csg: CSG): CSG;
  124026. /**
  124027. * Unions this CSG with another CSG in place
  124028. * @param csg The CSG to union against this CSG
  124029. */
  124030. unionInPlace(csg: CSG): void;
  124031. /**
  124032. * Subtracts this CSG with another CSG
  124033. * @param csg The CSG to subtract against this CSG
  124034. * @returns A new CSG
  124035. */
  124036. subtract(csg: CSG): CSG;
  124037. /**
  124038. * Subtracts this CSG with another CSG in place
  124039. * @param csg The CSG to subtact against this CSG
  124040. */
  124041. subtractInPlace(csg: CSG): void;
  124042. /**
  124043. * Intersect this CSG with another CSG
  124044. * @param csg The CSG to intersect against this CSG
  124045. * @returns A new CSG
  124046. */
  124047. intersect(csg: CSG): CSG;
  124048. /**
  124049. * Intersects this CSG with another CSG in place
  124050. * @param csg The CSG to intersect against this CSG
  124051. */
  124052. intersectInPlace(csg: CSG): void;
  124053. /**
  124054. * Return a new CSG solid with solid and empty space switched. This solid is
  124055. * not modified.
  124056. * @returns A new CSG solid with solid and empty space switched
  124057. */
  124058. inverse(): CSG;
  124059. /**
  124060. * Inverses the CSG in place
  124061. */
  124062. inverseInPlace(): void;
  124063. /**
  124064. * This is used to keep meshes transformations so they can be restored
  124065. * when we build back a Babylon Mesh
  124066. * NB : All CSG operations are performed in world coordinates
  124067. * @param csg The CSG to copy the transform attributes from
  124068. * @returns This CSG
  124069. */
  124070. copyTransformAttributes(csg: CSG): CSG;
  124071. /**
  124072. * Build Raw mesh from CSG
  124073. * Coordinates here are in world space
  124074. * @param name The name of the mesh geometry
  124075. * @param scene The Scene
  124076. * @param keepSubMeshes Specifies if the submeshes should be kept
  124077. * @returns A new Mesh
  124078. */
  124079. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  124080. /**
  124081. * Build Mesh from CSG taking material and transforms into account
  124082. * @param name The name of the Mesh
  124083. * @param material The material of the Mesh
  124084. * @param scene The Scene
  124085. * @param keepSubMeshes Specifies if submeshes should be kept
  124086. * @returns The new Mesh
  124087. */
  124088. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  124089. }
  124090. }
  124091. declare module BABYLON {
  124092. /**
  124093. * Class used to create a trail following a mesh
  124094. */
  124095. export class TrailMesh extends Mesh {
  124096. private _generator;
  124097. private _autoStart;
  124098. private _running;
  124099. private _diameter;
  124100. private _length;
  124101. private _sectionPolygonPointsCount;
  124102. private _sectionVectors;
  124103. private _sectionNormalVectors;
  124104. private _beforeRenderObserver;
  124105. /**
  124106. * @constructor
  124107. * @param name The value used by scene.getMeshByName() to do a lookup.
  124108. * @param generator The mesh to generate a trail.
  124109. * @param scene The scene to add this mesh to.
  124110. * @param diameter Diameter of trailing mesh. Default is 1.
  124111. * @param length Length of trailing mesh. Default is 60.
  124112. * @param autoStart Automatically start trailing mesh. Default true.
  124113. */
  124114. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  124115. /**
  124116. * "TrailMesh"
  124117. * @returns "TrailMesh"
  124118. */
  124119. getClassName(): string;
  124120. private _createMesh;
  124121. /**
  124122. * Start trailing mesh.
  124123. */
  124124. start(): void;
  124125. /**
  124126. * Stop trailing mesh.
  124127. */
  124128. stop(): void;
  124129. /**
  124130. * Update trailing mesh geometry.
  124131. */
  124132. update(): void;
  124133. /**
  124134. * Returns a new TrailMesh object.
  124135. * @param name is a string, the name given to the new mesh
  124136. * @param newGenerator use new generator object for cloned trail mesh
  124137. * @returns a new mesh
  124138. */
  124139. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  124140. /**
  124141. * Serializes this trail mesh
  124142. * @param serializationObject object to write serialization to
  124143. */
  124144. serialize(serializationObject: any): void;
  124145. /**
  124146. * Parses a serialized trail mesh
  124147. * @param parsedMesh the serialized mesh
  124148. * @param scene the scene to create the trail mesh in
  124149. * @returns the created trail mesh
  124150. */
  124151. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  124152. }
  124153. }
  124154. declare module BABYLON {
  124155. /**
  124156. * Class containing static functions to help procedurally build meshes
  124157. */
  124158. export class TiledBoxBuilder {
  124159. /**
  124160. * Creates a box mesh
  124161. * 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)
  124162. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124163. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124164. * * If you create a double-sided mesh, you can choose what parts of 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
  124165. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124166. * @param name defines the name of the mesh
  124167. * @param options defines the options used to create the mesh
  124168. * @param scene defines the hosting scene
  124169. * @returns the box mesh
  124170. */
  124171. static CreateTiledBox(name: string, options: {
  124172. pattern?: number;
  124173. width?: number;
  124174. height?: number;
  124175. depth?: number;
  124176. tileSize?: number;
  124177. tileWidth?: number;
  124178. tileHeight?: number;
  124179. alignHorizontal?: number;
  124180. alignVertical?: number;
  124181. faceUV?: Vector4[];
  124182. faceColors?: Color4[];
  124183. sideOrientation?: number;
  124184. updatable?: boolean;
  124185. }, scene?: Nullable<Scene>): Mesh;
  124186. }
  124187. }
  124188. declare module BABYLON {
  124189. /**
  124190. * Class containing static functions to help procedurally build meshes
  124191. */
  124192. export class TorusKnotBuilder {
  124193. /**
  124194. * Creates a torus knot mesh
  124195. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124196. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124197. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124198. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124199. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124200. * * If you create a double-sided mesh, you can choose what parts of 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
  124201. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124202. * @param name defines the name of the mesh
  124203. * @param options defines the options used to create the mesh
  124204. * @param scene defines the hosting scene
  124205. * @returns the torus knot mesh
  124206. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124207. */
  124208. static CreateTorusKnot(name: string, options: {
  124209. radius?: number;
  124210. tube?: number;
  124211. radialSegments?: number;
  124212. tubularSegments?: number;
  124213. p?: number;
  124214. q?: number;
  124215. updatable?: boolean;
  124216. sideOrientation?: number;
  124217. frontUVs?: Vector4;
  124218. backUVs?: Vector4;
  124219. }, scene: any): Mesh;
  124220. }
  124221. }
  124222. declare module BABYLON {
  124223. /**
  124224. * Polygon
  124225. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  124226. */
  124227. export class Polygon {
  124228. /**
  124229. * Creates a rectangle
  124230. * @param xmin bottom X coord
  124231. * @param ymin bottom Y coord
  124232. * @param xmax top X coord
  124233. * @param ymax top Y coord
  124234. * @returns points that make the resulting rectation
  124235. */
  124236. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  124237. /**
  124238. * Creates a circle
  124239. * @param radius radius of circle
  124240. * @param cx scale in x
  124241. * @param cy scale in y
  124242. * @param numberOfSides number of sides that make up the circle
  124243. * @returns points that make the resulting circle
  124244. */
  124245. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  124246. /**
  124247. * Creates a polygon from input string
  124248. * @param input Input polygon data
  124249. * @returns the parsed points
  124250. */
  124251. static Parse(input: string): Vector2[];
  124252. /**
  124253. * Starts building a polygon from x and y coordinates
  124254. * @param x x coordinate
  124255. * @param y y coordinate
  124256. * @returns the started path2
  124257. */
  124258. static StartingAt(x: number, y: number): Path2;
  124259. }
  124260. /**
  124261. * Builds a polygon
  124262. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  124263. */
  124264. export class PolygonMeshBuilder {
  124265. private _points;
  124266. private _outlinepoints;
  124267. private _holes;
  124268. private _name;
  124269. private _scene;
  124270. private _epoints;
  124271. private _eholes;
  124272. private _addToepoint;
  124273. /**
  124274. * Babylon reference to the earcut plugin.
  124275. */
  124276. bjsEarcut: any;
  124277. /**
  124278. * Creates a PolygonMeshBuilder
  124279. * @param name name of the builder
  124280. * @param contours Path of the polygon
  124281. * @param scene scene to add to when creating the mesh
  124282. * @param earcutInjection can be used to inject your own earcut reference
  124283. */
  124284. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  124285. /**
  124286. * Adds a whole within the polygon
  124287. * @param hole Array of points defining the hole
  124288. * @returns this
  124289. */
  124290. addHole(hole: Vector2[]): PolygonMeshBuilder;
  124291. /**
  124292. * Creates the polygon
  124293. * @param updatable If the mesh should be updatable
  124294. * @param depth The depth of the mesh created
  124295. * @returns the created mesh
  124296. */
  124297. build(updatable?: boolean, depth?: number): Mesh;
  124298. /**
  124299. * Creates the polygon
  124300. * @param depth The depth of the mesh created
  124301. * @returns the created VertexData
  124302. */
  124303. buildVertexData(depth?: number): VertexData;
  124304. /**
  124305. * Adds a side to the polygon
  124306. * @param positions points that make the polygon
  124307. * @param normals normals of the polygon
  124308. * @param uvs uvs of the polygon
  124309. * @param indices indices of the polygon
  124310. * @param bounds bounds of the polygon
  124311. * @param points points of the polygon
  124312. * @param depth depth of the polygon
  124313. * @param flip flip of the polygon
  124314. */
  124315. private addSide;
  124316. }
  124317. }
  124318. declare module BABYLON {
  124319. /**
  124320. * Class containing static functions to help procedurally build meshes
  124321. */
  124322. export class PolygonBuilder {
  124323. /**
  124324. * Creates a polygon mesh
  124325. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  124326. * * 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
  124327. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124328. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124329. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  124330. * * Remember you can only change the shape positions, not their number when updating a polygon
  124331. * @param name defines the name of the mesh
  124332. * @param options defines the options used to create the mesh
  124333. * @param scene defines the hosting scene
  124334. * @param earcutInjection can be used to inject your own earcut reference
  124335. * @returns the polygon mesh
  124336. */
  124337. static CreatePolygon(name: string, options: {
  124338. shape: Vector3[];
  124339. holes?: Vector3[][];
  124340. depth?: number;
  124341. faceUV?: Vector4[];
  124342. faceColors?: Color4[];
  124343. updatable?: boolean;
  124344. sideOrientation?: number;
  124345. frontUVs?: Vector4;
  124346. backUVs?: Vector4;
  124347. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124348. /**
  124349. * Creates an extruded polygon mesh, with depth in the Y direction.
  124350. * * 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)
  124351. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124352. * @param name defines the name of the mesh
  124353. * @param options defines the options used to create the mesh
  124354. * @param scene defines the hosting scene
  124355. * @param earcutInjection can be used to inject your own earcut reference
  124356. * @returns the polygon mesh
  124357. */
  124358. static ExtrudePolygon(name: string, options: {
  124359. shape: Vector3[];
  124360. holes?: Vector3[][];
  124361. depth?: number;
  124362. faceUV?: Vector4[];
  124363. faceColors?: Color4[];
  124364. updatable?: boolean;
  124365. sideOrientation?: number;
  124366. frontUVs?: Vector4;
  124367. backUVs?: Vector4;
  124368. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124369. }
  124370. }
  124371. declare module BABYLON {
  124372. /**
  124373. * Class containing static functions to help procedurally build meshes
  124374. */
  124375. export class LatheBuilder {
  124376. /**
  124377. * Creates lathe mesh.
  124378. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124379. * * 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
  124380. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124381. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124382. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124383. * * 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
  124384. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124385. * * 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
  124386. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124387. * * If you create a double-sided mesh, you can choose what parts of 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
  124388. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124389. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124390. * @param name defines the name of the mesh
  124391. * @param options defines the options used to create the mesh
  124392. * @param scene defines the hosting scene
  124393. * @returns the lathe mesh
  124394. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124395. */
  124396. static CreateLathe(name: string, options: {
  124397. shape: Vector3[];
  124398. radius?: number;
  124399. tessellation?: number;
  124400. clip?: number;
  124401. arc?: number;
  124402. closed?: boolean;
  124403. updatable?: boolean;
  124404. sideOrientation?: number;
  124405. frontUVs?: Vector4;
  124406. backUVs?: Vector4;
  124407. cap?: number;
  124408. invertUV?: boolean;
  124409. }, scene?: Nullable<Scene>): Mesh;
  124410. }
  124411. }
  124412. declare module BABYLON {
  124413. /**
  124414. * Class containing static functions to help procedurally build meshes
  124415. */
  124416. export class TiledPlaneBuilder {
  124417. /**
  124418. * Creates a tiled plane mesh
  124419. * * The parameter `pattern` will, depending on value, do nothing or
  124420. * * * flip (reflect about central vertical) alternate tiles across and up
  124421. * * * flip every tile on alternate rows
  124422. * * * rotate (180 degs) alternate tiles across and up
  124423. * * * rotate every tile on alternate rows
  124424. * * * flip and rotate alternate tiles across and up
  124425. * * * flip and rotate every tile on alternate rows
  124426. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  124427. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  124428. * * If you create a double-sided mesh, you can choose what parts of 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
  124429. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124430. * * 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)
  124431. * * 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)
  124432. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124433. * @param name defines the name of the mesh
  124434. * @param options defines the options used to create the mesh
  124435. * @param scene defines the hosting scene
  124436. * @returns the box mesh
  124437. */
  124438. static CreateTiledPlane(name: string, options: {
  124439. pattern?: number;
  124440. tileSize?: number;
  124441. tileWidth?: number;
  124442. tileHeight?: number;
  124443. size?: number;
  124444. width?: number;
  124445. height?: number;
  124446. alignHorizontal?: number;
  124447. alignVertical?: number;
  124448. sideOrientation?: number;
  124449. frontUVs?: Vector4;
  124450. backUVs?: Vector4;
  124451. updatable?: boolean;
  124452. }, scene?: Nullable<Scene>): Mesh;
  124453. }
  124454. }
  124455. declare module BABYLON {
  124456. /**
  124457. * Class containing static functions to help procedurally build meshes
  124458. */
  124459. export class TubeBuilder {
  124460. /**
  124461. * Creates a tube mesh.
  124462. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124463. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  124464. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  124465. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  124466. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  124467. * * 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)
  124468. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  124469. * * 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
  124470. * * 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
  124471. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124472. * * If you create a double-sided mesh, you can choose what parts of 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
  124473. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124475. * @param name defines the name of the mesh
  124476. * @param options defines the options used to create the mesh
  124477. * @param scene defines the hosting scene
  124478. * @returns the tube mesh
  124479. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124480. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  124481. */
  124482. static CreateTube(name: string, options: {
  124483. path: Vector3[];
  124484. radius?: number;
  124485. tessellation?: number;
  124486. radiusFunction?: {
  124487. (i: number, distance: number): number;
  124488. };
  124489. cap?: number;
  124490. arc?: number;
  124491. updatable?: boolean;
  124492. sideOrientation?: number;
  124493. frontUVs?: Vector4;
  124494. backUVs?: Vector4;
  124495. instance?: Mesh;
  124496. invertUV?: boolean;
  124497. }, scene?: Nullable<Scene>): Mesh;
  124498. }
  124499. }
  124500. declare module BABYLON {
  124501. /**
  124502. * Class containing static functions to help procedurally build meshes
  124503. */
  124504. export class IcoSphereBuilder {
  124505. /**
  124506. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124507. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124508. * * 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`)
  124509. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124510. * * 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
  124511. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124512. * * If you create a double-sided mesh, you can choose what parts of 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
  124513. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124514. * @param name defines the name of the mesh
  124515. * @param options defines the options used to create the mesh
  124516. * @param scene defines the hosting scene
  124517. * @returns the icosahedron mesh
  124518. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124519. */
  124520. static CreateIcoSphere(name: string, options: {
  124521. radius?: number;
  124522. radiusX?: number;
  124523. radiusY?: number;
  124524. radiusZ?: number;
  124525. flat?: boolean;
  124526. subdivisions?: number;
  124527. sideOrientation?: number;
  124528. frontUVs?: Vector4;
  124529. backUVs?: Vector4;
  124530. updatable?: boolean;
  124531. }, scene?: Nullable<Scene>): Mesh;
  124532. }
  124533. }
  124534. declare module BABYLON {
  124535. /**
  124536. * Class containing static functions to help procedurally build meshes
  124537. */
  124538. export class DecalBuilder {
  124539. /**
  124540. * Creates a decal mesh.
  124541. * 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
  124542. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  124543. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  124544. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  124545. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  124546. * @param name defines the name of the mesh
  124547. * @param sourceMesh defines the mesh where the decal must be applied
  124548. * @param options defines the options used to create the mesh
  124549. * @param scene defines the hosting scene
  124550. * @returns the decal mesh
  124551. * @see https://doc.babylonjs.com/how_to/decals
  124552. */
  124553. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  124554. position?: Vector3;
  124555. normal?: Vector3;
  124556. size?: Vector3;
  124557. angle?: number;
  124558. }): Mesh;
  124559. }
  124560. }
  124561. declare module BABYLON {
  124562. /**
  124563. * Class containing static functions to help procedurally build meshes
  124564. */
  124565. export class MeshBuilder {
  124566. /**
  124567. * Creates a box mesh
  124568. * * The parameter `size` sets the size (float) of each box side (default 1)
  124569. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  124570. * * 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)
  124571. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124572. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124573. * * If you create a double-sided mesh, you can choose what parts of 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
  124574. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124575. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124576. * @param name defines the name of the mesh
  124577. * @param options defines the options used to create the mesh
  124578. * @param scene defines the hosting scene
  124579. * @returns the box mesh
  124580. */
  124581. static CreateBox(name: string, options: {
  124582. size?: number;
  124583. width?: number;
  124584. height?: number;
  124585. depth?: number;
  124586. faceUV?: Vector4[];
  124587. faceColors?: Color4[];
  124588. sideOrientation?: number;
  124589. frontUVs?: Vector4;
  124590. backUVs?: Vector4;
  124591. updatable?: boolean;
  124592. }, scene?: Nullable<Scene>): Mesh;
  124593. /**
  124594. * Creates a tiled box mesh
  124595. * * faceTiles sets the pattern, tile size and number of tiles for a face
  124596. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124597. * @param name defines the name of the mesh
  124598. * @param options defines the options used to create the mesh
  124599. * @param scene defines the hosting scene
  124600. * @returns the tiled box mesh
  124601. */
  124602. static CreateTiledBox(name: string, options: {
  124603. pattern?: number;
  124604. size?: number;
  124605. width?: number;
  124606. height?: number;
  124607. depth: number;
  124608. tileSize?: number;
  124609. tileWidth?: number;
  124610. tileHeight?: number;
  124611. faceUV?: Vector4[];
  124612. faceColors?: Color4[];
  124613. alignHorizontal?: number;
  124614. alignVertical?: number;
  124615. sideOrientation?: number;
  124616. updatable?: boolean;
  124617. }, scene?: Nullable<Scene>): Mesh;
  124618. /**
  124619. * Creates a sphere mesh
  124620. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  124621. * * 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`)
  124622. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  124623. * * 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
  124624. * * 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)
  124625. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124626. * * If you create a double-sided mesh, you can choose what parts of 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
  124627. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124628. * @param name defines the name of the mesh
  124629. * @param options defines the options used to create the mesh
  124630. * @param scene defines the hosting scene
  124631. * @returns the sphere mesh
  124632. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  124633. */
  124634. static CreateSphere(name: string, options: {
  124635. segments?: number;
  124636. diameter?: number;
  124637. diameterX?: number;
  124638. diameterY?: number;
  124639. diameterZ?: number;
  124640. arc?: number;
  124641. slice?: number;
  124642. sideOrientation?: number;
  124643. frontUVs?: Vector4;
  124644. backUVs?: Vector4;
  124645. updatable?: boolean;
  124646. }, scene?: Nullable<Scene>): Mesh;
  124647. /**
  124648. * Creates a plane polygonal mesh. By default, this is a disc
  124649. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  124650. * * 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
  124651. * * 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
  124652. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124653. * * If you create a double-sided mesh, you can choose what parts of 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
  124654. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124655. * @param name defines the name of the mesh
  124656. * @param options defines the options used to create the mesh
  124657. * @param scene defines the hosting scene
  124658. * @returns the plane polygonal mesh
  124659. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  124660. */
  124661. static CreateDisc(name: string, options: {
  124662. radius?: number;
  124663. tessellation?: number;
  124664. arc?: number;
  124665. updatable?: boolean;
  124666. sideOrientation?: number;
  124667. frontUVs?: Vector4;
  124668. backUVs?: Vector4;
  124669. }, scene?: Nullable<Scene>): Mesh;
  124670. /**
  124671. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124672. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124673. * * 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`)
  124674. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124675. * * 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
  124676. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124677. * * If you create a double-sided mesh, you can choose what parts of 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
  124678. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124679. * @param name defines the name of the mesh
  124680. * @param options defines the options used to create the mesh
  124681. * @param scene defines the hosting scene
  124682. * @returns the icosahedron mesh
  124683. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124684. */
  124685. static CreateIcoSphere(name: string, options: {
  124686. radius?: number;
  124687. radiusX?: number;
  124688. radiusY?: number;
  124689. radiusZ?: number;
  124690. flat?: boolean;
  124691. subdivisions?: number;
  124692. sideOrientation?: number;
  124693. frontUVs?: Vector4;
  124694. backUVs?: Vector4;
  124695. updatable?: boolean;
  124696. }, scene?: Nullable<Scene>): Mesh;
  124697. /**
  124698. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124699. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  124700. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  124701. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  124702. * * 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
  124703. * * 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
  124704. * * 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
  124705. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124706. * * If you create a double-sided mesh, you can choose what parts of 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
  124707. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124708. * * 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
  124709. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  124710. * * 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
  124711. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  124712. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124713. * @param name defines the name of the mesh
  124714. * @param options defines the options used to create the mesh
  124715. * @param scene defines the hosting scene
  124716. * @returns the ribbon mesh
  124717. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  124718. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124719. */
  124720. static CreateRibbon(name: string, options: {
  124721. pathArray: Vector3[][];
  124722. closeArray?: boolean;
  124723. closePath?: boolean;
  124724. offset?: number;
  124725. updatable?: boolean;
  124726. sideOrientation?: number;
  124727. frontUVs?: Vector4;
  124728. backUVs?: Vector4;
  124729. instance?: Mesh;
  124730. invertUV?: boolean;
  124731. uvs?: Vector2[];
  124732. colors?: Color4[];
  124733. }, scene?: Nullable<Scene>): Mesh;
  124734. /**
  124735. * Creates a cylinder or a cone mesh
  124736. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  124737. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  124738. * * 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.
  124739. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  124740. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  124741. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  124742. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  124743. * * 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).
  124744. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  124745. * * 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).
  124746. * * 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
  124747. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  124748. * * 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
  124749. * * 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.
  124750. * * If `enclose` is false, a ring surface is one element.
  124751. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  124752. * * 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
  124753. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124754. * * If you create a double-sided mesh, you can choose what parts of 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
  124755. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124756. * @param name defines the name of the mesh
  124757. * @param options defines the options used to create the mesh
  124758. * @param scene defines the hosting scene
  124759. * @returns the cylinder mesh
  124760. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  124761. */
  124762. static CreateCylinder(name: string, options: {
  124763. height?: number;
  124764. diameterTop?: number;
  124765. diameterBottom?: number;
  124766. diameter?: number;
  124767. tessellation?: number;
  124768. subdivisions?: number;
  124769. arc?: number;
  124770. faceColors?: Color4[];
  124771. faceUV?: Vector4[];
  124772. updatable?: boolean;
  124773. hasRings?: boolean;
  124774. enclose?: boolean;
  124775. cap?: number;
  124776. sideOrientation?: number;
  124777. frontUVs?: Vector4;
  124778. backUVs?: Vector4;
  124779. }, scene?: Nullable<Scene>): Mesh;
  124780. /**
  124781. * Creates a torus mesh
  124782. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  124783. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  124784. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  124785. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124786. * * If you create a double-sided mesh, you can choose what parts of 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
  124787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124788. * @param name defines the name of the mesh
  124789. * @param options defines the options used to create the mesh
  124790. * @param scene defines the hosting scene
  124791. * @returns the torus mesh
  124792. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  124793. */
  124794. static CreateTorus(name: string, options: {
  124795. diameter?: number;
  124796. thickness?: number;
  124797. tessellation?: number;
  124798. updatable?: boolean;
  124799. sideOrientation?: number;
  124800. frontUVs?: Vector4;
  124801. backUVs?: Vector4;
  124802. }, scene?: Nullable<Scene>): Mesh;
  124803. /**
  124804. * Creates a torus knot mesh
  124805. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124806. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124807. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124808. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124809. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124810. * * If you create a double-sided mesh, you can choose what parts of 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
  124811. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124812. * @param name defines the name of the mesh
  124813. * @param options defines the options used to create the mesh
  124814. * @param scene defines the hosting scene
  124815. * @returns the torus knot mesh
  124816. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124817. */
  124818. static CreateTorusKnot(name: string, options: {
  124819. radius?: number;
  124820. tube?: number;
  124821. radialSegments?: number;
  124822. tubularSegments?: number;
  124823. p?: number;
  124824. q?: number;
  124825. updatable?: boolean;
  124826. sideOrientation?: number;
  124827. frontUVs?: Vector4;
  124828. backUVs?: Vector4;
  124829. }, scene?: Nullable<Scene>): Mesh;
  124830. /**
  124831. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  124832. * * 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
  124833. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  124834. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  124835. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  124836. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  124837. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  124838. * * 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
  124839. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  124840. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124841. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  124842. * @param name defines the name of the new line system
  124843. * @param options defines the options used to create the line system
  124844. * @param scene defines the hosting scene
  124845. * @returns a new line system mesh
  124846. */
  124847. static CreateLineSystem(name: string, options: {
  124848. lines: Vector3[][];
  124849. updatable?: boolean;
  124850. instance?: Nullable<LinesMesh>;
  124851. colors?: Nullable<Color4[][]>;
  124852. useVertexAlpha?: boolean;
  124853. }, scene: Nullable<Scene>): LinesMesh;
  124854. /**
  124855. * Creates a line mesh
  124856. * 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
  124857. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124858. * * The parameter `points` is an array successive Vector3
  124859. * * 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
  124860. * * The optional parameter `colors` is an array of successive Color4, one per line point
  124861. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  124862. * * When updating an instance, remember that only point positions can change, not the number of points
  124863. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124864. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  124865. * @param name defines the name of the new line system
  124866. * @param options defines the options used to create the line system
  124867. * @param scene defines the hosting scene
  124868. * @returns a new line mesh
  124869. */
  124870. static CreateLines(name: string, options: {
  124871. points: Vector3[];
  124872. updatable?: boolean;
  124873. instance?: Nullable<LinesMesh>;
  124874. colors?: Color4[];
  124875. useVertexAlpha?: boolean;
  124876. }, scene?: Nullable<Scene>): LinesMesh;
  124877. /**
  124878. * Creates a dashed line mesh
  124879. * * 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
  124880. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124881. * * The parameter `points` is an array successive Vector3
  124882. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  124883. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  124884. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  124885. * * 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
  124886. * * When updating an instance, remember that only point positions can change, not the number of points
  124887. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124888. * @param name defines the name of the mesh
  124889. * @param options defines the options used to create the mesh
  124890. * @param scene defines the hosting scene
  124891. * @returns the dashed line mesh
  124892. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  124893. */
  124894. static CreateDashedLines(name: string, options: {
  124895. points: Vector3[];
  124896. dashSize?: number;
  124897. gapSize?: number;
  124898. dashNb?: number;
  124899. updatable?: boolean;
  124900. instance?: LinesMesh;
  124901. }, scene?: Nullable<Scene>): LinesMesh;
  124902. /**
  124903. * 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.
  124904. * * 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.
  124905. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124906. * * 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.
  124907. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  124908. * * 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
  124909. * * 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
  124910. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  124911. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124912. * * If you create a double-sided mesh, you can choose what parts of 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
  124913. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  124914. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124915. * @param name defines the name of the mesh
  124916. * @param options defines the options used to create the mesh
  124917. * @param scene defines the hosting scene
  124918. * @returns the extruded shape mesh
  124919. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124920. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124921. */
  124922. static ExtrudeShape(name: string, options: {
  124923. shape: Vector3[];
  124924. path: Vector3[];
  124925. scale?: number;
  124926. rotation?: number;
  124927. cap?: number;
  124928. updatable?: boolean;
  124929. sideOrientation?: number;
  124930. frontUVs?: Vector4;
  124931. backUVs?: Vector4;
  124932. instance?: Mesh;
  124933. invertUV?: boolean;
  124934. }, scene?: Nullable<Scene>): Mesh;
  124935. /**
  124936. * Creates an custom extruded shape mesh.
  124937. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  124938. * * 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.
  124939. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124940. * * 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
  124941. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  124942. * * 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
  124943. * * It must returns a float value that will be the scale value applied to the shape on each path point
  124944. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  124945. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  124946. * * 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
  124947. * * 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
  124948. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  124949. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124950. * * If you create a double-sided mesh, you can choose what parts of 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
  124951. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124952. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124953. * @param name defines the name of the mesh
  124954. * @param options defines the options used to create the mesh
  124955. * @param scene defines the hosting scene
  124956. * @returns the custom extruded shape mesh
  124957. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  124958. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124959. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124960. */
  124961. static ExtrudeShapeCustom(name: string, options: {
  124962. shape: Vector3[];
  124963. path: Vector3[];
  124964. scaleFunction?: any;
  124965. rotationFunction?: any;
  124966. ribbonCloseArray?: boolean;
  124967. ribbonClosePath?: boolean;
  124968. cap?: number;
  124969. updatable?: boolean;
  124970. sideOrientation?: number;
  124971. frontUVs?: Vector4;
  124972. backUVs?: Vector4;
  124973. instance?: Mesh;
  124974. invertUV?: boolean;
  124975. }, scene?: Nullable<Scene>): Mesh;
  124976. /**
  124977. * Creates lathe mesh.
  124978. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124979. * * 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
  124980. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124981. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124982. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124983. * * 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
  124984. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124985. * * 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
  124986. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124987. * * If you create a double-sided mesh, you can choose what parts of 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
  124988. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124989. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124990. * @param name defines the name of the mesh
  124991. * @param options defines the options used to create the mesh
  124992. * @param scene defines the hosting scene
  124993. * @returns the lathe mesh
  124994. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124995. */
  124996. static CreateLathe(name: string, options: {
  124997. shape: Vector3[];
  124998. radius?: number;
  124999. tessellation?: number;
  125000. clip?: number;
  125001. arc?: number;
  125002. closed?: boolean;
  125003. updatable?: boolean;
  125004. sideOrientation?: number;
  125005. frontUVs?: Vector4;
  125006. backUVs?: Vector4;
  125007. cap?: number;
  125008. invertUV?: boolean;
  125009. }, scene?: Nullable<Scene>): Mesh;
  125010. /**
  125011. * Creates a tiled plane mesh
  125012. * * You can set a limited pattern arrangement with the tiles
  125013. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125014. * * If you create a double-sided mesh, you can choose what parts of 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
  125015. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125016. * @param name defines the name of the mesh
  125017. * @param options defines the options used to create the mesh
  125018. * @param scene defines the hosting scene
  125019. * @returns the plane mesh
  125020. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  125021. */
  125022. static CreateTiledPlane(name: string, options: {
  125023. pattern?: number;
  125024. tileSize?: number;
  125025. tileWidth?: number;
  125026. tileHeight?: number;
  125027. size?: number;
  125028. width?: number;
  125029. height?: number;
  125030. alignHorizontal?: number;
  125031. alignVertical?: number;
  125032. sideOrientation?: number;
  125033. frontUVs?: Vector4;
  125034. backUVs?: Vector4;
  125035. updatable?: boolean;
  125036. }, scene?: Nullable<Scene>): Mesh;
  125037. /**
  125038. * Creates a plane mesh
  125039. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  125040. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  125041. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  125042. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125043. * * If you create a double-sided mesh, you can choose what parts of 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
  125044. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125045. * @param name defines the name of the mesh
  125046. * @param options defines the options used to create the mesh
  125047. * @param scene defines the hosting scene
  125048. * @returns the plane mesh
  125049. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  125050. */
  125051. static CreatePlane(name: string, options: {
  125052. size?: number;
  125053. width?: number;
  125054. height?: number;
  125055. sideOrientation?: number;
  125056. frontUVs?: Vector4;
  125057. backUVs?: Vector4;
  125058. updatable?: boolean;
  125059. sourcePlane?: Plane;
  125060. }, scene?: Nullable<Scene>): Mesh;
  125061. /**
  125062. * Creates a ground mesh
  125063. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  125064. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  125065. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125066. * @param name defines the name of the mesh
  125067. * @param options defines the options used to create the mesh
  125068. * @param scene defines the hosting scene
  125069. * @returns the ground mesh
  125070. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  125071. */
  125072. static CreateGround(name: string, options: {
  125073. width?: number;
  125074. height?: number;
  125075. subdivisions?: number;
  125076. subdivisionsX?: number;
  125077. subdivisionsY?: number;
  125078. updatable?: boolean;
  125079. }, scene?: Nullable<Scene>): Mesh;
  125080. /**
  125081. * Creates a tiled ground mesh
  125082. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  125083. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  125084. * * 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
  125085. * * 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
  125086. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125087. * @param name defines the name of the mesh
  125088. * @param options defines the options used to create the mesh
  125089. * @param scene defines the hosting scene
  125090. * @returns the tiled ground mesh
  125091. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  125092. */
  125093. static CreateTiledGround(name: string, options: {
  125094. xmin: number;
  125095. zmin: number;
  125096. xmax: number;
  125097. zmax: number;
  125098. subdivisions?: {
  125099. w: number;
  125100. h: number;
  125101. };
  125102. precision?: {
  125103. w: number;
  125104. h: number;
  125105. };
  125106. updatable?: boolean;
  125107. }, scene?: Nullable<Scene>): Mesh;
  125108. /**
  125109. * Creates a ground mesh from a height map
  125110. * * The parameter `url` sets the URL of the height map image resource.
  125111. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  125112. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  125113. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  125114. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  125115. * * 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.
  125116. * * 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).
  125117. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  125118. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125119. * @param name defines the name of the mesh
  125120. * @param url defines the url to the height map
  125121. * @param options defines the options used to create the mesh
  125122. * @param scene defines the hosting scene
  125123. * @returns the ground mesh
  125124. * @see https://doc.babylonjs.com/babylon101/height_map
  125125. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  125126. */
  125127. static CreateGroundFromHeightMap(name: string, url: string, options: {
  125128. width?: number;
  125129. height?: number;
  125130. subdivisions?: number;
  125131. minHeight?: number;
  125132. maxHeight?: number;
  125133. colorFilter?: Color3;
  125134. alphaFilter?: number;
  125135. updatable?: boolean;
  125136. onReady?: (mesh: GroundMesh) => void;
  125137. }, scene?: Nullable<Scene>): GroundMesh;
  125138. /**
  125139. * Creates a polygon mesh
  125140. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125141. * * 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
  125142. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125143. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125144. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  125145. * * Remember you can only change the shape positions, not their number when updating a polygon
  125146. * @param name defines the name of the mesh
  125147. * @param options defines the options used to create the mesh
  125148. * @param scene defines the hosting scene
  125149. * @param earcutInjection can be used to inject your own earcut reference
  125150. * @returns the polygon mesh
  125151. */
  125152. static CreatePolygon(name: string, options: {
  125153. shape: Vector3[];
  125154. holes?: Vector3[][];
  125155. depth?: number;
  125156. faceUV?: Vector4[];
  125157. faceColors?: Color4[];
  125158. updatable?: boolean;
  125159. sideOrientation?: number;
  125160. frontUVs?: Vector4;
  125161. backUVs?: Vector4;
  125162. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125163. /**
  125164. * Creates an extruded polygon mesh, with depth in the Y direction.
  125165. * * 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)
  125166. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125167. * @param name defines the name of the mesh
  125168. * @param options defines the options used to create the mesh
  125169. * @param scene defines the hosting scene
  125170. * @param earcutInjection can be used to inject your own earcut reference
  125171. * @returns the polygon mesh
  125172. */
  125173. static ExtrudePolygon(name: string, options: {
  125174. shape: Vector3[];
  125175. holes?: Vector3[][];
  125176. depth?: number;
  125177. faceUV?: Vector4[];
  125178. faceColors?: Color4[];
  125179. updatable?: boolean;
  125180. sideOrientation?: number;
  125181. frontUVs?: Vector4;
  125182. backUVs?: Vector4;
  125183. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125184. /**
  125185. * Creates a tube mesh.
  125186. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125187. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125188. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125189. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125190. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125191. * * 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)
  125192. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125193. * * 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
  125194. * * 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
  125195. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125196. * * If you create a double-sided mesh, you can choose what parts of 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
  125197. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125198. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125199. * @param name defines the name of the mesh
  125200. * @param options defines the options used to create the mesh
  125201. * @param scene defines the hosting scene
  125202. * @returns the tube mesh
  125203. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125204. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125205. */
  125206. static CreateTube(name: string, options: {
  125207. path: Vector3[];
  125208. radius?: number;
  125209. tessellation?: number;
  125210. radiusFunction?: {
  125211. (i: number, distance: number): number;
  125212. };
  125213. cap?: number;
  125214. arc?: number;
  125215. updatable?: boolean;
  125216. sideOrientation?: number;
  125217. frontUVs?: Vector4;
  125218. backUVs?: Vector4;
  125219. instance?: Mesh;
  125220. invertUV?: boolean;
  125221. }, scene?: Nullable<Scene>): Mesh;
  125222. /**
  125223. * Creates a polyhedron mesh
  125224. * * 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
  125225. * * The parameter `size` (positive float, default 1) sets the polygon size
  125226. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  125227. * * 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`
  125228. * * 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
  125229. * * 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)`)
  125230. * * 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
  125231. * * 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
  125232. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125233. * * If you create a double-sided mesh, you can choose what parts of 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
  125234. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125235. * @param name defines the name of the mesh
  125236. * @param options defines the options used to create the mesh
  125237. * @param scene defines the hosting scene
  125238. * @returns the polyhedron mesh
  125239. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  125240. */
  125241. static CreatePolyhedron(name: string, options: {
  125242. type?: number;
  125243. size?: number;
  125244. sizeX?: number;
  125245. sizeY?: number;
  125246. sizeZ?: number;
  125247. custom?: any;
  125248. faceUV?: Vector4[];
  125249. faceColors?: Color4[];
  125250. flat?: boolean;
  125251. updatable?: boolean;
  125252. sideOrientation?: number;
  125253. frontUVs?: Vector4;
  125254. backUVs?: Vector4;
  125255. }, scene?: Nullable<Scene>): Mesh;
  125256. /**
  125257. * Creates a decal mesh.
  125258. * 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
  125259. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125260. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125261. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125262. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125263. * @param name defines the name of the mesh
  125264. * @param sourceMesh defines the mesh where the decal must be applied
  125265. * @param options defines the options used to create the mesh
  125266. * @param scene defines the hosting scene
  125267. * @returns the decal mesh
  125268. * @see https://doc.babylonjs.com/how_to/decals
  125269. */
  125270. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125271. position?: Vector3;
  125272. normal?: Vector3;
  125273. size?: Vector3;
  125274. angle?: number;
  125275. }): Mesh;
  125276. }
  125277. }
  125278. declare module BABYLON {
  125279. /**
  125280. * A simplifier interface for future simplification implementations
  125281. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125282. */
  125283. export interface ISimplifier {
  125284. /**
  125285. * Simplification of a given mesh according to the given settings.
  125286. * Since this requires computation, it is assumed that the function runs async.
  125287. * @param settings The settings of the simplification, including quality and distance
  125288. * @param successCallback A callback that will be called after the mesh was simplified.
  125289. * @param errorCallback in case of an error, this callback will be called. optional.
  125290. */
  125291. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  125292. }
  125293. /**
  125294. * Expected simplification settings.
  125295. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  125296. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125297. */
  125298. export interface ISimplificationSettings {
  125299. /**
  125300. * Gets or sets the expected quality
  125301. */
  125302. quality: number;
  125303. /**
  125304. * Gets or sets the distance when this optimized version should be used
  125305. */
  125306. distance: number;
  125307. /**
  125308. * Gets an already optimized mesh
  125309. */
  125310. optimizeMesh?: boolean;
  125311. }
  125312. /**
  125313. * Class used to specify simplification options
  125314. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125315. */
  125316. export class SimplificationSettings implements ISimplificationSettings {
  125317. /** expected quality */
  125318. quality: number;
  125319. /** distance when this optimized version should be used */
  125320. distance: number;
  125321. /** already optimized mesh */
  125322. optimizeMesh?: boolean | undefined;
  125323. /**
  125324. * Creates a SimplificationSettings
  125325. * @param quality expected quality
  125326. * @param distance distance when this optimized version should be used
  125327. * @param optimizeMesh already optimized mesh
  125328. */
  125329. constructor(
  125330. /** expected quality */
  125331. quality: number,
  125332. /** distance when this optimized version should be used */
  125333. distance: number,
  125334. /** already optimized mesh */
  125335. optimizeMesh?: boolean | undefined);
  125336. }
  125337. /**
  125338. * Interface used to define a simplification task
  125339. */
  125340. export interface ISimplificationTask {
  125341. /**
  125342. * Array of settings
  125343. */
  125344. settings: Array<ISimplificationSettings>;
  125345. /**
  125346. * Simplification type
  125347. */
  125348. simplificationType: SimplificationType;
  125349. /**
  125350. * Mesh to simplify
  125351. */
  125352. mesh: Mesh;
  125353. /**
  125354. * Callback called on success
  125355. */
  125356. successCallback?: () => void;
  125357. /**
  125358. * Defines if parallel processing can be used
  125359. */
  125360. parallelProcessing: boolean;
  125361. }
  125362. /**
  125363. * Queue used to order the simplification tasks
  125364. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125365. */
  125366. export class SimplificationQueue {
  125367. private _simplificationArray;
  125368. /**
  125369. * Gets a boolean indicating that the process is still running
  125370. */
  125371. running: boolean;
  125372. /**
  125373. * Creates a new queue
  125374. */
  125375. constructor();
  125376. /**
  125377. * Adds a new simplification task
  125378. * @param task defines a task to add
  125379. */
  125380. addTask(task: ISimplificationTask): void;
  125381. /**
  125382. * Execute next task
  125383. */
  125384. executeNext(): void;
  125385. /**
  125386. * Execute a simplification task
  125387. * @param task defines the task to run
  125388. */
  125389. runSimplification(task: ISimplificationTask): void;
  125390. private getSimplifier;
  125391. }
  125392. /**
  125393. * The implemented types of simplification
  125394. * At the moment only Quadratic Error Decimation is implemented
  125395. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125396. */
  125397. export enum SimplificationType {
  125398. /** Quadratic error decimation */
  125399. QUADRATIC = 0
  125400. }
  125401. }
  125402. declare module BABYLON {
  125403. interface Scene {
  125404. /** @hidden (Backing field) */
  125405. _simplificationQueue: SimplificationQueue;
  125406. /**
  125407. * Gets or sets the simplification queue attached to the scene
  125408. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125409. */
  125410. simplificationQueue: SimplificationQueue;
  125411. }
  125412. interface Mesh {
  125413. /**
  125414. * Simplify the mesh according to the given array of settings.
  125415. * Function will return immediately and will simplify async
  125416. * @param settings a collection of simplification settings
  125417. * @param parallelProcessing should all levels calculate parallel or one after the other
  125418. * @param simplificationType the type of simplification to run
  125419. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  125420. * @returns the current mesh
  125421. */
  125422. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  125423. }
  125424. /**
  125425. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  125426. * created in a scene
  125427. */
  125428. export class SimplicationQueueSceneComponent implements ISceneComponent {
  125429. /**
  125430. * The component name helpfull to identify the component in the list of scene components.
  125431. */
  125432. readonly name: string;
  125433. /**
  125434. * The scene the component belongs to.
  125435. */
  125436. scene: Scene;
  125437. /**
  125438. * Creates a new instance of the component for the given scene
  125439. * @param scene Defines the scene to register the component in
  125440. */
  125441. constructor(scene: Scene);
  125442. /**
  125443. * Registers the component in a given scene
  125444. */
  125445. register(): void;
  125446. /**
  125447. * Rebuilds the elements related to this component in case of
  125448. * context lost for instance.
  125449. */
  125450. rebuild(): void;
  125451. /**
  125452. * Disposes the component and the associated ressources
  125453. */
  125454. dispose(): void;
  125455. private _beforeCameraUpdate;
  125456. }
  125457. }
  125458. declare module BABYLON {
  125459. /**
  125460. * Navigation plugin interface to add navigation constrained by a navigation mesh
  125461. */
  125462. export interface INavigationEnginePlugin {
  125463. /**
  125464. * plugin name
  125465. */
  125466. name: string;
  125467. /**
  125468. * Creates a navigation mesh
  125469. * @param meshes array of all the geometry used to compute the navigatio mesh
  125470. * @param parameters bunch of parameters used to filter geometry
  125471. */
  125472. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125473. /**
  125474. * Create a navigation mesh debug mesh
  125475. * @param scene is where the mesh will be added
  125476. * @returns debug display mesh
  125477. */
  125478. createDebugNavMesh(scene: Scene): Mesh;
  125479. /**
  125480. * Get a navigation mesh constrained position, closest to the parameter position
  125481. * @param position world position
  125482. * @returns the closest point to position constrained by the navigation mesh
  125483. */
  125484. getClosestPoint(position: Vector3): Vector3;
  125485. /**
  125486. * Get a navigation mesh constrained position, within a particular radius
  125487. * @param position world position
  125488. * @param maxRadius the maximum distance to the constrained world position
  125489. * @returns the closest point to position constrained by the navigation mesh
  125490. */
  125491. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125492. /**
  125493. * Compute the final position from a segment made of destination-position
  125494. * @param position world position
  125495. * @param destination world position
  125496. * @returns the resulting point along the navmesh
  125497. */
  125498. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125499. /**
  125500. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125501. * @param start world position
  125502. * @param end world position
  125503. * @returns array containing world position composing the path
  125504. */
  125505. computePath(start: Vector3, end: Vector3): Vector3[];
  125506. /**
  125507. * If this plugin is supported
  125508. * @returns true if plugin is supported
  125509. */
  125510. isSupported(): boolean;
  125511. /**
  125512. * Create a new Crowd so you can add agents
  125513. * @param maxAgents the maximum agent count in the crowd
  125514. * @param maxAgentRadius the maximum radius an agent can have
  125515. * @param scene to attach the crowd to
  125516. * @returns the crowd you can add agents to
  125517. */
  125518. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125519. /**
  125520. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125521. * The queries will try to find a solution within those bounds
  125522. * default is (1,1,1)
  125523. * @param extent x,y,z value that define the extent around the queries point of reference
  125524. */
  125525. setDefaultQueryExtent(extent: Vector3): void;
  125526. /**
  125527. * Get the Bounding box extent specified by setDefaultQueryExtent
  125528. * @returns the box extent values
  125529. */
  125530. getDefaultQueryExtent(): Vector3;
  125531. /**
  125532. * Release all resources
  125533. */
  125534. dispose(): void;
  125535. }
  125536. /**
  125537. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  125538. */
  125539. export interface ICrowd {
  125540. /**
  125541. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125542. * You can attach anything to that node. The node position is updated in the scene update tick.
  125543. * @param pos world position that will be constrained by the navigation mesh
  125544. * @param parameters agent parameters
  125545. * @param transform hooked to the agent that will be update by the scene
  125546. * @returns agent index
  125547. */
  125548. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125549. /**
  125550. * Returns the agent position in world space
  125551. * @param index agent index returned by addAgent
  125552. * @returns world space position
  125553. */
  125554. getAgentPosition(index: number): Vector3;
  125555. /**
  125556. * Gets the agent velocity in world space
  125557. * @param index agent index returned by addAgent
  125558. * @returns world space velocity
  125559. */
  125560. getAgentVelocity(index: number): Vector3;
  125561. /**
  125562. * remove a particular agent previously created
  125563. * @param index agent index returned by addAgent
  125564. */
  125565. removeAgent(index: number): void;
  125566. /**
  125567. * get the list of all agents attached to this crowd
  125568. * @returns list of agent indices
  125569. */
  125570. getAgents(): number[];
  125571. /**
  125572. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125573. * @param deltaTime in seconds
  125574. */
  125575. update(deltaTime: number): void;
  125576. /**
  125577. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125578. * @param index agent index returned by addAgent
  125579. * @param destination targeted world position
  125580. */
  125581. agentGoto(index: number, destination: Vector3): void;
  125582. /**
  125583. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125584. * The queries will try to find a solution within those bounds
  125585. * default is (1,1,1)
  125586. * @param extent x,y,z value that define the extent around the queries point of reference
  125587. */
  125588. setDefaultQueryExtent(extent: Vector3): void;
  125589. /**
  125590. * Get the Bounding box extent specified by setDefaultQueryExtent
  125591. * @returns the box extent values
  125592. */
  125593. getDefaultQueryExtent(): Vector3;
  125594. /**
  125595. * Release all resources
  125596. */
  125597. dispose(): void;
  125598. }
  125599. /**
  125600. * Configures an agent
  125601. */
  125602. export interface IAgentParameters {
  125603. /**
  125604. * Agent radius. [Limit: >= 0]
  125605. */
  125606. radius: number;
  125607. /**
  125608. * Agent height. [Limit: > 0]
  125609. */
  125610. height: number;
  125611. /**
  125612. * Maximum allowed acceleration. [Limit: >= 0]
  125613. */
  125614. maxAcceleration: number;
  125615. /**
  125616. * Maximum allowed speed. [Limit: >= 0]
  125617. */
  125618. maxSpeed: number;
  125619. /**
  125620. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  125621. */
  125622. collisionQueryRange: number;
  125623. /**
  125624. * The path visibility optimization range. [Limit: > 0]
  125625. */
  125626. pathOptimizationRange: number;
  125627. /**
  125628. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  125629. */
  125630. separationWeight: number;
  125631. }
  125632. /**
  125633. * Configures the navigation mesh creation
  125634. */
  125635. export interface INavMeshParameters {
  125636. /**
  125637. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  125638. */
  125639. cs: number;
  125640. /**
  125641. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  125642. */
  125643. ch: number;
  125644. /**
  125645. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  125646. */
  125647. walkableSlopeAngle: number;
  125648. /**
  125649. * Minimum floor to 'ceiling' height that will still allow the floor area to
  125650. * be considered walkable. [Limit: >= 3] [Units: vx]
  125651. */
  125652. walkableHeight: number;
  125653. /**
  125654. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  125655. */
  125656. walkableClimb: number;
  125657. /**
  125658. * The distance to erode/shrink the walkable area of the heightfield away from
  125659. * obstructions. [Limit: >=0] [Units: vx]
  125660. */
  125661. walkableRadius: number;
  125662. /**
  125663. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  125664. */
  125665. maxEdgeLen: number;
  125666. /**
  125667. * The maximum distance a simplfied contour's border edges should deviate
  125668. * the original raw contour. [Limit: >=0] [Units: vx]
  125669. */
  125670. maxSimplificationError: number;
  125671. /**
  125672. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  125673. */
  125674. minRegionArea: number;
  125675. /**
  125676. * Any regions with a span count smaller than this value will, if possible,
  125677. * be merged with larger regions. [Limit: >=0] [Units: vx]
  125678. */
  125679. mergeRegionArea: number;
  125680. /**
  125681. * The maximum number of vertices allowed for polygons generated during the
  125682. * contour to polygon conversion process. [Limit: >= 3]
  125683. */
  125684. maxVertsPerPoly: number;
  125685. /**
  125686. * Sets the sampling distance to use when generating the detail mesh.
  125687. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  125688. */
  125689. detailSampleDist: number;
  125690. /**
  125691. * The maximum distance the detail mesh surface should deviate from heightfield
  125692. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  125693. */
  125694. detailSampleMaxError: number;
  125695. }
  125696. }
  125697. declare module BABYLON {
  125698. /**
  125699. * RecastJS navigation plugin
  125700. */
  125701. export class RecastJSPlugin implements INavigationEnginePlugin {
  125702. /**
  125703. * Reference to the Recast library
  125704. */
  125705. bjsRECAST: any;
  125706. /**
  125707. * plugin name
  125708. */
  125709. name: string;
  125710. /**
  125711. * the first navmesh created. We might extend this to support multiple navmeshes
  125712. */
  125713. navMesh: any;
  125714. /**
  125715. * Initializes the recastJS plugin
  125716. * @param recastInjection can be used to inject your own recast reference
  125717. */
  125718. constructor(recastInjection?: any);
  125719. /**
  125720. * Creates a navigation mesh
  125721. * @param meshes array of all the geometry used to compute the navigatio mesh
  125722. * @param parameters bunch of parameters used to filter geometry
  125723. */
  125724. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125725. /**
  125726. * Create a navigation mesh debug mesh
  125727. * @param scene is where the mesh will be added
  125728. * @returns debug display mesh
  125729. */
  125730. createDebugNavMesh(scene: Scene): Mesh;
  125731. /**
  125732. * Get a navigation mesh constrained position, closest to the parameter position
  125733. * @param position world position
  125734. * @returns the closest point to position constrained by the navigation mesh
  125735. */
  125736. getClosestPoint(position: Vector3): Vector3;
  125737. /**
  125738. * Get a navigation mesh constrained position, within a particular radius
  125739. * @param position world position
  125740. * @param maxRadius the maximum distance to the constrained world position
  125741. * @returns the closest point to position constrained by the navigation mesh
  125742. */
  125743. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125744. /**
  125745. * Compute the final position from a segment made of destination-position
  125746. * @param position world position
  125747. * @param destination world position
  125748. * @returns the resulting point along the navmesh
  125749. */
  125750. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125751. /**
  125752. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125753. * @param start world position
  125754. * @param end world position
  125755. * @returns array containing world position composing the path
  125756. */
  125757. computePath(start: Vector3, end: Vector3): Vector3[];
  125758. /**
  125759. * Create a new Crowd so you can add agents
  125760. * @param maxAgents the maximum agent count in the crowd
  125761. * @param maxAgentRadius the maximum radius an agent can have
  125762. * @param scene to attach the crowd to
  125763. * @returns the crowd you can add agents to
  125764. */
  125765. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125766. /**
  125767. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125768. * The queries will try to find a solution within those bounds
  125769. * default is (1,1,1)
  125770. * @param extent x,y,z value that define the extent around the queries point of reference
  125771. */
  125772. setDefaultQueryExtent(extent: Vector3): void;
  125773. /**
  125774. * Get the Bounding box extent specified by setDefaultQueryExtent
  125775. * @returns the box extent values
  125776. */
  125777. getDefaultQueryExtent(): Vector3;
  125778. /**
  125779. * Disposes
  125780. */
  125781. dispose(): void;
  125782. /**
  125783. * If this plugin is supported
  125784. * @returns true if plugin is supported
  125785. */
  125786. isSupported(): boolean;
  125787. }
  125788. /**
  125789. * Recast detour crowd implementation
  125790. */
  125791. export class RecastJSCrowd implements ICrowd {
  125792. /**
  125793. * Recast/detour plugin
  125794. */
  125795. bjsRECASTPlugin: RecastJSPlugin;
  125796. /**
  125797. * Link to the detour crowd
  125798. */
  125799. recastCrowd: any;
  125800. /**
  125801. * One transform per agent
  125802. */
  125803. transforms: TransformNode[];
  125804. /**
  125805. * All agents created
  125806. */
  125807. agents: number[];
  125808. /**
  125809. * Link to the scene is kept to unregister the crowd from the scene
  125810. */
  125811. private _scene;
  125812. /**
  125813. * Observer for crowd updates
  125814. */
  125815. private _onBeforeAnimationsObserver;
  125816. /**
  125817. * Constructor
  125818. * @param plugin recastJS plugin
  125819. * @param maxAgents the maximum agent count in the crowd
  125820. * @param maxAgentRadius the maximum radius an agent can have
  125821. * @param scene to attach the crowd to
  125822. * @returns the crowd you can add agents to
  125823. */
  125824. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  125825. /**
  125826. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125827. * You can attach anything to that node. The node position is updated in the scene update tick.
  125828. * @param pos world position that will be constrained by the navigation mesh
  125829. * @param parameters agent parameters
  125830. * @param transform hooked to the agent that will be update by the scene
  125831. * @returns agent index
  125832. */
  125833. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125834. /**
  125835. * Returns the agent position in world space
  125836. * @param index agent index returned by addAgent
  125837. * @returns world space position
  125838. */
  125839. getAgentPosition(index: number): Vector3;
  125840. /**
  125841. * Returns the agent velocity in world space
  125842. * @param index agent index returned by addAgent
  125843. * @returns world space velocity
  125844. */
  125845. getAgentVelocity(index: number): Vector3;
  125846. /**
  125847. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125848. * @param index agent index returned by addAgent
  125849. * @param destination targeted world position
  125850. */
  125851. agentGoto(index: number, destination: Vector3): void;
  125852. /**
  125853. * remove a particular agent previously created
  125854. * @param index agent index returned by addAgent
  125855. */
  125856. removeAgent(index: number): void;
  125857. /**
  125858. * get the list of all agents attached to this crowd
  125859. * @returns list of agent indices
  125860. */
  125861. getAgents(): number[];
  125862. /**
  125863. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125864. * @param deltaTime in seconds
  125865. */
  125866. update(deltaTime: number): void;
  125867. /**
  125868. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125869. * The queries will try to find a solution within those bounds
  125870. * default is (1,1,1)
  125871. * @param extent x,y,z value that define the extent around the queries point of reference
  125872. */
  125873. setDefaultQueryExtent(extent: Vector3): void;
  125874. /**
  125875. * Get the Bounding box extent specified by setDefaultQueryExtent
  125876. * @returns the box extent values
  125877. */
  125878. getDefaultQueryExtent(): Vector3;
  125879. /**
  125880. * Release all resources
  125881. */
  125882. dispose(): void;
  125883. }
  125884. }
  125885. declare module BABYLON {
  125886. /**
  125887. * Class used to enable access to IndexedDB
  125888. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  125889. */
  125890. export class Database implements IOfflineProvider {
  125891. private _callbackManifestChecked;
  125892. private _currentSceneUrl;
  125893. private _db;
  125894. private _enableSceneOffline;
  125895. private _enableTexturesOffline;
  125896. private _manifestVersionFound;
  125897. private _mustUpdateRessources;
  125898. private _hasReachedQuota;
  125899. private _isSupported;
  125900. private _idbFactory;
  125901. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  125902. private static IsUASupportingBlobStorage;
  125903. /**
  125904. * Gets a boolean indicating if Database storate is enabled (off by default)
  125905. */
  125906. static IDBStorageEnabled: boolean;
  125907. /**
  125908. * Gets a boolean indicating if scene must be saved in the database
  125909. */
  125910. readonly enableSceneOffline: boolean;
  125911. /**
  125912. * Gets a boolean indicating if textures must be saved in the database
  125913. */
  125914. readonly enableTexturesOffline: boolean;
  125915. /**
  125916. * Creates a new Database
  125917. * @param urlToScene defines the url to load the scene
  125918. * @param callbackManifestChecked defines the callback to use when manifest is checked
  125919. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  125920. */
  125921. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  125922. private static _ParseURL;
  125923. private static _ReturnFullUrlLocation;
  125924. private _checkManifestFile;
  125925. /**
  125926. * Open the database and make it available
  125927. * @param successCallback defines the callback to call on success
  125928. * @param errorCallback defines the callback to call on error
  125929. */
  125930. open(successCallback: () => void, errorCallback: () => void): void;
  125931. /**
  125932. * Loads an image from the database
  125933. * @param url defines the url to load from
  125934. * @param image defines the target DOM image
  125935. */
  125936. loadImage(url: string, image: HTMLImageElement): void;
  125937. private _loadImageFromDBAsync;
  125938. private _saveImageIntoDBAsync;
  125939. private _checkVersionFromDB;
  125940. private _loadVersionFromDBAsync;
  125941. private _saveVersionIntoDBAsync;
  125942. /**
  125943. * Loads a file from database
  125944. * @param url defines the URL to load from
  125945. * @param sceneLoaded defines a callback to call on success
  125946. * @param progressCallBack defines a callback to call when progress changed
  125947. * @param errorCallback defines a callback to call on error
  125948. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  125949. */
  125950. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  125951. private _loadFileAsync;
  125952. private _saveFileAsync;
  125953. /**
  125954. * Validates if xhr data is correct
  125955. * @param xhr defines the request to validate
  125956. * @param dataType defines the expected data type
  125957. * @returns true if data is correct
  125958. */
  125959. private static _ValidateXHRData;
  125960. }
  125961. }
  125962. declare module BABYLON {
  125963. /** @hidden */
  125964. export var gpuUpdateParticlesPixelShader: {
  125965. name: string;
  125966. shader: string;
  125967. };
  125968. }
  125969. declare module BABYLON {
  125970. /** @hidden */
  125971. export var gpuUpdateParticlesVertexShader: {
  125972. name: string;
  125973. shader: string;
  125974. };
  125975. }
  125976. declare module BABYLON {
  125977. /** @hidden */
  125978. export var clipPlaneFragmentDeclaration2: {
  125979. name: string;
  125980. shader: string;
  125981. };
  125982. }
  125983. declare module BABYLON {
  125984. /** @hidden */
  125985. export var gpuRenderParticlesPixelShader: {
  125986. name: string;
  125987. shader: string;
  125988. };
  125989. }
  125990. declare module BABYLON {
  125991. /** @hidden */
  125992. export var clipPlaneVertexDeclaration2: {
  125993. name: string;
  125994. shader: string;
  125995. };
  125996. }
  125997. declare module BABYLON {
  125998. /** @hidden */
  125999. export var gpuRenderParticlesVertexShader: {
  126000. name: string;
  126001. shader: string;
  126002. };
  126003. }
  126004. declare module BABYLON {
  126005. /**
  126006. * This represents a GPU particle system in Babylon
  126007. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  126008. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  126009. */
  126010. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  126011. /**
  126012. * The layer mask we are rendering the particles through.
  126013. */
  126014. layerMask: number;
  126015. private _capacity;
  126016. private _activeCount;
  126017. private _currentActiveCount;
  126018. private _accumulatedCount;
  126019. private _renderEffect;
  126020. private _updateEffect;
  126021. private _buffer0;
  126022. private _buffer1;
  126023. private _spriteBuffer;
  126024. private _updateVAO;
  126025. private _renderVAO;
  126026. private _targetIndex;
  126027. private _sourceBuffer;
  126028. private _targetBuffer;
  126029. private _engine;
  126030. private _currentRenderId;
  126031. private _started;
  126032. private _stopped;
  126033. private _timeDelta;
  126034. private _randomTexture;
  126035. private _randomTexture2;
  126036. private _attributesStrideSize;
  126037. private _updateEffectOptions;
  126038. private _randomTextureSize;
  126039. private _actualFrame;
  126040. private readonly _rawTextureWidth;
  126041. /**
  126042. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  126043. */
  126044. static readonly IsSupported: boolean;
  126045. /**
  126046. * An event triggered when the system is disposed.
  126047. */
  126048. onDisposeObservable: Observable<GPUParticleSystem>;
  126049. /**
  126050. * Gets the maximum number of particles active at the same time.
  126051. * @returns The max number of active particles.
  126052. */
  126053. getCapacity(): number;
  126054. /**
  126055. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  126056. * to override the particles.
  126057. */
  126058. forceDepthWrite: boolean;
  126059. /**
  126060. * Gets or set the number of active particles
  126061. */
  126062. activeParticleCount: number;
  126063. private _preWarmDone;
  126064. /**
  126065. * Is this system ready to be used/rendered
  126066. * @return true if the system is ready
  126067. */
  126068. isReady(): boolean;
  126069. /**
  126070. * Gets if the system has been started. (Note: this will still be true after stop is called)
  126071. * @returns True if it has been started, otherwise false.
  126072. */
  126073. isStarted(): boolean;
  126074. /**
  126075. * Starts the particle system and begins to emit
  126076. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  126077. */
  126078. start(delay?: number): void;
  126079. /**
  126080. * Stops the particle system.
  126081. */
  126082. stop(): void;
  126083. /**
  126084. * Remove all active particles
  126085. */
  126086. reset(): void;
  126087. /**
  126088. * Returns the string "GPUParticleSystem"
  126089. * @returns a string containing the class name
  126090. */
  126091. getClassName(): string;
  126092. private _colorGradientsTexture;
  126093. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  126094. /**
  126095. * Adds a new color gradient
  126096. * @param gradient defines the gradient to use (between 0 and 1)
  126097. * @param color1 defines the color to affect to the specified gradient
  126098. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  126099. * @returns the current particle system
  126100. */
  126101. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  126102. /**
  126103. * Remove a specific color gradient
  126104. * @param gradient defines the gradient to remove
  126105. * @returns the current particle system
  126106. */
  126107. removeColorGradient(gradient: number): GPUParticleSystem;
  126108. private _angularSpeedGradientsTexture;
  126109. private _sizeGradientsTexture;
  126110. private _velocityGradientsTexture;
  126111. private _limitVelocityGradientsTexture;
  126112. private _dragGradientsTexture;
  126113. private _addFactorGradient;
  126114. /**
  126115. * Adds a new size gradient
  126116. * @param gradient defines the gradient to use (between 0 and 1)
  126117. * @param factor defines the size factor to affect to the specified gradient
  126118. * @returns the current particle system
  126119. */
  126120. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  126121. /**
  126122. * Remove a specific size gradient
  126123. * @param gradient defines the gradient to remove
  126124. * @returns the current particle system
  126125. */
  126126. removeSizeGradient(gradient: number): GPUParticleSystem;
  126127. /**
  126128. * Adds a new angular speed gradient
  126129. * @param gradient defines the gradient to use (between 0 and 1)
  126130. * @param factor defines the angular speed to affect to the specified gradient
  126131. * @returns the current particle system
  126132. */
  126133. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  126134. /**
  126135. * Remove a specific angular speed gradient
  126136. * @param gradient defines the gradient to remove
  126137. * @returns the current particle system
  126138. */
  126139. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  126140. /**
  126141. * Adds a new velocity gradient
  126142. * @param gradient defines the gradient to use (between 0 and 1)
  126143. * @param factor defines the velocity to affect to the specified gradient
  126144. * @returns the current particle system
  126145. */
  126146. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126147. /**
  126148. * Remove a specific velocity gradient
  126149. * @param gradient defines the gradient to remove
  126150. * @returns the current particle system
  126151. */
  126152. removeVelocityGradient(gradient: number): GPUParticleSystem;
  126153. /**
  126154. * Adds a new limit velocity gradient
  126155. * @param gradient defines the gradient to use (between 0 and 1)
  126156. * @param factor defines the limit velocity value to affect to the specified gradient
  126157. * @returns the current particle system
  126158. */
  126159. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126160. /**
  126161. * Remove a specific limit velocity gradient
  126162. * @param gradient defines the gradient to remove
  126163. * @returns the current particle system
  126164. */
  126165. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  126166. /**
  126167. * Adds a new drag gradient
  126168. * @param gradient defines the gradient to use (between 0 and 1)
  126169. * @param factor defines the drag value to affect to the specified gradient
  126170. * @returns the current particle system
  126171. */
  126172. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  126173. /**
  126174. * Remove a specific drag gradient
  126175. * @param gradient defines the gradient to remove
  126176. * @returns the current particle system
  126177. */
  126178. removeDragGradient(gradient: number): GPUParticleSystem;
  126179. /**
  126180. * Not supported by GPUParticleSystem
  126181. * @param gradient defines the gradient to use (between 0 and 1)
  126182. * @param factor defines the emit rate value to affect to the specified gradient
  126183. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126184. * @returns the current particle system
  126185. */
  126186. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126187. /**
  126188. * Not supported by GPUParticleSystem
  126189. * @param gradient defines the gradient to remove
  126190. * @returns the current particle system
  126191. */
  126192. removeEmitRateGradient(gradient: number): IParticleSystem;
  126193. /**
  126194. * Not supported by GPUParticleSystem
  126195. * @param gradient defines the gradient to use (between 0 and 1)
  126196. * @param factor defines the start size value to affect to the specified gradient
  126197. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126198. * @returns the current particle system
  126199. */
  126200. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126201. /**
  126202. * Not supported by GPUParticleSystem
  126203. * @param gradient defines the gradient to remove
  126204. * @returns the current particle system
  126205. */
  126206. removeStartSizeGradient(gradient: number): IParticleSystem;
  126207. /**
  126208. * Not supported by GPUParticleSystem
  126209. * @param gradient defines the gradient to use (between 0 and 1)
  126210. * @param min defines the color remap minimal range
  126211. * @param max defines the color remap maximal range
  126212. * @returns the current particle system
  126213. */
  126214. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126215. /**
  126216. * Not supported by GPUParticleSystem
  126217. * @param gradient defines the gradient to remove
  126218. * @returns the current particle system
  126219. */
  126220. removeColorRemapGradient(): IParticleSystem;
  126221. /**
  126222. * Not supported by GPUParticleSystem
  126223. * @param gradient defines the gradient to use (between 0 and 1)
  126224. * @param min defines the alpha remap minimal range
  126225. * @param max defines the alpha remap maximal range
  126226. * @returns the current particle system
  126227. */
  126228. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126229. /**
  126230. * Not supported by GPUParticleSystem
  126231. * @param gradient defines the gradient to remove
  126232. * @returns the current particle system
  126233. */
  126234. removeAlphaRemapGradient(): IParticleSystem;
  126235. /**
  126236. * Not supported by GPUParticleSystem
  126237. * @param gradient defines the gradient to use (between 0 and 1)
  126238. * @param color defines the color to affect to the specified gradient
  126239. * @returns the current particle system
  126240. */
  126241. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  126242. /**
  126243. * Not supported by GPUParticleSystem
  126244. * @param gradient defines the gradient to remove
  126245. * @returns the current particle system
  126246. */
  126247. removeRampGradient(): IParticleSystem;
  126248. /**
  126249. * Not supported by GPUParticleSystem
  126250. * @returns the list of ramp gradients
  126251. */
  126252. getRampGradients(): Nullable<Array<Color3Gradient>>;
  126253. /**
  126254. * Not supported by GPUParticleSystem
  126255. * Gets or sets a boolean indicating that ramp gradients must be used
  126256. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  126257. */
  126258. useRampGradients: boolean;
  126259. /**
  126260. * Not supported by GPUParticleSystem
  126261. * @param gradient defines the gradient to use (between 0 and 1)
  126262. * @param factor defines the life time factor to affect to the specified gradient
  126263. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126264. * @returns the current particle system
  126265. */
  126266. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126267. /**
  126268. * Not supported by GPUParticleSystem
  126269. * @param gradient defines the gradient to remove
  126270. * @returns the current particle system
  126271. */
  126272. removeLifeTimeGradient(gradient: number): IParticleSystem;
  126273. /**
  126274. * Instantiates a GPU particle system.
  126275. * 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.
  126276. * @param name The name of the particle system
  126277. * @param options The options used to create the system
  126278. * @param scene The scene the particle system belongs to
  126279. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  126280. */
  126281. constructor(name: string, options: Partial<{
  126282. capacity: number;
  126283. randomTextureSize: number;
  126284. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  126285. protected _reset(): void;
  126286. private _createUpdateVAO;
  126287. private _createRenderVAO;
  126288. private _initialize;
  126289. /** @hidden */
  126290. _recreateUpdateEffect(): void;
  126291. /** @hidden */
  126292. _recreateRenderEffect(): void;
  126293. /**
  126294. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  126295. * @param preWarm defines if we are in the pre-warmimg phase
  126296. */
  126297. animate(preWarm?: boolean): void;
  126298. private _createFactorGradientTexture;
  126299. private _createSizeGradientTexture;
  126300. private _createAngularSpeedGradientTexture;
  126301. private _createVelocityGradientTexture;
  126302. private _createLimitVelocityGradientTexture;
  126303. private _createDragGradientTexture;
  126304. private _createColorGradientTexture;
  126305. /**
  126306. * Renders the particle system in its current state
  126307. * @param preWarm defines if the system should only update the particles but not render them
  126308. * @returns the current number of particles
  126309. */
  126310. render(preWarm?: boolean): number;
  126311. /**
  126312. * Rebuilds the particle system
  126313. */
  126314. rebuild(): void;
  126315. private _releaseBuffers;
  126316. private _releaseVAOs;
  126317. /**
  126318. * Disposes the particle system and free the associated resources
  126319. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  126320. */
  126321. dispose(disposeTexture?: boolean): void;
  126322. /**
  126323. * Clones the particle system.
  126324. * @param name The name of the cloned object
  126325. * @param newEmitter The new emitter to use
  126326. * @returns the cloned particle system
  126327. */
  126328. clone(name: string, newEmitter: any): GPUParticleSystem;
  126329. /**
  126330. * Serializes the particle system to a JSON object.
  126331. * @returns the JSON object
  126332. */
  126333. serialize(): any;
  126334. /**
  126335. * Parses a JSON object to create a GPU particle system.
  126336. * @param parsedParticleSystem The JSON object to parse
  126337. * @param scene The scene to create the particle system in
  126338. * @param rootUrl The root url to use to load external dependencies like texture
  126339. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  126340. * @returns the parsed GPU particle system
  126341. */
  126342. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  126343. }
  126344. }
  126345. declare module BABYLON {
  126346. /**
  126347. * Represents a set of particle systems working together to create a specific effect
  126348. */
  126349. export class ParticleSystemSet implements IDisposable {
  126350. /**
  126351. * Gets or sets base Assets URL
  126352. */
  126353. static BaseAssetsUrl: string;
  126354. private _emitterCreationOptions;
  126355. private _emitterNode;
  126356. /**
  126357. * Gets the particle system list
  126358. */
  126359. systems: IParticleSystem[];
  126360. /**
  126361. * Gets the emitter node used with this set
  126362. */
  126363. readonly emitterNode: Nullable<TransformNode>;
  126364. /**
  126365. * Creates a new emitter mesh as a sphere
  126366. * @param options defines the options used to create the sphere
  126367. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  126368. * @param scene defines the hosting scene
  126369. */
  126370. setEmitterAsSphere(options: {
  126371. diameter: number;
  126372. segments: number;
  126373. color: Color3;
  126374. }, renderingGroupId: number, scene: Scene): void;
  126375. /**
  126376. * Starts all particle systems of the set
  126377. * @param emitter defines an optional mesh to use as emitter for the particle systems
  126378. */
  126379. start(emitter?: AbstractMesh): void;
  126380. /**
  126381. * Release all associated resources
  126382. */
  126383. dispose(): void;
  126384. /**
  126385. * Serialize the set into a JSON compatible object
  126386. * @returns a JSON compatible representation of the set
  126387. */
  126388. serialize(): any;
  126389. /**
  126390. * Parse a new ParticleSystemSet from a serialized source
  126391. * @param data defines a JSON compatible representation of the set
  126392. * @param scene defines the hosting scene
  126393. * @param gpu defines if we want GPU particles or CPU particles
  126394. * @returns a new ParticleSystemSet
  126395. */
  126396. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  126397. }
  126398. }
  126399. declare module BABYLON {
  126400. /**
  126401. * This class is made for on one-liner static method to help creating particle system set.
  126402. */
  126403. export class ParticleHelper {
  126404. /**
  126405. * Gets or sets base Assets URL
  126406. */
  126407. static BaseAssetsUrl: string;
  126408. /**
  126409. * Create a default particle system that you can tweak
  126410. * @param emitter defines the emitter to use
  126411. * @param capacity defines the system capacity (default is 500 particles)
  126412. * @param scene defines the hosting scene
  126413. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  126414. * @returns the new Particle system
  126415. */
  126416. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  126417. /**
  126418. * This is the main static method (one-liner) of this helper to create different particle systems
  126419. * @param type This string represents the type to the particle system to create
  126420. * @param scene The scene where the particle system should live
  126421. * @param gpu If the system will use gpu
  126422. * @returns the ParticleSystemSet created
  126423. */
  126424. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  126425. /**
  126426. * Static function used to export a particle system to a ParticleSystemSet variable.
  126427. * Please note that the emitter shape is not exported
  126428. * @param systems defines the particle systems to export
  126429. * @returns the created particle system set
  126430. */
  126431. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  126432. }
  126433. }
  126434. declare module BABYLON {
  126435. interface Engine {
  126436. /**
  126437. * Create an effect to use with particle systems.
  126438. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  126439. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  126440. * @param uniformsNames defines a list of attribute names
  126441. * @param samplers defines an array of string used to represent textures
  126442. * @param defines defines the string containing the defines to use to compile the shaders
  126443. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  126444. * @param onCompiled defines a function to call when the effect creation is successful
  126445. * @param onError defines a function to call when the effect creation has failed
  126446. * @returns the new Effect
  126447. */
  126448. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  126449. }
  126450. interface Mesh {
  126451. /**
  126452. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  126453. * @returns an array of IParticleSystem
  126454. */
  126455. getEmittedParticleSystems(): IParticleSystem[];
  126456. /**
  126457. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  126458. * @returns an array of IParticleSystem
  126459. */
  126460. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  126461. }
  126462. /**
  126463. * @hidden
  126464. */
  126465. export var _IDoNeedToBeInTheBuild: number;
  126466. }
  126467. declare module BABYLON {
  126468. /** Defines the 4 color options */
  126469. export enum PointColor {
  126470. /** color value */
  126471. Color = 2,
  126472. /** uv value */
  126473. UV = 1,
  126474. /** random value */
  126475. Random = 0,
  126476. /** stated value */
  126477. Stated = 3
  126478. }
  126479. /**
  126480. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  126481. * 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.
  126482. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  126483. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  126484. *
  126485. * Full documentation here : TO BE ENTERED
  126486. */
  126487. export class PointsCloudSystem implements IDisposable {
  126488. /**
  126489. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  126490. * Example : var p = SPS.particles[i];
  126491. */
  126492. particles: CloudPoint[];
  126493. /**
  126494. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  126495. */
  126496. nbParticles: number;
  126497. /**
  126498. * This a counter for your own usage. It's not set by any SPS functions.
  126499. */
  126500. counter: number;
  126501. /**
  126502. * The PCS name. This name is also given to the underlying mesh.
  126503. */
  126504. name: string;
  126505. /**
  126506. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  126507. */
  126508. mesh: Mesh;
  126509. /**
  126510. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  126511. * Please read :
  126512. */
  126513. vars: any;
  126514. /**
  126515. * @hidden
  126516. */
  126517. _size: number;
  126518. private _scene;
  126519. private _promises;
  126520. private _positions;
  126521. private _indices;
  126522. private _normals;
  126523. private _colors;
  126524. private _uvs;
  126525. private _indices32;
  126526. private _positions32;
  126527. private _colors32;
  126528. private _uvs32;
  126529. private _updatable;
  126530. private _isVisibilityBoxLocked;
  126531. private _alwaysVisible;
  126532. private _groups;
  126533. private _groupCounter;
  126534. private _computeParticleColor;
  126535. private _computeParticleTexture;
  126536. private _computeParticleRotation;
  126537. private _computeBoundingBox;
  126538. private _isReady;
  126539. /**
  126540. * Creates a PCS (Points Cloud System) object
  126541. * @param name (String) is the PCS name, this will be the underlying mesh name
  126542. * @param pointSize (number) is the size for each point
  126543. * @param scene (Scene) is the scene in which the PCS is added
  126544. * @param options defines the options of the PCS e.g.
  126545. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  126546. */
  126547. constructor(name: string, pointSize: number, scene: Scene, options?: {
  126548. updatable?: boolean;
  126549. });
  126550. /**
  126551. * Builds the PCS underlying mesh. Returns a standard Mesh.
  126552. * If no points were added to the PCS, the returned mesh is just a single point.
  126553. * @returns a promise for the created mesh
  126554. */
  126555. buildMeshAsync(): Promise<Mesh>;
  126556. /**
  126557. * @hidden
  126558. */
  126559. private _buildMesh;
  126560. private _addParticle;
  126561. private _randomUnitVector;
  126562. private _getColorIndicesForCoord;
  126563. private _setPointsColorOrUV;
  126564. private _colorFromTexture;
  126565. private _calculateDensity;
  126566. /**
  126567. * Adds points to the PCS in random positions within a unit sphere
  126568. * @param nb (positive integer) the number of particles to be created from this model
  126569. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  126570. * @returns the number of groups in the system
  126571. */
  126572. addPoints(nb: number, pointFunction?: any): number;
  126573. /**
  126574. * Adds points to the PCS from the surface of the model shape
  126575. * @param mesh is any Mesh object that will be used as a surface model for the points
  126576. * @param nb (positive integer) the number of particles to be created from this model
  126577. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  126578. * @param color (color3) to be used when colorWith is stated
  126579. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126580. * @returns the number of groups in the system
  126581. */
  126582. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126583. /**
  126584. * Adds points to the PCS inside the model shape
  126585. * @param mesh is any Mesh object that will be used as a surface model for the points
  126586. * @param nb (positive integer) the number of particles to be created from this model
  126587. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  126588. * @param color (color4) to be used when colorWith is stated
  126589. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126590. * @returns the number of groups in the system
  126591. */
  126592. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126593. /**
  126594. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  126595. * This method calls `updateParticle()` for each particle of the SPS.
  126596. * For an animated SPS, it is usually called within the render loop.
  126597. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  126598. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  126599. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  126600. * @returns the PCS.
  126601. */
  126602. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  126603. /**
  126604. * Disposes the PCS.
  126605. */
  126606. dispose(): void;
  126607. /**
  126608. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  126609. * doc :
  126610. * @returns the PCS.
  126611. */
  126612. refreshVisibleSize(): PointsCloudSystem;
  126613. /**
  126614. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  126615. * @param size the size (float) of the visibility box
  126616. * note : this doesn't lock the PCS mesh bounding box.
  126617. * doc :
  126618. */
  126619. setVisibilityBox(size: number): void;
  126620. /**
  126621. * Gets whether the PCS is always visible or not
  126622. * doc :
  126623. */
  126624. /**
  126625. * Sets the PCS as always visible or not
  126626. * doc :
  126627. */
  126628. isAlwaysVisible: boolean;
  126629. /**
  126630. * Tells to `setParticles()` to compute the particle rotations or not
  126631. * Default value : false. The PCS is faster when it's set to false
  126632. * Note : particle rotations are only applied to parent particles
  126633. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  126634. */
  126635. computeParticleRotation: boolean;
  126636. /**
  126637. * Tells to `setParticles()` to compute the particle colors or not.
  126638. * Default value : true. The PCS is faster when it's set to false.
  126639. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126640. */
  126641. /**
  126642. * Gets if `setParticles()` computes the particle colors or not.
  126643. * Default value : false. The PCS is faster when it's set to false.
  126644. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126645. */
  126646. computeParticleColor: boolean;
  126647. /**
  126648. * Gets if `setParticles()` computes the particle textures or not.
  126649. * Default value : false. The PCS is faster when it's set to false.
  126650. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  126651. */
  126652. computeParticleTexture: boolean;
  126653. /**
  126654. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  126655. */
  126656. /**
  126657. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  126658. */
  126659. computeBoundingBox: boolean;
  126660. /**
  126661. * This function does nothing. It may be overwritten to set all the particle first values.
  126662. * The PCS doesn't call this function, you may have to call it by your own.
  126663. * doc :
  126664. */
  126665. initParticles(): void;
  126666. /**
  126667. * This function does nothing. It may be overwritten to recycle a particle
  126668. * The PCS doesn't call this function, you can to call it
  126669. * doc :
  126670. * @param particle The particle to recycle
  126671. * @returns the recycled particle
  126672. */
  126673. recycleParticle(particle: CloudPoint): CloudPoint;
  126674. /**
  126675. * Updates a particle : this function should be overwritten by the user.
  126676. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  126677. * doc :
  126678. * @example : just set a particle position or velocity and recycle conditions
  126679. * @param particle The particle to update
  126680. * @returns the updated particle
  126681. */
  126682. updateParticle(particle: CloudPoint): CloudPoint;
  126683. /**
  126684. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  126685. * This does nothing and may be overwritten by the user.
  126686. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126687. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126688. * @param update the boolean update value actually passed to setParticles()
  126689. */
  126690. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126691. /**
  126692. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  126693. * This will be passed three parameters.
  126694. * This does nothing and may be overwritten by the user.
  126695. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126696. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126697. * @param update the boolean update value actually passed to setParticles()
  126698. */
  126699. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126700. }
  126701. }
  126702. declare module BABYLON {
  126703. /**
  126704. * Represents one particle of a points cloud system.
  126705. */
  126706. export class CloudPoint {
  126707. /**
  126708. * particle global index
  126709. */
  126710. idx: number;
  126711. /**
  126712. * The color of the particle
  126713. */
  126714. color: Nullable<Color4>;
  126715. /**
  126716. * The world space position of the particle.
  126717. */
  126718. position: Vector3;
  126719. /**
  126720. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  126721. */
  126722. rotation: Vector3;
  126723. /**
  126724. * The world space rotation quaternion of the particle.
  126725. */
  126726. rotationQuaternion: Nullable<Quaternion>;
  126727. /**
  126728. * The uv of the particle.
  126729. */
  126730. uv: Nullable<Vector2>;
  126731. /**
  126732. * The current speed of the particle.
  126733. */
  126734. velocity: Vector3;
  126735. /**
  126736. * The pivot point in the particle local space.
  126737. */
  126738. pivot: Vector3;
  126739. /**
  126740. * Must the particle be translated from its pivot point in its local space ?
  126741. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  126742. * Default : false
  126743. */
  126744. translateFromPivot: boolean;
  126745. /**
  126746. * Index of this particle in the global "positions" array (Internal use)
  126747. * @hidden
  126748. */
  126749. _pos: number;
  126750. /**
  126751. * @hidden Index of this particle in the global "indices" array (Internal use)
  126752. */
  126753. _ind: number;
  126754. /**
  126755. * Group this particle belongs to
  126756. */
  126757. _group: PointsGroup;
  126758. /**
  126759. * Group id of this particle
  126760. */
  126761. groupId: number;
  126762. /**
  126763. * Index of the particle in its group id (Internal use)
  126764. */
  126765. idxInGroup: number;
  126766. /**
  126767. * @hidden Particle BoundingInfo object (Internal use)
  126768. */
  126769. _boundingInfo: BoundingInfo;
  126770. /**
  126771. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  126772. */
  126773. _pcs: PointsCloudSystem;
  126774. /**
  126775. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  126776. */
  126777. _stillInvisible: boolean;
  126778. /**
  126779. * @hidden Last computed particle rotation matrix
  126780. */
  126781. _rotationMatrix: number[];
  126782. /**
  126783. * Parent particle Id, if any.
  126784. * Default null.
  126785. */
  126786. parentId: Nullable<number>;
  126787. /**
  126788. * @hidden Internal global position in the PCS.
  126789. */
  126790. _globalPosition: Vector3;
  126791. /**
  126792. * Creates a Point Cloud object.
  126793. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  126794. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  126795. * @param group (PointsGroup) is the group the particle belongs to
  126796. * @param groupId (integer) is the group identifier in the PCS.
  126797. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  126798. * @param pcs defines the PCS it is associated to
  126799. */
  126800. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  126801. /**
  126802. * get point size
  126803. */
  126804. /**
  126805. * Set point size
  126806. */
  126807. size: Vector3;
  126808. /**
  126809. * Legacy support, changed quaternion to rotationQuaternion
  126810. */
  126811. /**
  126812. * Legacy support, changed quaternion to rotationQuaternion
  126813. */
  126814. quaternion: Nullable<Quaternion>;
  126815. /**
  126816. * Returns a boolean. True if the particle intersects a mesh, else false
  126817. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  126818. * @param target is the object (point or mesh) what the intersection is computed against
  126819. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  126820. * @returns true if it intersects
  126821. */
  126822. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  126823. /**
  126824. * get the rotation matrix of the particle
  126825. * @hidden
  126826. */
  126827. getRotationMatrix(m: Matrix): void;
  126828. }
  126829. /**
  126830. * Represents a group of points in a points cloud system
  126831. * * PCS internal tool, don't use it manually.
  126832. */
  126833. export class PointsGroup {
  126834. /**
  126835. * The group id
  126836. * @hidden
  126837. */
  126838. groupID: number;
  126839. /**
  126840. * image data for group (internal use)
  126841. * @hidden
  126842. */
  126843. _groupImageData: Nullable<ArrayBufferView>;
  126844. /**
  126845. * Image Width (internal use)
  126846. * @hidden
  126847. */
  126848. _groupImgWidth: number;
  126849. /**
  126850. * Image Height (internal use)
  126851. * @hidden
  126852. */
  126853. _groupImgHeight: number;
  126854. /**
  126855. * Custom position function (internal use)
  126856. * @hidden
  126857. */
  126858. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  126859. /**
  126860. * density per facet for surface points
  126861. * @hidden
  126862. */
  126863. _groupDensity: number[];
  126864. /**
  126865. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  126866. * PCS internal tool, don't use it manually.
  126867. * @hidden
  126868. */
  126869. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  126870. }
  126871. }
  126872. declare module BABYLON {
  126873. interface Scene {
  126874. /** @hidden (Backing field) */
  126875. _physicsEngine: Nullable<IPhysicsEngine>;
  126876. /**
  126877. * Gets the current physics engine
  126878. * @returns a IPhysicsEngine or null if none attached
  126879. */
  126880. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  126881. /**
  126882. * Enables physics to the current scene
  126883. * @param gravity defines the scene's gravity for the physics engine
  126884. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  126885. * @return a boolean indicating if the physics engine was initialized
  126886. */
  126887. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  126888. /**
  126889. * Disables and disposes the physics engine associated with the scene
  126890. */
  126891. disablePhysicsEngine(): void;
  126892. /**
  126893. * Gets a boolean indicating if there is an active physics engine
  126894. * @returns a boolean indicating if there is an active physics engine
  126895. */
  126896. isPhysicsEnabled(): boolean;
  126897. /**
  126898. * Deletes a physics compound impostor
  126899. * @param compound defines the compound to delete
  126900. */
  126901. deleteCompoundImpostor(compound: any): void;
  126902. /**
  126903. * An event triggered when physic simulation is about to be run
  126904. */
  126905. onBeforePhysicsObservable: Observable<Scene>;
  126906. /**
  126907. * An event triggered when physic simulation has been done
  126908. */
  126909. onAfterPhysicsObservable: Observable<Scene>;
  126910. }
  126911. interface AbstractMesh {
  126912. /** @hidden */
  126913. _physicsImpostor: Nullable<PhysicsImpostor>;
  126914. /**
  126915. * Gets or sets impostor used for physic simulation
  126916. * @see http://doc.babylonjs.com/features/physics_engine
  126917. */
  126918. physicsImpostor: Nullable<PhysicsImpostor>;
  126919. /**
  126920. * Gets the current physics impostor
  126921. * @see http://doc.babylonjs.com/features/physics_engine
  126922. * @returns a physics impostor or null
  126923. */
  126924. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  126925. /** Apply a physic impulse to the mesh
  126926. * @param force defines the force to apply
  126927. * @param contactPoint defines where to apply the force
  126928. * @returns the current mesh
  126929. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  126930. */
  126931. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  126932. /**
  126933. * Creates a physic joint between two meshes
  126934. * @param otherMesh defines the other mesh to use
  126935. * @param pivot1 defines the pivot to use on this mesh
  126936. * @param pivot2 defines the pivot to use on the other mesh
  126937. * @param options defines additional options (can be plugin dependent)
  126938. * @returns the current mesh
  126939. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  126940. */
  126941. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  126942. /** @hidden */
  126943. _disposePhysicsObserver: Nullable<Observer<Node>>;
  126944. }
  126945. /**
  126946. * Defines the physics engine scene component responsible to manage a physics engine
  126947. */
  126948. export class PhysicsEngineSceneComponent implements ISceneComponent {
  126949. /**
  126950. * The component name helpful to identify the component in the list of scene components.
  126951. */
  126952. readonly name: string;
  126953. /**
  126954. * The scene the component belongs to.
  126955. */
  126956. scene: Scene;
  126957. /**
  126958. * Creates a new instance of the component for the given scene
  126959. * @param scene Defines the scene to register the component in
  126960. */
  126961. constructor(scene: Scene);
  126962. /**
  126963. * Registers the component in a given scene
  126964. */
  126965. register(): void;
  126966. /**
  126967. * Rebuilds the elements related to this component in case of
  126968. * context lost for instance.
  126969. */
  126970. rebuild(): void;
  126971. /**
  126972. * Disposes the component and the associated ressources
  126973. */
  126974. dispose(): void;
  126975. }
  126976. }
  126977. declare module BABYLON {
  126978. /**
  126979. * A helper for physics simulations
  126980. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126981. */
  126982. export class PhysicsHelper {
  126983. private _scene;
  126984. private _physicsEngine;
  126985. /**
  126986. * Initializes the Physics helper
  126987. * @param scene Babylon.js scene
  126988. */
  126989. constructor(scene: Scene);
  126990. /**
  126991. * Applies a radial explosion impulse
  126992. * @param origin the origin of the explosion
  126993. * @param radiusOrEventOptions the radius or the options of radial explosion
  126994. * @param strength the explosion strength
  126995. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126996. * @returns A physics radial explosion event, or null
  126997. */
  126998. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126999. /**
  127000. * Applies a radial explosion force
  127001. * @param origin the origin of the explosion
  127002. * @param radiusOrEventOptions the radius or the options of radial explosion
  127003. * @param strength the explosion strength
  127004. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127005. * @returns A physics radial explosion event, or null
  127006. */
  127007. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  127008. /**
  127009. * Creates a gravitational field
  127010. * @param origin the origin of the explosion
  127011. * @param radiusOrEventOptions the radius or the options of radial explosion
  127012. * @param strength the explosion strength
  127013. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127014. * @returns A physics gravitational field event, or null
  127015. */
  127016. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  127017. /**
  127018. * Creates a physics updraft event
  127019. * @param origin the origin of the updraft
  127020. * @param radiusOrEventOptions the radius or the options of the updraft
  127021. * @param strength the strength of the updraft
  127022. * @param height the height of the updraft
  127023. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  127024. * @returns A physics updraft event, or null
  127025. */
  127026. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  127027. /**
  127028. * Creates a physics vortex event
  127029. * @param origin the of the vortex
  127030. * @param radiusOrEventOptions the radius or the options of the vortex
  127031. * @param strength the strength of the vortex
  127032. * @param height the height of the vortex
  127033. * @returns a Physics vortex event, or null
  127034. * A physics vortex event or null
  127035. */
  127036. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  127037. }
  127038. /**
  127039. * Represents a physics radial explosion event
  127040. */
  127041. class PhysicsRadialExplosionEvent {
  127042. private _scene;
  127043. private _options;
  127044. private _sphere;
  127045. private _dataFetched;
  127046. /**
  127047. * Initializes a radial explosioin event
  127048. * @param _scene BabylonJS scene
  127049. * @param _options The options for the vortex event
  127050. */
  127051. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  127052. /**
  127053. * Returns the data related to the radial explosion event (sphere).
  127054. * @returns The radial explosion event data
  127055. */
  127056. getData(): PhysicsRadialExplosionEventData;
  127057. /**
  127058. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  127059. * @param impostor A physics imposter
  127060. * @param origin the origin of the explosion
  127061. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  127062. */
  127063. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  127064. /**
  127065. * Triggers affecterd impostors callbacks
  127066. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  127067. */
  127068. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  127069. /**
  127070. * Disposes the sphere.
  127071. * @param force Specifies if the sphere should be disposed by force
  127072. */
  127073. dispose(force?: boolean): void;
  127074. /*** Helpers ***/
  127075. private _prepareSphere;
  127076. private _intersectsWithSphere;
  127077. }
  127078. /**
  127079. * Represents a gravitational field event
  127080. */
  127081. class PhysicsGravitationalFieldEvent {
  127082. private _physicsHelper;
  127083. private _scene;
  127084. private _origin;
  127085. private _options;
  127086. private _tickCallback;
  127087. private _sphere;
  127088. private _dataFetched;
  127089. /**
  127090. * Initializes the physics gravitational field event
  127091. * @param _physicsHelper A physics helper
  127092. * @param _scene BabylonJS scene
  127093. * @param _origin The origin position of the gravitational field event
  127094. * @param _options The options for the vortex event
  127095. */
  127096. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  127097. /**
  127098. * Returns the data related to the gravitational field event (sphere).
  127099. * @returns A gravitational field event
  127100. */
  127101. getData(): PhysicsGravitationalFieldEventData;
  127102. /**
  127103. * Enables the gravitational field.
  127104. */
  127105. enable(): void;
  127106. /**
  127107. * Disables the gravitational field.
  127108. */
  127109. disable(): void;
  127110. /**
  127111. * Disposes the sphere.
  127112. * @param force The force to dispose from the gravitational field event
  127113. */
  127114. dispose(force?: boolean): void;
  127115. private _tick;
  127116. }
  127117. /**
  127118. * Represents a physics updraft event
  127119. */
  127120. class PhysicsUpdraftEvent {
  127121. private _scene;
  127122. private _origin;
  127123. private _options;
  127124. private _physicsEngine;
  127125. private _originTop;
  127126. private _originDirection;
  127127. private _tickCallback;
  127128. private _cylinder;
  127129. private _cylinderPosition;
  127130. private _dataFetched;
  127131. /**
  127132. * Initializes the physics updraft event
  127133. * @param _scene BabylonJS scene
  127134. * @param _origin The origin position of the updraft
  127135. * @param _options The options for the updraft event
  127136. */
  127137. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  127138. /**
  127139. * Returns the data related to the updraft event (cylinder).
  127140. * @returns A physics updraft event
  127141. */
  127142. getData(): PhysicsUpdraftEventData;
  127143. /**
  127144. * Enables the updraft.
  127145. */
  127146. enable(): void;
  127147. /**
  127148. * Disables the updraft.
  127149. */
  127150. disable(): void;
  127151. /**
  127152. * Disposes the cylinder.
  127153. * @param force Specifies if the updraft should be disposed by force
  127154. */
  127155. dispose(force?: boolean): void;
  127156. private getImpostorHitData;
  127157. private _tick;
  127158. /*** Helpers ***/
  127159. private _prepareCylinder;
  127160. private _intersectsWithCylinder;
  127161. }
  127162. /**
  127163. * Represents a physics vortex event
  127164. */
  127165. class PhysicsVortexEvent {
  127166. private _scene;
  127167. private _origin;
  127168. private _options;
  127169. private _physicsEngine;
  127170. private _originTop;
  127171. private _tickCallback;
  127172. private _cylinder;
  127173. private _cylinderPosition;
  127174. private _dataFetched;
  127175. /**
  127176. * Initializes the physics vortex event
  127177. * @param _scene The BabylonJS scene
  127178. * @param _origin The origin position of the vortex
  127179. * @param _options The options for the vortex event
  127180. */
  127181. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  127182. /**
  127183. * Returns the data related to the vortex event (cylinder).
  127184. * @returns The physics vortex event data
  127185. */
  127186. getData(): PhysicsVortexEventData;
  127187. /**
  127188. * Enables the vortex.
  127189. */
  127190. enable(): void;
  127191. /**
  127192. * Disables the cortex.
  127193. */
  127194. disable(): void;
  127195. /**
  127196. * Disposes the sphere.
  127197. * @param force
  127198. */
  127199. dispose(force?: boolean): void;
  127200. private getImpostorHitData;
  127201. private _tick;
  127202. /*** Helpers ***/
  127203. private _prepareCylinder;
  127204. private _intersectsWithCylinder;
  127205. }
  127206. /**
  127207. * Options fot the radial explosion event
  127208. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127209. */
  127210. export class PhysicsRadialExplosionEventOptions {
  127211. /**
  127212. * The radius of the sphere for the radial explosion.
  127213. */
  127214. radius: number;
  127215. /**
  127216. * The strenth of the explosion.
  127217. */
  127218. strength: number;
  127219. /**
  127220. * The strenght of the force in correspondence to the distance of the affected object
  127221. */
  127222. falloff: PhysicsRadialImpulseFalloff;
  127223. /**
  127224. * Sphere options for the radial explosion.
  127225. */
  127226. sphere: {
  127227. segments: number;
  127228. diameter: number;
  127229. };
  127230. /**
  127231. * Sphere options for the radial explosion.
  127232. */
  127233. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  127234. }
  127235. /**
  127236. * Options fot the updraft event
  127237. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127238. */
  127239. export class PhysicsUpdraftEventOptions {
  127240. /**
  127241. * The radius of the cylinder for the vortex
  127242. */
  127243. radius: number;
  127244. /**
  127245. * The strenth of the updraft.
  127246. */
  127247. strength: number;
  127248. /**
  127249. * The height of the cylinder for the updraft.
  127250. */
  127251. height: number;
  127252. /**
  127253. * The mode for the the updraft.
  127254. */
  127255. updraftMode: PhysicsUpdraftMode;
  127256. }
  127257. /**
  127258. * Options fot the vortex event
  127259. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127260. */
  127261. export class PhysicsVortexEventOptions {
  127262. /**
  127263. * The radius of the cylinder for the vortex
  127264. */
  127265. radius: number;
  127266. /**
  127267. * The strenth of the vortex.
  127268. */
  127269. strength: number;
  127270. /**
  127271. * The height of the cylinder for the vortex.
  127272. */
  127273. height: number;
  127274. /**
  127275. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  127276. */
  127277. centripetalForceThreshold: number;
  127278. /**
  127279. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  127280. */
  127281. centripetalForceMultiplier: number;
  127282. /**
  127283. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  127284. */
  127285. centrifugalForceMultiplier: number;
  127286. /**
  127287. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  127288. */
  127289. updraftForceMultiplier: number;
  127290. }
  127291. /**
  127292. * The strenght of the force in correspondence to the distance of the affected object
  127293. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127294. */
  127295. export enum PhysicsRadialImpulseFalloff {
  127296. /** Defines that impulse is constant in strength across it's whole radius */
  127297. Constant = 0,
  127298. /** Defines that impulse gets weaker if it's further from the origin */
  127299. Linear = 1
  127300. }
  127301. /**
  127302. * The strength of the force in correspondence to the distance of the affected object
  127303. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127304. */
  127305. export enum PhysicsUpdraftMode {
  127306. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  127307. Center = 0,
  127308. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  127309. Perpendicular = 1
  127310. }
  127311. /**
  127312. * Interface for a physics hit data
  127313. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127314. */
  127315. export interface PhysicsHitData {
  127316. /**
  127317. * The force applied at the contact point
  127318. */
  127319. force: Vector3;
  127320. /**
  127321. * The contact point
  127322. */
  127323. contactPoint: Vector3;
  127324. /**
  127325. * The distance from the origin to the contact point
  127326. */
  127327. distanceFromOrigin: number;
  127328. }
  127329. /**
  127330. * Interface for radial explosion event data
  127331. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127332. */
  127333. export interface PhysicsRadialExplosionEventData {
  127334. /**
  127335. * A sphere used for the radial explosion event
  127336. */
  127337. sphere: Mesh;
  127338. }
  127339. /**
  127340. * Interface for gravitational field event data
  127341. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127342. */
  127343. export interface PhysicsGravitationalFieldEventData {
  127344. /**
  127345. * A sphere mesh used for the gravitational field event
  127346. */
  127347. sphere: Mesh;
  127348. }
  127349. /**
  127350. * Interface for updraft event data
  127351. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127352. */
  127353. export interface PhysicsUpdraftEventData {
  127354. /**
  127355. * A cylinder used for the updraft event
  127356. */
  127357. cylinder: Mesh;
  127358. }
  127359. /**
  127360. * Interface for vortex event data
  127361. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127362. */
  127363. export interface PhysicsVortexEventData {
  127364. /**
  127365. * A cylinder used for the vortex event
  127366. */
  127367. cylinder: Mesh;
  127368. }
  127369. /**
  127370. * Interface for an affected physics impostor
  127371. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127372. */
  127373. export interface PhysicsAffectedImpostorWithData {
  127374. /**
  127375. * The impostor affected by the effect
  127376. */
  127377. impostor: PhysicsImpostor;
  127378. /**
  127379. * The data about the hit/horce from the explosion
  127380. */
  127381. hitData: PhysicsHitData;
  127382. }
  127383. }
  127384. declare module BABYLON {
  127385. /** @hidden */
  127386. export var blackAndWhitePixelShader: {
  127387. name: string;
  127388. shader: string;
  127389. };
  127390. }
  127391. declare module BABYLON {
  127392. /**
  127393. * Post process used to render in black and white
  127394. */
  127395. export class BlackAndWhitePostProcess extends PostProcess {
  127396. /**
  127397. * Linear about to convert he result to black and white (default: 1)
  127398. */
  127399. degree: number;
  127400. /**
  127401. * Creates a black and white post process
  127402. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  127403. * @param name The name of the effect.
  127404. * @param options The required width/height ratio to downsize to before computing the render pass.
  127405. * @param camera The camera to apply the render pass to.
  127406. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127407. * @param engine The engine which the post process will be applied. (default: current engine)
  127408. * @param reusable If the post process can be reused on the same frame. (default: false)
  127409. */
  127410. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127411. }
  127412. }
  127413. declare module BABYLON {
  127414. /**
  127415. * This represents a set of one or more post processes in Babylon.
  127416. * A post process can be used to apply a shader to a texture after it is rendered.
  127417. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127418. */
  127419. export class PostProcessRenderEffect {
  127420. private _postProcesses;
  127421. private _getPostProcesses;
  127422. private _singleInstance;
  127423. private _cameras;
  127424. private _indicesForCamera;
  127425. /**
  127426. * Name of the effect
  127427. * @hidden
  127428. */
  127429. _name: string;
  127430. /**
  127431. * Instantiates a post process render effect.
  127432. * A post process can be used to apply a shader to a texture after it is rendered.
  127433. * @param engine The engine the effect is tied to
  127434. * @param name The name of the effect
  127435. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  127436. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  127437. */
  127438. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  127439. /**
  127440. * Checks if all the post processes in the effect are supported.
  127441. */
  127442. readonly isSupported: boolean;
  127443. /**
  127444. * Updates the current state of the effect
  127445. * @hidden
  127446. */
  127447. _update(): void;
  127448. /**
  127449. * Attaches the effect on cameras
  127450. * @param cameras The camera to attach to.
  127451. * @hidden
  127452. */
  127453. _attachCameras(cameras: Camera): void;
  127454. /**
  127455. * Attaches the effect on cameras
  127456. * @param cameras The camera to attach to.
  127457. * @hidden
  127458. */
  127459. _attachCameras(cameras: Camera[]): void;
  127460. /**
  127461. * Detaches the effect on cameras
  127462. * @param cameras The camera to detatch from.
  127463. * @hidden
  127464. */
  127465. _detachCameras(cameras: Camera): void;
  127466. /**
  127467. * Detatches the effect on cameras
  127468. * @param cameras The camera to detatch from.
  127469. * @hidden
  127470. */
  127471. _detachCameras(cameras: Camera[]): void;
  127472. /**
  127473. * Enables the effect on given cameras
  127474. * @param cameras The camera to enable.
  127475. * @hidden
  127476. */
  127477. _enable(cameras: Camera): void;
  127478. /**
  127479. * Enables the effect on given cameras
  127480. * @param cameras The camera to enable.
  127481. * @hidden
  127482. */
  127483. _enable(cameras: Nullable<Camera[]>): void;
  127484. /**
  127485. * Disables the effect on the given cameras
  127486. * @param cameras The camera to disable.
  127487. * @hidden
  127488. */
  127489. _disable(cameras: Camera): void;
  127490. /**
  127491. * Disables the effect on the given cameras
  127492. * @param cameras The camera to disable.
  127493. * @hidden
  127494. */
  127495. _disable(cameras: Nullable<Camera[]>): void;
  127496. /**
  127497. * Gets a list of the post processes contained in the effect.
  127498. * @param camera The camera to get the post processes on.
  127499. * @returns The list of the post processes in the effect.
  127500. */
  127501. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  127502. }
  127503. }
  127504. declare module BABYLON {
  127505. /** @hidden */
  127506. export var extractHighlightsPixelShader: {
  127507. name: string;
  127508. shader: string;
  127509. };
  127510. }
  127511. declare module BABYLON {
  127512. /**
  127513. * 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.
  127514. */
  127515. export class ExtractHighlightsPostProcess extends PostProcess {
  127516. /**
  127517. * The luminance threshold, pixels below this value will be set to black.
  127518. */
  127519. threshold: number;
  127520. /** @hidden */
  127521. _exposure: number;
  127522. /**
  127523. * Post process which has the input texture to be used when performing highlight extraction
  127524. * @hidden
  127525. */
  127526. _inputPostProcess: Nullable<PostProcess>;
  127527. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127528. }
  127529. }
  127530. declare module BABYLON {
  127531. /** @hidden */
  127532. export var bloomMergePixelShader: {
  127533. name: string;
  127534. shader: string;
  127535. };
  127536. }
  127537. declare module BABYLON {
  127538. /**
  127539. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127540. */
  127541. export class BloomMergePostProcess extends PostProcess {
  127542. /** Weight of the bloom to be added to the original input. */
  127543. weight: number;
  127544. /**
  127545. * Creates a new instance of @see BloomMergePostProcess
  127546. * @param name The name of the effect.
  127547. * @param originalFromInput Post process which's input will be used for the merge.
  127548. * @param blurred Blurred highlights post process which's output will be used.
  127549. * @param weight Weight of the bloom to be added to the original input.
  127550. * @param options The required width/height ratio to downsize to before computing the render pass.
  127551. * @param camera The camera to apply the render pass to.
  127552. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127553. * @param engine The engine which the post process will be applied. (default: current engine)
  127554. * @param reusable If the post process can be reused on the same frame. (default: false)
  127555. * @param textureType Type of textures used when performing the post process. (default: 0)
  127556. * @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)
  127557. */
  127558. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  127559. /** Weight of the bloom to be added to the original input. */
  127560. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127561. }
  127562. }
  127563. declare module BABYLON {
  127564. /**
  127565. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  127566. */
  127567. export class BloomEffect extends PostProcessRenderEffect {
  127568. private bloomScale;
  127569. /**
  127570. * @hidden Internal
  127571. */
  127572. _effects: Array<PostProcess>;
  127573. /**
  127574. * @hidden Internal
  127575. */
  127576. _downscale: ExtractHighlightsPostProcess;
  127577. private _blurX;
  127578. private _blurY;
  127579. private _merge;
  127580. /**
  127581. * The luminance threshold to find bright areas of the image to bloom.
  127582. */
  127583. threshold: number;
  127584. /**
  127585. * The strength of the bloom.
  127586. */
  127587. weight: number;
  127588. /**
  127589. * Specifies the size of the bloom blur kernel, relative to the final output size
  127590. */
  127591. kernel: number;
  127592. /**
  127593. * Creates a new instance of @see BloomEffect
  127594. * @param scene The scene the effect belongs to.
  127595. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  127596. * @param bloomKernel The size of the kernel to be used when applying the blur.
  127597. * @param bloomWeight The the strength of bloom.
  127598. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127599. * @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)
  127600. */
  127601. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  127602. /**
  127603. * Disposes each of the internal effects for a given camera.
  127604. * @param camera The camera to dispose the effect on.
  127605. */
  127606. disposeEffects(camera: Camera): void;
  127607. /**
  127608. * @hidden Internal
  127609. */
  127610. _updateEffects(): void;
  127611. /**
  127612. * Internal
  127613. * @returns if all the contained post processes are ready.
  127614. * @hidden
  127615. */
  127616. _isReady(): boolean;
  127617. }
  127618. }
  127619. declare module BABYLON {
  127620. /** @hidden */
  127621. export var chromaticAberrationPixelShader: {
  127622. name: string;
  127623. shader: string;
  127624. };
  127625. }
  127626. declare module BABYLON {
  127627. /**
  127628. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  127629. */
  127630. export class ChromaticAberrationPostProcess extends PostProcess {
  127631. /**
  127632. * The amount of seperation of rgb channels (default: 30)
  127633. */
  127634. aberrationAmount: number;
  127635. /**
  127636. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  127637. */
  127638. radialIntensity: number;
  127639. /**
  127640. * 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))
  127641. */
  127642. direction: Vector2;
  127643. /**
  127644. * 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))
  127645. */
  127646. centerPosition: Vector2;
  127647. /**
  127648. * Creates a new instance ChromaticAberrationPostProcess
  127649. * @param name The name of the effect.
  127650. * @param screenWidth The width of the screen to apply the effect on.
  127651. * @param screenHeight The height of the screen to apply the effect on.
  127652. * @param options The required width/height ratio to downsize to before computing the render pass.
  127653. * @param camera The camera to apply the render pass to.
  127654. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127655. * @param engine The engine which the post process will be applied. (default: current engine)
  127656. * @param reusable If the post process can be reused on the same frame. (default: false)
  127657. * @param textureType Type of textures used when performing the post process. (default: 0)
  127658. * @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)
  127659. */
  127660. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127661. }
  127662. }
  127663. declare module BABYLON {
  127664. /** @hidden */
  127665. export var circleOfConfusionPixelShader: {
  127666. name: string;
  127667. shader: string;
  127668. };
  127669. }
  127670. declare module BABYLON {
  127671. /**
  127672. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  127673. */
  127674. export class CircleOfConfusionPostProcess extends PostProcess {
  127675. /**
  127676. * 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.
  127677. */
  127678. lensSize: number;
  127679. /**
  127680. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127681. */
  127682. fStop: number;
  127683. /**
  127684. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127685. */
  127686. focusDistance: number;
  127687. /**
  127688. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  127689. */
  127690. focalLength: number;
  127691. private _depthTexture;
  127692. /**
  127693. * Creates a new instance CircleOfConfusionPostProcess
  127694. * @param name The name of the effect.
  127695. * @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.
  127696. * @param options The required width/height ratio to downsize to before computing the render pass.
  127697. * @param camera The camera to apply the render pass to.
  127698. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127699. * @param engine The engine which the post process will be applied. (default: current engine)
  127700. * @param reusable If the post process can be reused on the same frame. (default: false)
  127701. * @param textureType Type of textures used when performing the post process. (default: 0)
  127702. * @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)
  127703. */
  127704. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127705. /**
  127706. * 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.
  127707. */
  127708. depthTexture: RenderTargetTexture;
  127709. }
  127710. }
  127711. declare module BABYLON {
  127712. /** @hidden */
  127713. export var colorCorrectionPixelShader: {
  127714. name: string;
  127715. shader: string;
  127716. };
  127717. }
  127718. declare module BABYLON {
  127719. /**
  127720. *
  127721. * This post-process allows the modification of rendered colors by using
  127722. * a 'look-up table' (LUT). This effect is also called Color Grading.
  127723. *
  127724. * The object needs to be provided an url to a texture containing the color
  127725. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  127726. * Use an image editing software to tweak the LUT to match your needs.
  127727. *
  127728. * For an example of a color LUT, see here:
  127729. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  127730. * For explanations on color grading, see here:
  127731. * @see http://udn.epicgames.com/Three/ColorGrading.html
  127732. *
  127733. */
  127734. export class ColorCorrectionPostProcess extends PostProcess {
  127735. private _colorTableTexture;
  127736. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127737. }
  127738. }
  127739. declare module BABYLON {
  127740. /** @hidden */
  127741. export var convolutionPixelShader: {
  127742. name: string;
  127743. shader: string;
  127744. };
  127745. }
  127746. declare module BABYLON {
  127747. /**
  127748. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  127749. * input texture to perform effects such as edge detection or sharpening
  127750. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  127751. */
  127752. export class ConvolutionPostProcess extends PostProcess {
  127753. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127754. kernel: number[];
  127755. /**
  127756. * Creates a new instance ConvolutionPostProcess
  127757. * @param name The name of the effect.
  127758. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  127759. * @param options The required width/height ratio to downsize to before computing the render pass.
  127760. * @param camera The camera to apply the render pass to.
  127761. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127762. * @param engine The engine which the post process will be applied. (default: current engine)
  127763. * @param reusable If the post process can be reused on the same frame. (default: false)
  127764. * @param textureType Type of textures used when performing the post process. (default: 0)
  127765. */
  127766. constructor(name: string,
  127767. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127768. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127769. /**
  127770. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127771. */
  127772. static EdgeDetect0Kernel: number[];
  127773. /**
  127774. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127775. */
  127776. static EdgeDetect1Kernel: number[];
  127777. /**
  127778. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127779. */
  127780. static EdgeDetect2Kernel: number[];
  127781. /**
  127782. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127783. */
  127784. static SharpenKernel: number[];
  127785. /**
  127786. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127787. */
  127788. static EmbossKernel: number[];
  127789. /**
  127790. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127791. */
  127792. static GaussianKernel: number[];
  127793. }
  127794. }
  127795. declare module BABYLON {
  127796. /**
  127797. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  127798. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  127799. * based on samples that have a large difference in distance than the center pixel.
  127800. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  127801. */
  127802. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  127803. direction: Vector2;
  127804. /**
  127805. * Creates a new instance CircleOfConfusionPostProcess
  127806. * @param name The name of the effect.
  127807. * @param scene The scene the effect belongs to.
  127808. * @param direction The direction the blur should be applied.
  127809. * @param kernel The size of the kernel used to blur.
  127810. * @param options The required width/height ratio to downsize to before computing the render pass.
  127811. * @param camera The camera to apply the render pass to.
  127812. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  127813. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  127814. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127815. * @param engine The engine which the post process will be applied. (default: current engine)
  127816. * @param reusable If the post process can be reused on the same frame. (default: false)
  127817. * @param textureType Type of textures used when performing the post process. (default: 0)
  127818. * @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)
  127819. */
  127820. 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);
  127821. }
  127822. }
  127823. declare module BABYLON {
  127824. /** @hidden */
  127825. export var depthOfFieldMergePixelShader: {
  127826. name: string;
  127827. shader: string;
  127828. };
  127829. }
  127830. declare module BABYLON {
  127831. /**
  127832. * Options to be set when merging outputs from the default pipeline.
  127833. */
  127834. export class DepthOfFieldMergePostProcessOptions {
  127835. /**
  127836. * The original image to merge on top of
  127837. */
  127838. originalFromInput: PostProcess;
  127839. /**
  127840. * Parameters to perform the merge of the depth of field effect
  127841. */
  127842. depthOfField?: {
  127843. circleOfConfusion: PostProcess;
  127844. blurSteps: Array<PostProcess>;
  127845. };
  127846. /**
  127847. * Parameters to perform the merge of bloom effect
  127848. */
  127849. bloom?: {
  127850. blurred: PostProcess;
  127851. weight: number;
  127852. };
  127853. }
  127854. /**
  127855. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127856. */
  127857. export class DepthOfFieldMergePostProcess extends PostProcess {
  127858. private blurSteps;
  127859. /**
  127860. * Creates a new instance of DepthOfFieldMergePostProcess
  127861. * @param name The name of the effect.
  127862. * @param originalFromInput Post process which's input will be used for the merge.
  127863. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  127864. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  127865. * @param options The required width/height ratio to downsize to before computing the render pass.
  127866. * @param camera The camera to apply the render pass to.
  127867. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127868. * @param engine The engine which the post process will be applied. (default: current engine)
  127869. * @param reusable If the post process can be reused on the same frame. (default: false)
  127870. * @param textureType Type of textures used when performing the post process. (default: 0)
  127871. * @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)
  127872. */
  127873. 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);
  127874. /**
  127875. * Updates the effect with the current post process compile time values and recompiles the shader.
  127876. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  127877. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  127878. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  127879. * @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
  127880. * @param onCompiled Called when the shader has been compiled.
  127881. * @param onError Called if there is an error when compiling a shader.
  127882. */
  127883. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  127884. }
  127885. }
  127886. declare module BABYLON {
  127887. /**
  127888. * Specifies the level of max blur that should be applied when using the depth of field effect
  127889. */
  127890. export enum DepthOfFieldEffectBlurLevel {
  127891. /**
  127892. * Subtle blur
  127893. */
  127894. Low = 0,
  127895. /**
  127896. * Medium blur
  127897. */
  127898. Medium = 1,
  127899. /**
  127900. * Large blur
  127901. */
  127902. High = 2
  127903. }
  127904. /**
  127905. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  127906. */
  127907. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  127908. private _circleOfConfusion;
  127909. /**
  127910. * @hidden Internal, blurs from high to low
  127911. */
  127912. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  127913. private _depthOfFieldBlurY;
  127914. private _dofMerge;
  127915. /**
  127916. * @hidden Internal post processes in depth of field effect
  127917. */
  127918. _effects: Array<PostProcess>;
  127919. /**
  127920. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  127921. */
  127922. focalLength: number;
  127923. /**
  127924. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127925. */
  127926. fStop: number;
  127927. /**
  127928. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127929. */
  127930. focusDistance: number;
  127931. /**
  127932. * 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.
  127933. */
  127934. lensSize: number;
  127935. /**
  127936. * Creates a new instance DepthOfFieldEffect
  127937. * @param scene The scene the effect belongs to.
  127938. * @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.
  127939. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127940. * @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)
  127941. */
  127942. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  127943. /**
  127944. * Get the current class name of the current effet
  127945. * @returns "DepthOfFieldEffect"
  127946. */
  127947. getClassName(): string;
  127948. /**
  127949. * 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.
  127950. */
  127951. depthTexture: RenderTargetTexture;
  127952. /**
  127953. * Disposes each of the internal effects for a given camera.
  127954. * @param camera The camera to dispose the effect on.
  127955. */
  127956. disposeEffects(camera: Camera): void;
  127957. /**
  127958. * @hidden Internal
  127959. */
  127960. _updateEffects(): void;
  127961. /**
  127962. * Internal
  127963. * @returns if all the contained post processes are ready.
  127964. * @hidden
  127965. */
  127966. _isReady(): boolean;
  127967. }
  127968. }
  127969. declare module BABYLON {
  127970. /** @hidden */
  127971. export var displayPassPixelShader: {
  127972. name: string;
  127973. shader: string;
  127974. };
  127975. }
  127976. declare module BABYLON {
  127977. /**
  127978. * DisplayPassPostProcess which produces an output the same as it's input
  127979. */
  127980. export class DisplayPassPostProcess extends PostProcess {
  127981. /**
  127982. * Creates the DisplayPassPostProcess
  127983. * @param name The name of the effect.
  127984. * @param options The required width/height ratio to downsize to before computing the render pass.
  127985. * @param camera The camera to apply the render pass to.
  127986. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127987. * @param engine The engine which the post process will be applied. (default: current engine)
  127988. * @param reusable If the post process can be reused on the same frame. (default: false)
  127989. */
  127990. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127991. }
  127992. }
  127993. declare module BABYLON {
  127994. /** @hidden */
  127995. export var filterPixelShader: {
  127996. name: string;
  127997. shader: string;
  127998. };
  127999. }
  128000. declare module BABYLON {
  128001. /**
  128002. * Applies a kernel filter to the image
  128003. */
  128004. export class FilterPostProcess extends PostProcess {
  128005. /** The matrix to be applied to the image */
  128006. kernelMatrix: Matrix;
  128007. /**
  128008. *
  128009. * @param name The name of the effect.
  128010. * @param kernelMatrix The matrix to be applied to the image
  128011. * @param options The required width/height ratio to downsize to before computing the render pass.
  128012. * @param camera The camera to apply the render pass to.
  128013. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128014. * @param engine The engine which the post process will be applied. (default: current engine)
  128015. * @param reusable If the post process can be reused on the same frame. (default: false)
  128016. */
  128017. constructor(name: string,
  128018. /** The matrix to be applied to the image */
  128019. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128020. }
  128021. }
  128022. declare module BABYLON {
  128023. /** @hidden */
  128024. export var fxaaPixelShader: {
  128025. name: string;
  128026. shader: string;
  128027. };
  128028. }
  128029. declare module BABYLON {
  128030. /** @hidden */
  128031. export var fxaaVertexShader: {
  128032. name: string;
  128033. shader: string;
  128034. };
  128035. }
  128036. declare module BABYLON {
  128037. /**
  128038. * Fxaa post process
  128039. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  128040. */
  128041. export class FxaaPostProcess extends PostProcess {
  128042. /** @hidden */
  128043. texelWidth: number;
  128044. /** @hidden */
  128045. texelHeight: number;
  128046. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128047. private _getDefines;
  128048. }
  128049. }
  128050. declare module BABYLON {
  128051. /** @hidden */
  128052. export var grainPixelShader: {
  128053. name: string;
  128054. shader: string;
  128055. };
  128056. }
  128057. declare module BABYLON {
  128058. /**
  128059. * The GrainPostProcess adds noise to the image at mid luminance levels
  128060. */
  128061. export class GrainPostProcess extends PostProcess {
  128062. /**
  128063. * The intensity of the grain added (default: 30)
  128064. */
  128065. intensity: number;
  128066. /**
  128067. * If the grain should be randomized on every frame
  128068. */
  128069. animated: boolean;
  128070. /**
  128071. * Creates a new instance of @see GrainPostProcess
  128072. * @param name The name of the effect.
  128073. * @param options The required width/height ratio to downsize to before computing the render pass.
  128074. * @param camera The camera to apply the render pass to.
  128075. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128076. * @param engine The engine which the post process will be applied. (default: current engine)
  128077. * @param reusable If the post process can be reused on the same frame. (default: false)
  128078. * @param textureType Type of textures used when performing the post process. (default: 0)
  128079. * @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)
  128080. */
  128081. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128082. }
  128083. }
  128084. declare module BABYLON {
  128085. /** @hidden */
  128086. export var highlightsPixelShader: {
  128087. name: string;
  128088. shader: string;
  128089. };
  128090. }
  128091. declare module BABYLON {
  128092. /**
  128093. * Extracts highlights from the image
  128094. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  128095. */
  128096. export class HighlightsPostProcess extends PostProcess {
  128097. /**
  128098. * Extracts highlights from the image
  128099. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  128100. * @param name The name of the effect.
  128101. * @param options The required width/height ratio to downsize to before computing the render pass.
  128102. * @param camera The camera to apply the render pass to.
  128103. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128104. * @param engine The engine which the post process will be applied. (default: current engine)
  128105. * @param reusable If the post process can be reused on the same frame. (default: false)
  128106. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  128107. */
  128108. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128109. }
  128110. }
  128111. declare module BABYLON {
  128112. /** @hidden */
  128113. export var mrtFragmentDeclaration: {
  128114. name: string;
  128115. shader: string;
  128116. };
  128117. }
  128118. declare module BABYLON {
  128119. /** @hidden */
  128120. export var geometryPixelShader: {
  128121. name: string;
  128122. shader: string;
  128123. };
  128124. }
  128125. declare module BABYLON {
  128126. /** @hidden */
  128127. export var geometryVertexShader: {
  128128. name: string;
  128129. shader: string;
  128130. };
  128131. }
  128132. declare module BABYLON {
  128133. /** @hidden */
  128134. interface ISavedTransformationMatrix {
  128135. world: Matrix;
  128136. viewProjection: Matrix;
  128137. }
  128138. /**
  128139. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  128140. */
  128141. export class GeometryBufferRenderer {
  128142. /**
  128143. * Constant used to retrieve the position texture index in the G-Buffer textures array
  128144. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  128145. */
  128146. static readonly POSITION_TEXTURE_TYPE: number;
  128147. /**
  128148. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  128149. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  128150. */
  128151. static readonly VELOCITY_TEXTURE_TYPE: number;
  128152. /**
  128153. * Dictionary used to store the previous transformation matrices of each rendered mesh
  128154. * in order to compute objects velocities when enableVelocity is set to "true"
  128155. * @hidden
  128156. */
  128157. _previousTransformationMatrices: {
  128158. [index: number]: ISavedTransformationMatrix;
  128159. };
  128160. /**
  128161. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  128162. * in order to compute objects velocities when enableVelocity is set to "true"
  128163. * @hidden
  128164. */
  128165. _previousBonesTransformationMatrices: {
  128166. [index: number]: Float32Array;
  128167. };
  128168. /**
  128169. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  128170. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  128171. */
  128172. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  128173. private _scene;
  128174. private _multiRenderTarget;
  128175. private _ratio;
  128176. private _enablePosition;
  128177. private _enableVelocity;
  128178. private _positionIndex;
  128179. private _velocityIndex;
  128180. protected _effect: Effect;
  128181. protected _cachedDefines: string;
  128182. /**
  128183. * Set the render list (meshes to be rendered) used in the G buffer.
  128184. */
  128185. renderList: Mesh[];
  128186. /**
  128187. * Gets wether or not G buffer are supported by the running hardware.
  128188. * This requires draw buffer supports
  128189. */
  128190. readonly isSupported: boolean;
  128191. /**
  128192. * Returns the index of the given texture type in the G-Buffer textures array
  128193. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  128194. * @returns the index of the given texture type in the G-Buffer textures array
  128195. */
  128196. getTextureIndex(textureType: number): number;
  128197. /**
  128198. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  128199. */
  128200. /**
  128201. * Sets whether or not objects positions are enabled for the G buffer.
  128202. */
  128203. enablePosition: boolean;
  128204. /**
  128205. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  128206. */
  128207. /**
  128208. * Sets wether or not objects velocities are enabled for the G buffer.
  128209. */
  128210. enableVelocity: boolean;
  128211. /**
  128212. * Gets the scene associated with the buffer.
  128213. */
  128214. readonly scene: Scene;
  128215. /**
  128216. * Gets the ratio used by the buffer during its creation.
  128217. * How big is the buffer related to the main canvas.
  128218. */
  128219. readonly ratio: number;
  128220. /** @hidden */
  128221. static _SceneComponentInitialization: (scene: Scene) => void;
  128222. /**
  128223. * Creates a new G Buffer for the scene
  128224. * @param scene The scene the buffer belongs to
  128225. * @param ratio How big is the buffer related to the main canvas.
  128226. */
  128227. constructor(scene: Scene, ratio?: number);
  128228. /**
  128229. * Checks wether everything is ready to render a submesh to the G buffer.
  128230. * @param subMesh the submesh to check readiness for
  128231. * @param useInstances is the mesh drawn using instance or not
  128232. * @returns true if ready otherwise false
  128233. */
  128234. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  128235. /**
  128236. * Gets the current underlying G Buffer.
  128237. * @returns the buffer
  128238. */
  128239. getGBuffer(): MultiRenderTarget;
  128240. /**
  128241. * Gets the number of samples used to render the buffer (anti aliasing).
  128242. */
  128243. /**
  128244. * Sets the number of samples used to render the buffer (anti aliasing).
  128245. */
  128246. samples: number;
  128247. /**
  128248. * Disposes the renderer and frees up associated resources.
  128249. */
  128250. dispose(): void;
  128251. protected _createRenderTargets(): void;
  128252. private _copyBonesTransformationMatrices;
  128253. }
  128254. }
  128255. declare module BABYLON {
  128256. interface Scene {
  128257. /** @hidden (Backing field) */
  128258. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128259. /**
  128260. * Gets or Sets the current geometry buffer associated to the scene.
  128261. */
  128262. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128263. /**
  128264. * Enables a GeometryBufferRender and associates it with the scene
  128265. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  128266. * @returns the GeometryBufferRenderer
  128267. */
  128268. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  128269. /**
  128270. * Disables the GeometryBufferRender associated with the scene
  128271. */
  128272. disableGeometryBufferRenderer(): void;
  128273. }
  128274. /**
  128275. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  128276. * in several rendering techniques.
  128277. */
  128278. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  128279. /**
  128280. * The component name helpful to identify the component in the list of scene components.
  128281. */
  128282. readonly name: string;
  128283. /**
  128284. * The scene the component belongs to.
  128285. */
  128286. scene: Scene;
  128287. /**
  128288. * Creates a new instance of the component for the given scene
  128289. * @param scene Defines the scene to register the component in
  128290. */
  128291. constructor(scene: Scene);
  128292. /**
  128293. * Registers the component in a given scene
  128294. */
  128295. register(): void;
  128296. /**
  128297. * Rebuilds the elements related to this component in case of
  128298. * context lost for instance.
  128299. */
  128300. rebuild(): void;
  128301. /**
  128302. * Disposes the component and the associated ressources
  128303. */
  128304. dispose(): void;
  128305. private _gatherRenderTargets;
  128306. }
  128307. }
  128308. declare module BABYLON {
  128309. /** @hidden */
  128310. export var motionBlurPixelShader: {
  128311. name: string;
  128312. shader: string;
  128313. };
  128314. }
  128315. declare module BABYLON {
  128316. /**
  128317. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  128318. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  128319. * As an example, all you have to do is to create the post-process:
  128320. * var mb = new BABYLON.MotionBlurPostProcess(
  128321. * 'mb', // The name of the effect.
  128322. * scene, // The scene containing the objects to blur according to their velocity.
  128323. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  128324. * camera // The camera to apply the render pass to.
  128325. * );
  128326. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  128327. */
  128328. export class MotionBlurPostProcess extends PostProcess {
  128329. /**
  128330. * Defines how much the image is blurred by the movement. Default value is equal to 1
  128331. */
  128332. motionStrength: number;
  128333. /**
  128334. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  128335. */
  128336. /**
  128337. * Sets the number of iterations to be used for motion blur quality
  128338. */
  128339. motionBlurSamples: number;
  128340. private _motionBlurSamples;
  128341. private _geometryBufferRenderer;
  128342. /**
  128343. * Creates a new instance MotionBlurPostProcess
  128344. * @param name The name of the effect.
  128345. * @param scene The scene containing the objects to blur according to their velocity.
  128346. * @param options The required width/height ratio to downsize to before computing the render pass.
  128347. * @param camera The camera to apply the render pass to.
  128348. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128349. * @param engine The engine which the post process will be applied. (default: current engine)
  128350. * @param reusable If the post process can be reused on the same frame. (default: false)
  128351. * @param textureType Type of textures used when performing the post process. (default: 0)
  128352. * @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)
  128353. */
  128354. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128355. /**
  128356. * Excludes the given skinned mesh from computing bones velocities.
  128357. * 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.
  128358. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  128359. */
  128360. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128361. /**
  128362. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  128363. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  128364. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  128365. */
  128366. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128367. /**
  128368. * Disposes the post process.
  128369. * @param camera The camera to dispose the post process on.
  128370. */
  128371. dispose(camera?: Camera): void;
  128372. }
  128373. }
  128374. declare module BABYLON {
  128375. /** @hidden */
  128376. export var refractionPixelShader: {
  128377. name: string;
  128378. shader: string;
  128379. };
  128380. }
  128381. declare module BABYLON {
  128382. /**
  128383. * Post process which applies a refractin texture
  128384. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128385. */
  128386. export class RefractionPostProcess extends PostProcess {
  128387. /** the base color of the refraction (used to taint the rendering) */
  128388. color: Color3;
  128389. /** simulated refraction depth */
  128390. depth: number;
  128391. /** the coefficient of the base color (0 to remove base color tainting) */
  128392. colorLevel: number;
  128393. private _refTexture;
  128394. private _ownRefractionTexture;
  128395. /**
  128396. * Gets or sets the refraction texture
  128397. * Please note that you are responsible for disposing the texture if you set it manually
  128398. */
  128399. refractionTexture: Texture;
  128400. /**
  128401. * Initializes the RefractionPostProcess
  128402. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128403. * @param name The name of the effect.
  128404. * @param refractionTextureUrl Url of the refraction texture to use
  128405. * @param color the base color of the refraction (used to taint the rendering)
  128406. * @param depth simulated refraction depth
  128407. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  128408. * @param camera The camera to apply the render pass to.
  128409. * @param options The required width/height ratio to downsize to before computing the render pass.
  128410. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128411. * @param engine The engine which the post process will be applied. (default: current engine)
  128412. * @param reusable If the post process can be reused on the same frame. (default: false)
  128413. */
  128414. constructor(name: string, refractionTextureUrl: string,
  128415. /** the base color of the refraction (used to taint the rendering) */
  128416. color: Color3,
  128417. /** simulated refraction depth */
  128418. depth: number,
  128419. /** the coefficient of the base color (0 to remove base color tainting) */
  128420. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128421. /**
  128422. * Disposes of the post process
  128423. * @param camera Camera to dispose post process on
  128424. */
  128425. dispose(camera: Camera): void;
  128426. }
  128427. }
  128428. declare module BABYLON {
  128429. /** @hidden */
  128430. export var sharpenPixelShader: {
  128431. name: string;
  128432. shader: string;
  128433. };
  128434. }
  128435. declare module BABYLON {
  128436. /**
  128437. * The SharpenPostProcess applies a sharpen kernel to every pixel
  128438. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128439. */
  128440. export class SharpenPostProcess extends PostProcess {
  128441. /**
  128442. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  128443. */
  128444. colorAmount: number;
  128445. /**
  128446. * How much sharpness should be applied (default: 0.3)
  128447. */
  128448. edgeAmount: number;
  128449. /**
  128450. * Creates a new instance ConvolutionPostProcess
  128451. * @param name The name of the effect.
  128452. * @param options The required width/height ratio to downsize to before computing the render pass.
  128453. * @param camera The camera to apply the render pass to.
  128454. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128455. * @param engine The engine which the post process will be applied. (default: current engine)
  128456. * @param reusable If the post process can be reused on the same frame. (default: false)
  128457. * @param textureType Type of textures used when performing the post process. (default: 0)
  128458. * @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)
  128459. */
  128460. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128461. }
  128462. }
  128463. declare module BABYLON {
  128464. /**
  128465. * PostProcessRenderPipeline
  128466. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128467. */
  128468. export class PostProcessRenderPipeline {
  128469. private engine;
  128470. private _renderEffects;
  128471. private _renderEffectsForIsolatedPass;
  128472. /**
  128473. * List of inspectable custom properties (used by the Inspector)
  128474. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  128475. */
  128476. inspectableCustomProperties: IInspectable[];
  128477. /**
  128478. * @hidden
  128479. */
  128480. protected _cameras: Camera[];
  128481. /** @hidden */
  128482. _name: string;
  128483. /**
  128484. * Gets pipeline name
  128485. */
  128486. readonly name: string;
  128487. /** Gets the list of attached cameras */
  128488. readonly cameras: Camera[];
  128489. /**
  128490. * Initializes a PostProcessRenderPipeline
  128491. * @param engine engine to add the pipeline to
  128492. * @param name name of the pipeline
  128493. */
  128494. constructor(engine: Engine, name: string);
  128495. /**
  128496. * Gets the class name
  128497. * @returns "PostProcessRenderPipeline"
  128498. */
  128499. getClassName(): string;
  128500. /**
  128501. * If all the render effects in the pipeline are supported
  128502. */
  128503. readonly isSupported: boolean;
  128504. /**
  128505. * Adds an effect to the pipeline
  128506. * @param renderEffect the effect to add
  128507. */
  128508. addEffect(renderEffect: PostProcessRenderEffect): void;
  128509. /** @hidden */
  128510. _rebuild(): void;
  128511. /** @hidden */
  128512. _enableEffect(renderEffectName: string, cameras: Camera): void;
  128513. /** @hidden */
  128514. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  128515. /** @hidden */
  128516. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  128517. /** @hidden */
  128518. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  128519. /** @hidden */
  128520. _attachCameras(cameras: Camera, unique: boolean): void;
  128521. /** @hidden */
  128522. _attachCameras(cameras: Camera[], unique: boolean): void;
  128523. /** @hidden */
  128524. _detachCameras(cameras: Camera): void;
  128525. /** @hidden */
  128526. _detachCameras(cameras: Nullable<Camera[]>): void;
  128527. /** @hidden */
  128528. _update(): void;
  128529. /** @hidden */
  128530. _reset(): void;
  128531. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  128532. /**
  128533. * Disposes of the pipeline
  128534. */
  128535. dispose(): void;
  128536. }
  128537. }
  128538. declare module BABYLON {
  128539. /**
  128540. * PostProcessRenderPipelineManager class
  128541. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128542. */
  128543. export class PostProcessRenderPipelineManager {
  128544. private _renderPipelines;
  128545. /**
  128546. * Initializes a PostProcessRenderPipelineManager
  128547. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128548. */
  128549. constructor();
  128550. /**
  128551. * Gets the list of supported render pipelines
  128552. */
  128553. readonly supportedPipelines: PostProcessRenderPipeline[];
  128554. /**
  128555. * Adds a pipeline to the manager
  128556. * @param renderPipeline The pipeline to add
  128557. */
  128558. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  128559. /**
  128560. * Attaches a camera to the pipeline
  128561. * @param renderPipelineName The name of the pipeline to attach to
  128562. * @param cameras the camera to attach
  128563. * @param unique if the camera can be attached multiple times to the pipeline
  128564. */
  128565. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  128566. /**
  128567. * Detaches a camera from the pipeline
  128568. * @param renderPipelineName The name of the pipeline to detach from
  128569. * @param cameras the camera to detach
  128570. */
  128571. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  128572. /**
  128573. * Enables an effect by name on a pipeline
  128574. * @param renderPipelineName the name of the pipeline to enable the effect in
  128575. * @param renderEffectName the name of the effect to enable
  128576. * @param cameras the cameras that the effect should be enabled on
  128577. */
  128578. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128579. /**
  128580. * Disables an effect by name on a pipeline
  128581. * @param renderPipelineName the name of the pipeline to disable the effect in
  128582. * @param renderEffectName the name of the effect to disable
  128583. * @param cameras the cameras that the effect should be disabled on
  128584. */
  128585. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128586. /**
  128587. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  128588. */
  128589. update(): void;
  128590. /** @hidden */
  128591. _rebuild(): void;
  128592. /**
  128593. * Disposes of the manager and pipelines
  128594. */
  128595. dispose(): void;
  128596. }
  128597. }
  128598. declare module BABYLON {
  128599. interface Scene {
  128600. /** @hidden (Backing field) */
  128601. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128602. /**
  128603. * Gets the postprocess render pipeline manager
  128604. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128605. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128606. */
  128607. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128608. }
  128609. /**
  128610. * Defines the Render Pipeline scene component responsible to rendering pipelines
  128611. */
  128612. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  128613. /**
  128614. * The component name helpfull to identify the component in the list of scene components.
  128615. */
  128616. readonly name: string;
  128617. /**
  128618. * The scene the component belongs to.
  128619. */
  128620. scene: Scene;
  128621. /**
  128622. * Creates a new instance of the component for the given scene
  128623. * @param scene Defines the scene to register the component in
  128624. */
  128625. constructor(scene: Scene);
  128626. /**
  128627. * Registers the component in a given scene
  128628. */
  128629. register(): void;
  128630. /**
  128631. * Rebuilds the elements related to this component in case of
  128632. * context lost for instance.
  128633. */
  128634. rebuild(): void;
  128635. /**
  128636. * Disposes the component and the associated ressources
  128637. */
  128638. dispose(): void;
  128639. private _gatherRenderTargets;
  128640. }
  128641. }
  128642. declare module BABYLON {
  128643. /**
  128644. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  128645. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128646. */
  128647. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  128648. private _scene;
  128649. private _camerasToBeAttached;
  128650. /**
  128651. * ID of the sharpen post process,
  128652. */
  128653. private readonly SharpenPostProcessId;
  128654. /**
  128655. * @ignore
  128656. * ID of the image processing post process;
  128657. */
  128658. readonly ImageProcessingPostProcessId: string;
  128659. /**
  128660. * @ignore
  128661. * ID of the Fast Approximate Anti-Aliasing post process;
  128662. */
  128663. readonly FxaaPostProcessId: string;
  128664. /**
  128665. * ID of the chromatic aberration post process,
  128666. */
  128667. private readonly ChromaticAberrationPostProcessId;
  128668. /**
  128669. * ID of the grain post process
  128670. */
  128671. private readonly GrainPostProcessId;
  128672. /**
  128673. * Sharpen post process which will apply a sharpen convolution to enhance edges
  128674. */
  128675. sharpen: SharpenPostProcess;
  128676. private _sharpenEffect;
  128677. private bloom;
  128678. /**
  128679. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  128680. */
  128681. depthOfField: DepthOfFieldEffect;
  128682. /**
  128683. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  128684. */
  128685. fxaa: FxaaPostProcess;
  128686. /**
  128687. * Image post processing pass used to perform operations such as tone mapping or color grading.
  128688. */
  128689. imageProcessing: ImageProcessingPostProcess;
  128690. /**
  128691. * Chromatic aberration post process which will shift rgb colors in the image
  128692. */
  128693. chromaticAberration: ChromaticAberrationPostProcess;
  128694. private _chromaticAberrationEffect;
  128695. /**
  128696. * Grain post process which add noise to the image
  128697. */
  128698. grain: GrainPostProcess;
  128699. private _grainEffect;
  128700. /**
  128701. * Glow post process which adds a glow to emissive areas of the image
  128702. */
  128703. private _glowLayer;
  128704. /**
  128705. * Animations which can be used to tweak settings over a period of time
  128706. */
  128707. animations: Animation[];
  128708. private _imageProcessingConfigurationObserver;
  128709. private _sharpenEnabled;
  128710. private _bloomEnabled;
  128711. private _depthOfFieldEnabled;
  128712. private _depthOfFieldBlurLevel;
  128713. private _fxaaEnabled;
  128714. private _imageProcessingEnabled;
  128715. private _defaultPipelineTextureType;
  128716. private _bloomScale;
  128717. private _chromaticAberrationEnabled;
  128718. private _grainEnabled;
  128719. private _buildAllowed;
  128720. /**
  128721. * Gets active scene
  128722. */
  128723. readonly scene: Scene;
  128724. /**
  128725. * Enable or disable the sharpen process from the pipeline
  128726. */
  128727. sharpenEnabled: boolean;
  128728. private _resizeObserver;
  128729. private _hardwareScaleLevel;
  128730. private _bloomKernel;
  128731. /**
  128732. * Specifies the size of the bloom blur kernel, relative to the final output size
  128733. */
  128734. bloomKernel: number;
  128735. /**
  128736. * Specifies the weight of the bloom in the final rendering
  128737. */
  128738. private _bloomWeight;
  128739. /**
  128740. * Specifies the luma threshold for the area that will be blurred by the bloom
  128741. */
  128742. private _bloomThreshold;
  128743. private _hdr;
  128744. /**
  128745. * The strength of the bloom.
  128746. */
  128747. bloomWeight: number;
  128748. /**
  128749. * The strength of the bloom.
  128750. */
  128751. bloomThreshold: number;
  128752. /**
  128753. * The scale of the bloom, lower value will provide better performance.
  128754. */
  128755. bloomScale: number;
  128756. /**
  128757. * Enable or disable the bloom from the pipeline
  128758. */
  128759. bloomEnabled: boolean;
  128760. private _rebuildBloom;
  128761. /**
  128762. * If the depth of field is enabled.
  128763. */
  128764. depthOfFieldEnabled: boolean;
  128765. /**
  128766. * Blur level of the depth of field effect. (Higher blur will effect performance)
  128767. */
  128768. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  128769. /**
  128770. * If the anti aliasing is enabled.
  128771. */
  128772. fxaaEnabled: boolean;
  128773. private _samples;
  128774. /**
  128775. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  128776. */
  128777. samples: number;
  128778. /**
  128779. * If image processing is enabled.
  128780. */
  128781. imageProcessingEnabled: boolean;
  128782. /**
  128783. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  128784. */
  128785. glowLayerEnabled: boolean;
  128786. /**
  128787. * Gets the glow layer (or null if not defined)
  128788. */
  128789. readonly glowLayer: Nullable<GlowLayer>;
  128790. /**
  128791. * Enable or disable the chromaticAberration process from the pipeline
  128792. */
  128793. chromaticAberrationEnabled: boolean;
  128794. /**
  128795. * Enable or disable the grain process from the pipeline
  128796. */
  128797. grainEnabled: boolean;
  128798. /**
  128799. * @constructor
  128800. * @param name - The rendering pipeline name (default: "")
  128801. * @param hdr - If high dynamic range textures should be used (default: true)
  128802. * @param scene - The scene linked to this pipeline (default: the last created scene)
  128803. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  128804. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  128805. */
  128806. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  128807. /**
  128808. * Get the class name
  128809. * @returns "DefaultRenderingPipeline"
  128810. */
  128811. getClassName(): string;
  128812. /**
  128813. * Force the compilation of the entire pipeline.
  128814. */
  128815. prepare(): void;
  128816. private _hasCleared;
  128817. private _prevPostProcess;
  128818. private _prevPrevPostProcess;
  128819. private _setAutoClearAndTextureSharing;
  128820. private _depthOfFieldSceneObserver;
  128821. private _buildPipeline;
  128822. private _disposePostProcesses;
  128823. /**
  128824. * Adds a camera to the pipeline
  128825. * @param camera the camera to be added
  128826. */
  128827. addCamera(camera: Camera): void;
  128828. /**
  128829. * Removes a camera from the pipeline
  128830. * @param camera the camera to remove
  128831. */
  128832. removeCamera(camera: Camera): void;
  128833. /**
  128834. * Dispose of the pipeline and stop all post processes
  128835. */
  128836. dispose(): void;
  128837. /**
  128838. * Serialize the rendering pipeline (Used when exporting)
  128839. * @returns the serialized object
  128840. */
  128841. serialize(): any;
  128842. /**
  128843. * Parse the serialized pipeline
  128844. * @param source Source pipeline.
  128845. * @param scene The scene to load the pipeline to.
  128846. * @param rootUrl The URL of the serialized pipeline.
  128847. * @returns An instantiated pipeline from the serialized object.
  128848. */
  128849. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  128850. }
  128851. }
  128852. declare module BABYLON {
  128853. /** @hidden */
  128854. export var lensHighlightsPixelShader: {
  128855. name: string;
  128856. shader: string;
  128857. };
  128858. }
  128859. declare module BABYLON {
  128860. /** @hidden */
  128861. export var depthOfFieldPixelShader: {
  128862. name: string;
  128863. shader: string;
  128864. };
  128865. }
  128866. declare module BABYLON {
  128867. /**
  128868. * BABYLON.JS Chromatic Aberration GLSL Shader
  128869. * Author: Olivier Guyot
  128870. * Separates very slightly R, G and B colors on the edges of the screen
  128871. * Inspired by Francois Tarlier & Martins Upitis
  128872. */
  128873. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  128874. /**
  128875. * @ignore
  128876. * The chromatic aberration PostProcess id in the pipeline
  128877. */
  128878. LensChromaticAberrationEffect: string;
  128879. /**
  128880. * @ignore
  128881. * The highlights enhancing PostProcess id in the pipeline
  128882. */
  128883. HighlightsEnhancingEffect: string;
  128884. /**
  128885. * @ignore
  128886. * The depth-of-field PostProcess id in the pipeline
  128887. */
  128888. LensDepthOfFieldEffect: string;
  128889. private _scene;
  128890. private _depthTexture;
  128891. private _grainTexture;
  128892. private _chromaticAberrationPostProcess;
  128893. private _highlightsPostProcess;
  128894. private _depthOfFieldPostProcess;
  128895. private _edgeBlur;
  128896. private _grainAmount;
  128897. private _chromaticAberration;
  128898. private _distortion;
  128899. private _highlightsGain;
  128900. private _highlightsThreshold;
  128901. private _dofDistance;
  128902. private _dofAperture;
  128903. private _dofDarken;
  128904. private _dofPentagon;
  128905. private _blurNoise;
  128906. /**
  128907. * @constructor
  128908. *
  128909. * Effect parameters are as follow:
  128910. * {
  128911. * chromatic_aberration: number; // from 0 to x (1 for realism)
  128912. * edge_blur: number; // from 0 to x (1 for realism)
  128913. * distortion: number; // from 0 to x (1 for realism)
  128914. * grain_amount: number; // from 0 to 1
  128915. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  128916. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  128917. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  128918. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  128919. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  128920. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  128921. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  128922. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  128923. * }
  128924. * Note: if an effect parameter is unset, effect is disabled
  128925. *
  128926. * @param name The rendering pipeline name
  128927. * @param parameters - An object containing all parameters (see above)
  128928. * @param scene The scene linked to this pipeline
  128929. * @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)
  128930. * @param cameras The array of cameras that the rendering pipeline will be attached to
  128931. */
  128932. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  128933. /**
  128934. * Get the class name
  128935. * @returns "LensRenderingPipeline"
  128936. */
  128937. getClassName(): string;
  128938. /**
  128939. * Gets associated scene
  128940. */
  128941. readonly scene: Scene;
  128942. /**
  128943. * Gets or sets the edge blur
  128944. */
  128945. edgeBlur: number;
  128946. /**
  128947. * Gets or sets the grain amount
  128948. */
  128949. grainAmount: number;
  128950. /**
  128951. * Gets or sets the chromatic aberration amount
  128952. */
  128953. chromaticAberration: number;
  128954. /**
  128955. * Gets or sets the depth of field aperture
  128956. */
  128957. dofAperture: number;
  128958. /**
  128959. * Gets or sets the edge distortion
  128960. */
  128961. edgeDistortion: number;
  128962. /**
  128963. * Gets or sets the depth of field distortion
  128964. */
  128965. dofDistortion: number;
  128966. /**
  128967. * Gets or sets the darken out of focus amount
  128968. */
  128969. darkenOutOfFocus: number;
  128970. /**
  128971. * Gets or sets a boolean indicating if blur noise is enabled
  128972. */
  128973. blurNoise: boolean;
  128974. /**
  128975. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  128976. */
  128977. pentagonBokeh: boolean;
  128978. /**
  128979. * Gets or sets the highlight grain amount
  128980. */
  128981. highlightsGain: number;
  128982. /**
  128983. * Gets or sets the highlight threshold
  128984. */
  128985. highlightsThreshold: number;
  128986. /**
  128987. * Sets the amount of blur at the edges
  128988. * @param amount blur amount
  128989. */
  128990. setEdgeBlur(amount: number): void;
  128991. /**
  128992. * Sets edge blur to 0
  128993. */
  128994. disableEdgeBlur(): void;
  128995. /**
  128996. * Sets the amout of grain
  128997. * @param amount Amount of grain
  128998. */
  128999. setGrainAmount(amount: number): void;
  129000. /**
  129001. * Set grain amount to 0
  129002. */
  129003. disableGrain(): void;
  129004. /**
  129005. * Sets the chromatic aberration amount
  129006. * @param amount amount of chromatic aberration
  129007. */
  129008. setChromaticAberration(amount: number): void;
  129009. /**
  129010. * Sets chromatic aberration amount to 0
  129011. */
  129012. disableChromaticAberration(): void;
  129013. /**
  129014. * Sets the EdgeDistortion amount
  129015. * @param amount amount of EdgeDistortion
  129016. */
  129017. setEdgeDistortion(amount: number): void;
  129018. /**
  129019. * Sets edge distortion to 0
  129020. */
  129021. disableEdgeDistortion(): void;
  129022. /**
  129023. * Sets the FocusDistance amount
  129024. * @param amount amount of FocusDistance
  129025. */
  129026. setFocusDistance(amount: number): void;
  129027. /**
  129028. * Disables depth of field
  129029. */
  129030. disableDepthOfField(): void;
  129031. /**
  129032. * Sets the Aperture amount
  129033. * @param amount amount of Aperture
  129034. */
  129035. setAperture(amount: number): void;
  129036. /**
  129037. * Sets the DarkenOutOfFocus amount
  129038. * @param amount amount of DarkenOutOfFocus
  129039. */
  129040. setDarkenOutOfFocus(amount: number): void;
  129041. private _pentagonBokehIsEnabled;
  129042. /**
  129043. * Creates a pentagon bokeh effect
  129044. */
  129045. enablePentagonBokeh(): void;
  129046. /**
  129047. * Disables the pentagon bokeh effect
  129048. */
  129049. disablePentagonBokeh(): void;
  129050. /**
  129051. * Enables noise blur
  129052. */
  129053. enableNoiseBlur(): void;
  129054. /**
  129055. * Disables noise blur
  129056. */
  129057. disableNoiseBlur(): void;
  129058. /**
  129059. * Sets the HighlightsGain amount
  129060. * @param amount amount of HighlightsGain
  129061. */
  129062. setHighlightsGain(amount: number): void;
  129063. /**
  129064. * Sets the HighlightsThreshold amount
  129065. * @param amount amount of HighlightsThreshold
  129066. */
  129067. setHighlightsThreshold(amount: number): void;
  129068. /**
  129069. * Disables highlights
  129070. */
  129071. disableHighlights(): void;
  129072. /**
  129073. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  129074. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  129075. */
  129076. dispose(disableDepthRender?: boolean): void;
  129077. private _createChromaticAberrationPostProcess;
  129078. private _createHighlightsPostProcess;
  129079. private _createDepthOfFieldPostProcess;
  129080. private _createGrainTexture;
  129081. }
  129082. }
  129083. declare module BABYLON {
  129084. /** @hidden */
  129085. export var ssao2PixelShader: {
  129086. name: string;
  129087. shader: string;
  129088. };
  129089. }
  129090. declare module BABYLON {
  129091. /** @hidden */
  129092. export var ssaoCombinePixelShader: {
  129093. name: string;
  129094. shader: string;
  129095. };
  129096. }
  129097. declare module BABYLON {
  129098. /**
  129099. * Render pipeline to produce ssao effect
  129100. */
  129101. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  129102. /**
  129103. * @ignore
  129104. * The PassPostProcess id in the pipeline that contains the original scene color
  129105. */
  129106. SSAOOriginalSceneColorEffect: string;
  129107. /**
  129108. * @ignore
  129109. * The SSAO PostProcess id in the pipeline
  129110. */
  129111. SSAORenderEffect: string;
  129112. /**
  129113. * @ignore
  129114. * The horizontal blur PostProcess id in the pipeline
  129115. */
  129116. SSAOBlurHRenderEffect: string;
  129117. /**
  129118. * @ignore
  129119. * The vertical blur PostProcess id in the pipeline
  129120. */
  129121. SSAOBlurVRenderEffect: string;
  129122. /**
  129123. * @ignore
  129124. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129125. */
  129126. SSAOCombineRenderEffect: string;
  129127. /**
  129128. * The output strength of the SSAO post-process. Default value is 1.0.
  129129. */
  129130. totalStrength: number;
  129131. /**
  129132. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  129133. */
  129134. maxZ: number;
  129135. /**
  129136. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  129137. */
  129138. minZAspect: number;
  129139. private _samples;
  129140. /**
  129141. * Number of samples used for the SSAO calculations. Default value is 8
  129142. */
  129143. samples: number;
  129144. private _textureSamples;
  129145. /**
  129146. * Number of samples to use for antialiasing
  129147. */
  129148. textureSamples: number;
  129149. /**
  129150. * Ratio object used for SSAO ratio and blur ratio
  129151. */
  129152. private _ratio;
  129153. /**
  129154. * Dynamically generated sphere sampler.
  129155. */
  129156. private _sampleSphere;
  129157. /**
  129158. * Blur filter offsets
  129159. */
  129160. private _samplerOffsets;
  129161. private _expensiveBlur;
  129162. /**
  129163. * If bilateral blur should be used
  129164. */
  129165. expensiveBlur: boolean;
  129166. /**
  129167. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  129168. */
  129169. radius: number;
  129170. /**
  129171. * The base color of the SSAO post-process
  129172. * The final result is "base + ssao" between [0, 1]
  129173. */
  129174. base: number;
  129175. /**
  129176. * Support test.
  129177. */
  129178. static readonly IsSupported: boolean;
  129179. private _scene;
  129180. private _depthTexture;
  129181. private _normalTexture;
  129182. private _randomTexture;
  129183. private _originalColorPostProcess;
  129184. private _ssaoPostProcess;
  129185. private _blurHPostProcess;
  129186. private _blurVPostProcess;
  129187. private _ssaoCombinePostProcess;
  129188. private _firstUpdate;
  129189. /**
  129190. * Gets active scene
  129191. */
  129192. readonly scene: Scene;
  129193. /**
  129194. * @constructor
  129195. * @param name The rendering pipeline name
  129196. * @param scene The scene linked to this pipeline
  129197. * @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 }
  129198. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129199. */
  129200. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129201. /**
  129202. * Get the class name
  129203. * @returns "SSAO2RenderingPipeline"
  129204. */
  129205. getClassName(): string;
  129206. /**
  129207. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129208. */
  129209. dispose(disableGeometryBufferRenderer?: boolean): void;
  129210. private _createBlurPostProcess;
  129211. /** @hidden */
  129212. _rebuild(): void;
  129213. private _bits;
  129214. private _radicalInverse_VdC;
  129215. private _hammersley;
  129216. private _hemisphereSample_uniform;
  129217. private _generateHemisphere;
  129218. private _createSSAOPostProcess;
  129219. private _createSSAOCombinePostProcess;
  129220. private _createRandomTexture;
  129221. /**
  129222. * Serialize the rendering pipeline (Used when exporting)
  129223. * @returns the serialized object
  129224. */
  129225. serialize(): any;
  129226. /**
  129227. * Parse the serialized pipeline
  129228. * @param source Source pipeline.
  129229. * @param scene The scene to load the pipeline to.
  129230. * @param rootUrl The URL of the serialized pipeline.
  129231. * @returns An instantiated pipeline from the serialized object.
  129232. */
  129233. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  129234. }
  129235. }
  129236. declare module BABYLON {
  129237. /** @hidden */
  129238. export var ssaoPixelShader: {
  129239. name: string;
  129240. shader: string;
  129241. };
  129242. }
  129243. declare module BABYLON {
  129244. /**
  129245. * Render pipeline to produce ssao effect
  129246. */
  129247. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  129248. /**
  129249. * @ignore
  129250. * The PassPostProcess id in the pipeline that contains the original scene color
  129251. */
  129252. SSAOOriginalSceneColorEffect: string;
  129253. /**
  129254. * @ignore
  129255. * The SSAO PostProcess id in the pipeline
  129256. */
  129257. SSAORenderEffect: string;
  129258. /**
  129259. * @ignore
  129260. * The horizontal blur PostProcess id in the pipeline
  129261. */
  129262. SSAOBlurHRenderEffect: string;
  129263. /**
  129264. * @ignore
  129265. * The vertical blur PostProcess id in the pipeline
  129266. */
  129267. SSAOBlurVRenderEffect: string;
  129268. /**
  129269. * @ignore
  129270. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129271. */
  129272. SSAOCombineRenderEffect: string;
  129273. /**
  129274. * The output strength of the SSAO post-process. Default value is 1.0.
  129275. */
  129276. totalStrength: number;
  129277. /**
  129278. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  129279. */
  129280. radius: number;
  129281. /**
  129282. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  129283. * Must not be equal to fallOff and superior to fallOff.
  129284. * Default value is 0.0075
  129285. */
  129286. area: number;
  129287. /**
  129288. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  129289. * Must not be equal to area and inferior to area.
  129290. * Default value is 0.000001
  129291. */
  129292. fallOff: number;
  129293. /**
  129294. * The base color of the SSAO post-process
  129295. * The final result is "base + ssao" between [0, 1]
  129296. */
  129297. base: number;
  129298. private _scene;
  129299. private _depthTexture;
  129300. private _randomTexture;
  129301. private _originalColorPostProcess;
  129302. private _ssaoPostProcess;
  129303. private _blurHPostProcess;
  129304. private _blurVPostProcess;
  129305. private _ssaoCombinePostProcess;
  129306. private _firstUpdate;
  129307. /**
  129308. * Gets active scene
  129309. */
  129310. readonly scene: Scene;
  129311. /**
  129312. * @constructor
  129313. * @param name - The rendering pipeline name
  129314. * @param scene - The scene linked to this pipeline
  129315. * @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 }
  129316. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  129317. */
  129318. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129319. /**
  129320. * Get the class name
  129321. * @returns "SSAORenderingPipeline"
  129322. */
  129323. getClassName(): string;
  129324. /**
  129325. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129326. */
  129327. dispose(disableDepthRender?: boolean): void;
  129328. private _createBlurPostProcess;
  129329. /** @hidden */
  129330. _rebuild(): void;
  129331. private _createSSAOPostProcess;
  129332. private _createSSAOCombinePostProcess;
  129333. private _createRandomTexture;
  129334. }
  129335. }
  129336. declare module BABYLON {
  129337. /** @hidden */
  129338. export var standardPixelShader: {
  129339. name: string;
  129340. shader: string;
  129341. };
  129342. }
  129343. declare module BABYLON {
  129344. /**
  129345. * Standard rendering pipeline
  129346. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129347. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  129348. */
  129349. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129350. /**
  129351. * Public members
  129352. */
  129353. /**
  129354. * Post-process which contains the original scene color before the pipeline applies all the effects
  129355. */
  129356. originalPostProcess: Nullable<PostProcess>;
  129357. /**
  129358. * Post-process used to down scale an image x4
  129359. */
  129360. downSampleX4PostProcess: Nullable<PostProcess>;
  129361. /**
  129362. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  129363. */
  129364. brightPassPostProcess: Nullable<PostProcess>;
  129365. /**
  129366. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  129367. */
  129368. blurHPostProcesses: PostProcess[];
  129369. /**
  129370. * Post-process array storing all the vertical blur post-processes used by the pipeline
  129371. */
  129372. blurVPostProcesses: PostProcess[];
  129373. /**
  129374. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  129375. */
  129376. textureAdderPostProcess: Nullable<PostProcess>;
  129377. /**
  129378. * Post-process used to create volumetric lighting effect
  129379. */
  129380. volumetricLightPostProcess: Nullable<PostProcess>;
  129381. /**
  129382. * Post-process used to smooth the previous volumetric light post-process on the X axis
  129383. */
  129384. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  129385. /**
  129386. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  129387. */
  129388. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  129389. /**
  129390. * Post-process used to merge the volumetric light effect and the real scene color
  129391. */
  129392. volumetricLightMergePostProces: Nullable<PostProcess>;
  129393. /**
  129394. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  129395. */
  129396. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  129397. /**
  129398. * Base post-process used to calculate the average luminance of the final image for HDR
  129399. */
  129400. luminancePostProcess: Nullable<PostProcess>;
  129401. /**
  129402. * Post-processes used to create down sample post-processes in order to get
  129403. * the average luminance of the final image for HDR
  129404. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  129405. */
  129406. luminanceDownSamplePostProcesses: PostProcess[];
  129407. /**
  129408. * Post-process used to create a HDR effect (light adaptation)
  129409. */
  129410. hdrPostProcess: Nullable<PostProcess>;
  129411. /**
  129412. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  129413. */
  129414. textureAdderFinalPostProcess: Nullable<PostProcess>;
  129415. /**
  129416. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  129417. */
  129418. lensFlareFinalPostProcess: Nullable<PostProcess>;
  129419. /**
  129420. * Post-process used to merge the final HDR post-process and the real scene color
  129421. */
  129422. hdrFinalPostProcess: Nullable<PostProcess>;
  129423. /**
  129424. * Post-process used to create a lens flare effect
  129425. */
  129426. lensFlarePostProcess: Nullable<PostProcess>;
  129427. /**
  129428. * Post-process that merges the result of the lens flare post-process and the real scene color
  129429. */
  129430. lensFlareComposePostProcess: Nullable<PostProcess>;
  129431. /**
  129432. * Post-process used to create a motion blur effect
  129433. */
  129434. motionBlurPostProcess: Nullable<PostProcess>;
  129435. /**
  129436. * Post-process used to create a depth of field effect
  129437. */
  129438. depthOfFieldPostProcess: Nullable<PostProcess>;
  129439. /**
  129440. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129441. */
  129442. fxaaPostProcess: Nullable<FxaaPostProcess>;
  129443. /**
  129444. * Represents the brightness threshold in order to configure the illuminated surfaces
  129445. */
  129446. brightThreshold: number;
  129447. /**
  129448. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  129449. */
  129450. blurWidth: number;
  129451. /**
  129452. * Sets if the blur for highlighted surfaces must be only horizontal
  129453. */
  129454. horizontalBlur: boolean;
  129455. /**
  129456. * Gets the overall exposure used by the pipeline
  129457. */
  129458. /**
  129459. * Sets the overall exposure used by the pipeline
  129460. */
  129461. exposure: number;
  129462. /**
  129463. * Texture used typically to simulate "dirty" on camera lens
  129464. */
  129465. lensTexture: Nullable<Texture>;
  129466. /**
  129467. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  129468. */
  129469. volumetricLightCoefficient: number;
  129470. /**
  129471. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  129472. */
  129473. volumetricLightPower: number;
  129474. /**
  129475. * Used the set the blur intensity to smooth the volumetric lights
  129476. */
  129477. volumetricLightBlurScale: number;
  129478. /**
  129479. * Light (spot or directional) used to generate the volumetric lights rays
  129480. * The source light must have a shadow generate so the pipeline can get its
  129481. * depth map
  129482. */
  129483. sourceLight: Nullable<SpotLight | DirectionalLight>;
  129484. /**
  129485. * For eye adaptation, represents the minimum luminance the eye can see
  129486. */
  129487. hdrMinimumLuminance: number;
  129488. /**
  129489. * For eye adaptation, represents the decrease luminance speed
  129490. */
  129491. hdrDecreaseRate: number;
  129492. /**
  129493. * For eye adaptation, represents the increase luminance speed
  129494. */
  129495. hdrIncreaseRate: number;
  129496. /**
  129497. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  129498. */
  129499. /**
  129500. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  129501. */
  129502. hdrAutoExposure: boolean;
  129503. /**
  129504. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  129505. */
  129506. lensColorTexture: Nullable<Texture>;
  129507. /**
  129508. * The overall strengh for the lens flare effect
  129509. */
  129510. lensFlareStrength: number;
  129511. /**
  129512. * Dispersion coefficient for lens flare ghosts
  129513. */
  129514. lensFlareGhostDispersal: number;
  129515. /**
  129516. * Main lens flare halo width
  129517. */
  129518. lensFlareHaloWidth: number;
  129519. /**
  129520. * Based on the lens distortion effect, defines how much the lens flare result
  129521. * is distorted
  129522. */
  129523. lensFlareDistortionStrength: number;
  129524. /**
  129525. * Configures the blur intensity used for for lens flare (halo)
  129526. */
  129527. lensFlareBlurWidth: number;
  129528. /**
  129529. * Lens star texture must be used to simulate rays on the flares and is available
  129530. * in the documentation
  129531. */
  129532. lensStarTexture: Nullable<Texture>;
  129533. /**
  129534. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  129535. * flare effect by taking account of the dirt texture
  129536. */
  129537. lensFlareDirtTexture: Nullable<Texture>;
  129538. /**
  129539. * Represents the focal length for the depth of field effect
  129540. */
  129541. depthOfFieldDistance: number;
  129542. /**
  129543. * Represents the blur intensity for the blurred part of the depth of field effect
  129544. */
  129545. depthOfFieldBlurWidth: number;
  129546. /**
  129547. * Gets how much the image is blurred by the movement while using the motion blur post-process
  129548. */
  129549. /**
  129550. * Sets how much the image is blurred by the movement while using the motion blur post-process
  129551. */
  129552. motionStrength: number;
  129553. /**
  129554. * Gets wether or not the motion blur post-process is object based or screen based.
  129555. */
  129556. /**
  129557. * Sets wether or not the motion blur post-process should be object based or screen based
  129558. */
  129559. objectBasedMotionBlur: boolean;
  129560. /**
  129561. * List of animations for the pipeline (IAnimatable implementation)
  129562. */
  129563. animations: Animation[];
  129564. /**
  129565. * Private members
  129566. */
  129567. private _scene;
  129568. private _currentDepthOfFieldSource;
  129569. private _basePostProcess;
  129570. private _fixedExposure;
  129571. private _currentExposure;
  129572. private _hdrAutoExposure;
  129573. private _hdrCurrentLuminance;
  129574. private _motionStrength;
  129575. private _isObjectBasedMotionBlur;
  129576. private _floatTextureType;
  129577. private _camerasToBeAttached;
  129578. private _ratio;
  129579. private _bloomEnabled;
  129580. private _depthOfFieldEnabled;
  129581. private _vlsEnabled;
  129582. private _lensFlareEnabled;
  129583. private _hdrEnabled;
  129584. private _motionBlurEnabled;
  129585. private _fxaaEnabled;
  129586. private _motionBlurSamples;
  129587. private _volumetricLightStepsCount;
  129588. private _samples;
  129589. /**
  129590. * @ignore
  129591. * Specifies if the bloom pipeline is enabled
  129592. */
  129593. BloomEnabled: boolean;
  129594. /**
  129595. * @ignore
  129596. * Specifies if the depth of field pipeline is enabed
  129597. */
  129598. DepthOfFieldEnabled: boolean;
  129599. /**
  129600. * @ignore
  129601. * Specifies if the lens flare pipeline is enabed
  129602. */
  129603. LensFlareEnabled: boolean;
  129604. /**
  129605. * @ignore
  129606. * Specifies if the HDR pipeline is enabled
  129607. */
  129608. HDREnabled: boolean;
  129609. /**
  129610. * @ignore
  129611. * Specifies if the volumetric lights scattering effect is enabled
  129612. */
  129613. VLSEnabled: boolean;
  129614. /**
  129615. * @ignore
  129616. * Specifies if the motion blur effect is enabled
  129617. */
  129618. MotionBlurEnabled: boolean;
  129619. /**
  129620. * Specifies if anti-aliasing is enabled
  129621. */
  129622. fxaaEnabled: boolean;
  129623. /**
  129624. * Specifies the number of steps used to calculate the volumetric lights
  129625. * Typically in interval [50, 200]
  129626. */
  129627. volumetricLightStepsCount: number;
  129628. /**
  129629. * Specifies the number of samples used for the motion blur effect
  129630. * Typically in interval [16, 64]
  129631. */
  129632. motionBlurSamples: number;
  129633. /**
  129634. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129635. */
  129636. samples: number;
  129637. /**
  129638. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129639. * @constructor
  129640. * @param name The rendering pipeline name
  129641. * @param scene The scene linked to this pipeline
  129642. * @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)
  129643. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  129644. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129645. */
  129646. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  129647. private _buildPipeline;
  129648. private _createDownSampleX4PostProcess;
  129649. private _createBrightPassPostProcess;
  129650. private _createBlurPostProcesses;
  129651. private _createTextureAdderPostProcess;
  129652. private _createVolumetricLightPostProcess;
  129653. private _createLuminancePostProcesses;
  129654. private _createHdrPostProcess;
  129655. private _createLensFlarePostProcess;
  129656. private _createDepthOfFieldPostProcess;
  129657. private _createMotionBlurPostProcess;
  129658. private _getDepthTexture;
  129659. private _disposePostProcesses;
  129660. /**
  129661. * Dispose of the pipeline and stop all post processes
  129662. */
  129663. dispose(): void;
  129664. /**
  129665. * Serialize the rendering pipeline (Used when exporting)
  129666. * @returns the serialized object
  129667. */
  129668. serialize(): any;
  129669. /**
  129670. * Parse the serialized pipeline
  129671. * @param source Source pipeline.
  129672. * @param scene The scene to load the pipeline to.
  129673. * @param rootUrl The URL of the serialized pipeline.
  129674. * @returns An instantiated pipeline from the serialized object.
  129675. */
  129676. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  129677. /**
  129678. * Luminance steps
  129679. */
  129680. static LuminanceSteps: number;
  129681. }
  129682. }
  129683. declare module BABYLON {
  129684. /** @hidden */
  129685. export var tonemapPixelShader: {
  129686. name: string;
  129687. shader: string;
  129688. };
  129689. }
  129690. declare module BABYLON {
  129691. /** Defines operator used for tonemapping */
  129692. export enum TonemappingOperator {
  129693. /** Hable */
  129694. Hable = 0,
  129695. /** Reinhard */
  129696. Reinhard = 1,
  129697. /** HejiDawson */
  129698. HejiDawson = 2,
  129699. /** Photographic */
  129700. Photographic = 3
  129701. }
  129702. /**
  129703. * Defines a post process to apply tone mapping
  129704. */
  129705. export class TonemapPostProcess extends PostProcess {
  129706. private _operator;
  129707. /** Defines the required exposure adjustement */
  129708. exposureAdjustment: number;
  129709. /**
  129710. * Creates a new TonemapPostProcess
  129711. * @param name defines the name of the postprocess
  129712. * @param _operator defines the operator to use
  129713. * @param exposureAdjustment defines the required exposure adjustement
  129714. * @param camera defines the camera to use (can be null)
  129715. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  129716. * @param engine defines the hosting engine (can be ignore if camera is set)
  129717. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  129718. */
  129719. constructor(name: string, _operator: TonemappingOperator,
  129720. /** Defines the required exposure adjustement */
  129721. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  129722. }
  129723. }
  129724. declare module BABYLON {
  129725. /** @hidden */
  129726. export var depthVertexShader: {
  129727. name: string;
  129728. shader: string;
  129729. };
  129730. }
  129731. declare module BABYLON {
  129732. /** @hidden */
  129733. export var volumetricLightScatteringPixelShader: {
  129734. name: string;
  129735. shader: string;
  129736. };
  129737. }
  129738. declare module BABYLON {
  129739. /** @hidden */
  129740. export var volumetricLightScatteringPassVertexShader: {
  129741. name: string;
  129742. shader: string;
  129743. };
  129744. }
  129745. declare module BABYLON {
  129746. /** @hidden */
  129747. export var volumetricLightScatteringPassPixelShader: {
  129748. name: string;
  129749. shader: string;
  129750. };
  129751. }
  129752. declare module BABYLON {
  129753. /**
  129754. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  129755. */
  129756. export class VolumetricLightScatteringPostProcess extends PostProcess {
  129757. private _volumetricLightScatteringPass;
  129758. private _volumetricLightScatteringRTT;
  129759. private _viewPort;
  129760. private _screenCoordinates;
  129761. private _cachedDefines;
  129762. /**
  129763. * If not undefined, the mesh position is computed from the attached node position
  129764. */
  129765. attachedNode: {
  129766. position: Vector3;
  129767. };
  129768. /**
  129769. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  129770. */
  129771. customMeshPosition: Vector3;
  129772. /**
  129773. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  129774. */
  129775. useCustomMeshPosition: boolean;
  129776. /**
  129777. * If the post-process should inverse the light scattering direction
  129778. */
  129779. invert: boolean;
  129780. /**
  129781. * The internal mesh used by the post-process
  129782. */
  129783. mesh: Mesh;
  129784. /**
  129785. * @hidden
  129786. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  129787. */
  129788. useDiffuseColor: boolean;
  129789. /**
  129790. * Array containing the excluded meshes not rendered in the internal pass
  129791. */
  129792. excludedMeshes: AbstractMesh[];
  129793. /**
  129794. * Controls the overall intensity of the post-process
  129795. */
  129796. exposure: number;
  129797. /**
  129798. * Dissipates each sample's contribution in range [0, 1]
  129799. */
  129800. decay: number;
  129801. /**
  129802. * Controls the overall intensity of each sample
  129803. */
  129804. weight: number;
  129805. /**
  129806. * Controls the density of each sample
  129807. */
  129808. density: number;
  129809. /**
  129810. * @constructor
  129811. * @param name The post-process name
  129812. * @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)
  129813. * @param camera The camera that the post-process will be attached to
  129814. * @param mesh The mesh used to create the light scattering
  129815. * @param samples The post-process quality, default 100
  129816. * @param samplingModeThe post-process filtering mode
  129817. * @param engine The babylon engine
  129818. * @param reusable If the post-process is reusable
  129819. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  129820. */
  129821. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  129822. /**
  129823. * Returns the string "VolumetricLightScatteringPostProcess"
  129824. * @returns "VolumetricLightScatteringPostProcess"
  129825. */
  129826. getClassName(): string;
  129827. private _isReady;
  129828. /**
  129829. * Sets the new light position for light scattering effect
  129830. * @param position The new custom light position
  129831. */
  129832. setCustomMeshPosition(position: Vector3): void;
  129833. /**
  129834. * Returns the light position for light scattering effect
  129835. * @return Vector3 The custom light position
  129836. */
  129837. getCustomMeshPosition(): Vector3;
  129838. /**
  129839. * Disposes the internal assets and detaches the post-process from the camera
  129840. */
  129841. dispose(camera: Camera): void;
  129842. /**
  129843. * Returns the render target texture used by the post-process
  129844. * @return the render target texture used by the post-process
  129845. */
  129846. getPass(): RenderTargetTexture;
  129847. private _meshExcluded;
  129848. private _createPass;
  129849. private _updateMeshScreenCoordinates;
  129850. /**
  129851. * Creates a default mesh for the Volumeric Light Scattering post-process
  129852. * @param name The mesh name
  129853. * @param scene The scene where to create the mesh
  129854. * @return the default mesh
  129855. */
  129856. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  129857. }
  129858. }
  129859. declare module BABYLON {
  129860. interface Scene {
  129861. /** @hidden (Backing field) */
  129862. _boundingBoxRenderer: BoundingBoxRenderer;
  129863. /** @hidden (Backing field) */
  129864. _forceShowBoundingBoxes: boolean;
  129865. /**
  129866. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  129867. */
  129868. forceShowBoundingBoxes: boolean;
  129869. /**
  129870. * Gets the bounding box renderer associated with the scene
  129871. * @returns a BoundingBoxRenderer
  129872. */
  129873. getBoundingBoxRenderer(): BoundingBoxRenderer;
  129874. }
  129875. interface AbstractMesh {
  129876. /** @hidden (Backing field) */
  129877. _showBoundingBox: boolean;
  129878. /**
  129879. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  129880. */
  129881. showBoundingBox: boolean;
  129882. }
  129883. /**
  129884. * Component responsible of rendering the bounding box of the meshes in a scene.
  129885. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  129886. */
  129887. export class BoundingBoxRenderer implements ISceneComponent {
  129888. /**
  129889. * The component name helpfull to identify the component in the list of scene components.
  129890. */
  129891. readonly name: string;
  129892. /**
  129893. * The scene the component belongs to.
  129894. */
  129895. scene: Scene;
  129896. /**
  129897. * Color of the bounding box lines placed in front of an object
  129898. */
  129899. frontColor: Color3;
  129900. /**
  129901. * Color of the bounding box lines placed behind an object
  129902. */
  129903. backColor: Color3;
  129904. /**
  129905. * Defines if the renderer should show the back lines or not
  129906. */
  129907. showBackLines: boolean;
  129908. /**
  129909. * @hidden
  129910. */
  129911. renderList: SmartArray<BoundingBox>;
  129912. private _colorShader;
  129913. private _vertexBuffers;
  129914. private _indexBuffer;
  129915. private _fillIndexBuffer;
  129916. private _fillIndexData;
  129917. /**
  129918. * Instantiates a new bounding box renderer in a scene.
  129919. * @param scene the scene the renderer renders in
  129920. */
  129921. constructor(scene: Scene);
  129922. /**
  129923. * Registers the component in a given scene
  129924. */
  129925. register(): void;
  129926. private _evaluateSubMesh;
  129927. private _activeMesh;
  129928. private _prepareRessources;
  129929. private _createIndexBuffer;
  129930. /**
  129931. * Rebuilds the elements related to this component in case of
  129932. * context lost for instance.
  129933. */
  129934. rebuild(): void;
  129935. /**
  129936. * @hidden
  129937. */
  129938. reset(): void;
  129939. /**
  129940. * Render the bounding boxes of a specific rendering group
  129941. * @param renderingGroupId defines the rendering group to render
  129942. */
  129943. render(renderingGroupId: number): void;
  129944. /**
  129945. * In case of occlusion queries, we can render the occlusion bounding box through this method
  129946. * @param mesh Define the mesh to render the occlusion bounding box for
  129947. */
  129948. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  129949. /**
  129950. * Dispose and release the resources attached to this renderer.
  129951. */
  129952. dispose(): void;
  129953. }
  129954. }
  129955. declare module BABYLON {
  129956. /** @hidden */
  129957. export var depthPixelShader: {
  129958. name: string;
  129959. shader: string;
  129960. };
  129961. }
  129962. declare module BABYLON {
  129963. /**
  129964. * This represents a depth renderer in Babylon.
  129965. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  129966. */
  129967. export class DepthRenderer {
  129968. private _scene;
  129969. private _depthMap;
  129970. private _effect;
  129971. private readonly _storeNonLinearDepth;
  129972. private readonly _clearColor;
  129973. /** Get if the depth renderer is using packed depth or not */
  129974. readonly isPacked: boolean;
  129975. private _cachedDefines;
  129976. private _camera;
  129977. /**
  129978. * Specifiess that the depth renderer will only be used within
  129979. * the camera it is created for.
  129980. * This can help forcing its rendering during the camera processing.
  129981. */
  129982. useOnlyInActiveCamera: boolean;
  129983. /** @hidden */
  129984. static _SceneComponentInitialization: (scene: Scene) => void;
  129985. /**
  129986. * Instantiates a depth renderer
  129987. * @param scene The scene the renderer belongs to
  129988. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  129989. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  129990. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129991. */
  129992. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  129993. /**
  129994. * Creates the depth rendering effect and checks if the effect is ready.
  129995. * @param subMesh The submesh to be used to render the depth map of
  129996. * @param useInstances If multiple world instances should be used
  129997. * @returns if the depth renderer is ready to render the depth map
  129998. */
  129999. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130000. /**
  130001. * Gets the texture which the depth map will be written to.
  130002. * @returns The depth map texture
  130003. */
  130004. getDepthMap(): RenderTargetTexture;
  130005. /**
  130006. * Disposes of the depth renderer.
  130007. */
  130008. dispose(): void;
  130009. }
  130010. }
  130011. declare module BABYLON {
  130012. interface Scene {
  130013. /** @hidden (Backing field) */
  130014. _depthRenderer: {
  130015. [id: string]: DepthRenderer;
  130016. };
  130017. /**
  130018. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  130019. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  130020. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  130021. * @returns the created depth renderer
  130022. */
  130023. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  130024. /**
  130025. * Disables a depth renderer for a given camera
  130026. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  130027. */
  130028. disableDepthRenderer(camera?: Nullable<Camera>): void;
  130029. }
  130030. /**
  130031. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  130032. * in several rendering techniques.
  130033. */
  130034. export class DepthRendererSceneComponent implements ISceneComponent {
  130035. /**
  130036. * The component name helpfull to identify the component in the list of scene components.
  130037. */
  130038. readonly name: string;
  130039. /**
  130040. * The scene the component belongs to.
  130041. */
  130042. scene: Scene;
  130043. /**
  130044. * Creates a new instance of the component for the given scene
  130045. * @param scene Defines the scene to register the component in
  130046. */
  130047. constructor(scene: Scene);
  130048. /**
  130049. * Registers the component in a given scene
  130050. */
  130051. register(): void;
  130052. /**
  130053. * Rebuilds the elements related to this component in case of
  130054. * context lost for instance.
  130055. */
  130056. rebuild(): void;
  130057. /**
  130058. * Disposes the component and the associated ressources
  130059. */
  130060. dispose(): void;
  130061. private _gatherRenderTargets;
  130062. private _gatherActiveCameraRenderTargets;
  130063. }
  130064. }
  130065. declare module BABYLON {
  130066. /** @hidden */
  130067. export var outlinePixelShader: {
  130068. name: string;
  130069. shader: string;
  130070. };
  130071. }
  130072. declare module BABYLON {
  130073. /** @hidden */
  130074. export var outlineVertexShader: {
  130075. name: string;
  130076. shader: string;
  130077. };
  130078. }
  130079. declare module BABYLON {
  130080. interface Scene {
  130081. /** @hidden */
  130082. _outlineRenderer: OutlineRenderer;
  130083. /**
  130084. * Gets the outline renderer associated with the scene
  130085. * @returns a OutlineRenderer
  130086. */
  130087. getOutlineRenderer(): OutlineRenderer;
  130088. }
  130089. interface AbstractMesh {
  130090. /** @hidden (Backing field) */
  130091. _renderOutline: boolean;
  130092. /**
  130093. * Gets or sets a boolean indicating if the outline must be rendered as well
  130094. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  130095. */
  130096. renderOutline: boolean;
  130097. /** @hidden (Backing field) */
  130098. _renderOverlay: boolean;
  130099. /**
  130100. * Gets or sets a boolean indicating if the overlay must be rendered as well
  130101. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  130102. */
  130103. renderOverlay: boolean;
  130104. }
  130105. /**
  130106. * This class is responsible to draw bothe outline/overlay of meshes.
  130107. * It should not be used directly but through the available method on mesh.
  130108. */
  130109. export class OutlineRenderer implements ISceneComponent {
  130110. /**
  130111. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  130112. */
  130113. private static _StencilReference;
  130114. /**
  130115. * The name of the component. Each component must have a unique name.
  130116. */
  130117. name: string;
  130118. /**
  130119. * The scene the component belongs to.
  130120. */
  130121. scene: Scene;
  130122. /**
  130123. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  130124. */
  130125. zOffset: number;
  130126. private _engine;
  130127. private _effect;
  130128. private _cachedDefines;
  130129. private _savedDepthWrite;
  130130. /**
  130131. * Instantiates a new outline renderer. (There could be only one per scene).
  130132. * @param scene Defines the scene it belongs to
  130133. */
  130134. constructor(scene: Scene);
  130135. /**
  130136. * Register the component to one instance of a scene.
  130137. */
  130138. register(): void;
  130139. /**
  130140. * Rebuilds the elements related to this component in case of
  130141. * context lost for instance.
  130142. */
  130143. rebuild(): void;
  130144. /**
  130145. * Disposes the component and the associated ressources.
  130146. */
  130147. dispose(): void;
  130148. /**
  130149. * Renders the outline in the canvas.
  130150. * @param subMesh Defines the sumesh to render
  130151. * @param batch Defines the batch of meshes in case of instances
  130152. * @param useOverlay Defines if the rendering is for the overlay or the outline
  130153. */
  130154. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  130155. /**
  130156. * Returns whether or not the outline renderer is ready for a given submesh.
  130157. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  130158. * @param subMesh Defines the submesh to check readyness for
  130159. * @param useInstances Defines wheter wee are trying to render instances or not
  130160. * @returns true if ready otherwise false
  130161. */
  130162. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130163. private _beforeRenderingMesh;
  130164. private _afterRenderingMesh;
  130165. }
  130166. }
  130167. declare module BABYLON {
  130168. /**
  130169. * Class used to manage multiple sprites of different sizes on the same spritesheet
  130170. * @see http://doc.babylonjs.com/babylon101/sprites
  130171. */
  130172. export class SpritePackedManager extends SpriteManager {
  130173. /** defines the packed manager's name */
  130174. name: string;
  130175. /**
  130176. * Creates a new sprite manager from a packed sprite sheet
  130177. * @param name defines the manager's name
  130178. * @param imgUrl defines the sprite sheet url
  130179. * @param capacity defines the maximum allowed number of sprites
  130180. * @param scene defines the hosting scene
  130181. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  130182. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  130183. * @param samplingMode defines the smapling mode to use with spritesheet
  130184. * @param fromPacked set to true; do not alter
  130185. */
  130186. constructor(
  130187. /** defines the packed manager's name */
  130188. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  130189. }
  130190. }
  130191. declare module BABYLON {
  130192. /**
  130193. * Defines the list of states available for a task inside a AssetsManager
  130194. */
  130195. export enum AssetTaskState {
  130196. /**
  130197. * Initialization
  130198. */
  130199. INIT = 0,
  130200. /**
  130201. * Running
  130202. */
  130203. RUNNING = 1,
  130204. /**
  130205. * Done
  130206. */
  130207. DONE = 2,
  130208. /**
  130209. * Error
  130210. */
  130211. ERROR = 3
  130212. }
  130213. /**
  130214. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  130215. */
  130216. export abstract class AbstractAssetTask {
  130217. /**
  130218. * Task name
  130219. */ name: string;
  130220. /**
  130221. * Callback called when the task is successful
  130222. */
  130223. onSuccess: (task: any) => void;
  130224. /**
  130225. * Callback called when the task is not successful
  130226. */
  130227. onError: (task: any, message?: string, exception?: any) => void;
  130228. /**
  130229. * Creates a new AssetsManager
  130230. * @param name defines the name of the task
  130231. */
  130232. constructor(
  130233. /**
  130234. * Task name
  130235. */ name: string);
  130236. private _isCompleted;
  130237. private _taskState;
  130238. private _errorObject;
  130239. /**
  130240. * Get if the task is completed
  130241. */
  130242. readonly isCompleted: boolean;
  130243. /**
  130244. * Gets the current state of the task
  130245. */
  130246. readonly taskState: AssetTaskState;
  130247. /**
  130248. * Gets the current error object (if task is in error)
  130249. */
  130250. readonly errorObject: {
  130251. message?: string;
  130252. exception?: any;
  130253. };
  130254. /**
  130255. * Internal only
  130256. * @hidden
  130257. */
  130258. _setErrorObject(message?: string, exception?: any): void;
  130259. /**
  130260. * Execute the current task
  130261. * @param scene defines the scene where you want your assets to be loaded
  130262. * @param onSuccess is a callback called when the task is successfully executed
  130263. * @param onError is a callback called if an error occurs
  130264. */
  130265. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130266. /**
  130267. * Execute the current task
  130268. * @param scene defines the scene where you want your assets to be loaded
  130269. * @param onSuccess is a callback called when the task is successfully executed
  130270. * @param onError is a callback called if an error occurs
  130271. */
  130272. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130273. /**
  130274. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  130275. * This can be used with failed tasks that have the reason for failure fixed.
  130276. */
  130277. reset(): void;
  130278. private onErrorCallback;
  130279. private onDoneCallback;
  130280. }
  130281. /**
  130282. * Define the interface used by progress events raised during assets loading
  130283. */
  130284. export interface IAssetsProgressEvent {
  130285. /**
  130286. * Defines the number of remaining tasks to process
  130287. */
  130288. remainingCount: number;
  130289. /**
  130290. * Defines the total number of tasks
  130291. */
  130292. totalCount: number;
  130293. /**
  130294. * Defines the task that was just processed
  130295. */
  130296. task: AbstractAssetTask;
  130297. }
  130298. /**
  130299. * Class used to share progress information about assets loading
  130300. */
  130301. export class AssetsProgressEvent implements IAssetsProgressEvent {
  130302. /**
  130303. * Defines the number of remaining tasks to process
  130304. */
  130305. remainingCount: number;
  130306. /**
  130307. * Defines the total number of tasks
  130308. */
  130309. totalCount: number;
  130310. /**
  130311. * Defines the task that was just processed
  130312. */
  130313. task: AbstractAssetTask;
  130314. /**
  130315. * Creates a AssetsProgressEvent
  130316. * @param remainingCount defines the number of remaining tasks to process
  130317. * @param totalCount defines the total number of tasks
  130318. * @param task defines the task that was just processed
  130319. */
  130320. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  130321. }
  130322. /**
  130323. * Define a task used by AssetsManager to load meshes
  130324. */
  130325. export class MeshAssetTask extends AbstractAssetTask {
  130326. /**
  130327. * Defines the name of the task
  130328. */
  130329. name: string;
  130330. /**
  130331. * Defines the list of mesh's names you want to load
  130332. */
  130333. meshesNames: any;
  130334. /**
  130335. * Defines the root url to use as a base to load your meshes and associated resources
  130336. */
  130337. rootUrl: string;
  130338. /**
  130339. * Defines the filename of the scene to load from
  130340. */
  130341. sceneFilename: string;
  130342. /**
  130343. * Gets the list of loaded meshes
  130344. */
  130345. loadedMeshes: Array<AbstractMesh>;
  130346. /**
  130347. * Gets the list of loaded particle systems
  130348. */
  130349. loadedParticleSystems: Array<IParticleSystem>;
  130350. /**
  130351. * Gets the list of loaded skeletons
  130352. */
  130353. loadedSkeletons: Array<Skeleton>;
  130354. /**
  130355. * Gets the list of loaded animation groups
  130356. */
  130357. loadedAnimationGroups: Array<AnimationGroup>;
  130358. /**
  130359. * Callback called when the task is successful
  130360. */
  130361. onSuccess: (task: MeshAssetTask) => void;
  130362. /**
  130363. * Callback called when the task is successful
  130364. */
  130365. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  130366. /**
  130367. * Creates a new MeshAssetTask
  130368. * @param name defines the name of the task
  130369. * @param meshesNames defines the list of mesh's names you want to load
  130370. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  130371. * @param sceneFilename defines the filename of the scene to load from
  130372. */
  130373. constructor(
  130374. /**
  130375. * Defines the name of the task
  130376. */
  130377. name: string,
  130378. /**
  130379. * Defines the list of mesh's names you want to load
  130380. */
  130381. meshesNames: any,
  130382. /**
  130383. * Defines the root url to use as a base to load your meshes and associated resources
  130384. */
  130385. rootUrl: string,
  130386. /**
  130387. * Defines the filename of the scene to load from
  130388. */
  130389. sceneFilename: string);
  130390. /**
  130391. * Execute the current task
  130392. * @param scene defines the scene where you want your assets to be loaded
  130393. * @param onSuccess is a callback called when the task is successfully executed
  130394. * @param onError is a callback called if an error occurs
  130395. */
  130396. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130397. }
  130398. /**
  130399. * Define a task used by AssetsManager to load text content
  130400. */
  130401. export class TextFileAssetTask extends AbstractAssetTask {
  130402. /**
  130403. * Defines the name of the task
  130404. */
  130405. name: string;
  130406. /**
  130407. * Defines the location of the file to load
  130408. */
  130409. url: string;
  130410. /**
  130411. * Gets the loaded text string
  130412. */
  130413. text: string;
  130414. /**
  130415. * Callback called when the task is successful
  130416. */
  130417. onSuccess: (task: TextFileAssetTask) => void;
  130418. /**
  130419. * Callback called when the task is successful
  130420. */
  130421. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  130422. /**
  130423. * Creates a new TextFileAssetTask object
  130424. * @param name defines the name of the task
  130425. * @param url defines the location of the file to load
  130426. */
  130427. constructor(
  130428. /**
  130429. * Defines the name of the task
  130430. */
  130431. name: string,
  130432. /**
  130433. * Defines the location of the file to load
  130434. */
  130435. url: string);
  130436. /**
  130437. * Execute the current task
  130438. * @param scene defines the scene where you want your assets to be loaded
  130439. * @param onSuccess is a callback called when the task is successfully executed
  130440. * @param onError is a callback called if an error occurs
  130441. */
  130442. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130443. }
  130444. /**
  130445. * Define a task used by AssetsManager to load binary data
  130446. */
  130447. export class BinaryFileAssetTask extends AbstractAssetTask {
  130448. /**
  130449. * Defines the name of the task
  130450. */
  130451. name: string;
  130452. /**
  130453. * Defines the location of the file to load
  130454. */
  130455. url: string;
  130456. /**
  130457. * Gets the lodaded data (as an array buffer)
  130458. */
  130459. data: ArrayBuffer;
  130460. /**
  130461. * Callback called when the task is successful
  130462. */
  130463. onSuccess: (task: BinaryFileAssetTask) => void;
  130464. /**
  130465. * Callback called when the task is successful
  130466. */
  130467. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  130468. /**
  130469. * Creates a new BinaryFileAssetTask object
  130470. * @param name defines the name of the new task
  130471. * @param url defines the location of the file to load
  130472. */
  130473. constructor(
  130474. /**
  130475. * Defines the name of the task
  130476. */
  130477. name: string,
  130478. /**
  130479. * Defines the location of the file to load
  130480. */
  130481. url: string);
  130482. /**
  130483. * Execute the current task
  130484. * @param scene defines the scene where you want your assets to be loaded
  130485. * @param onSuccess is a callback called when the task is successfully executed
  130486. * @param onError is a callback called if an error occurs
  130487. */
  130488. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130489. }
  130490. /**
  130491. * Define a task used by AssetsManager to load images
  130492. */
  130493. export class ImageAssetTask extends AbstractAssetTask {
  130494. /**
  130495. * Defines the name of the task
  130496. */
  130497. name: string;
  130498. /**
  130499. * Defines the location of the image to load
  130500. */
  130501. url: string;
  130502. /**
  130503. * Gets the loaded images
  130504. */
  130505. image: HTMLImageElement;
  130506. /**
  130507. * Callback called when the task is successful
  130508. */
  130509. onSuccess: (task: ImageAssetTask) => void;
  130510. /**
  130511. * Callback called when the task is successful
  130512. */
  130513. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  130514. /**
  130515. * Creates a new ImageAssetTask
  130516. * @param name defines the name of the task
  130517. * @param url defines the location of the image to load
  130518. */
  130519. constructor(
  130520. /**
  130521. * Defines the name of the task
  130522. */
  130523. name: string,
  130524. /**
  130525. * Defines the location of the image to load
  130526. */
  130527. url: string);
  130528. /**
  130529. * Execute the current task
  130530. * @param scene defines the scene where you want your assets to be loaded
  130531. * @param onSuccess is a callback called when the task is successfully executed
  130532. * @param onError is a callback called if an error occurs
  130533. */
  130534. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130535. }
  130536. /**
  130537. * Defines the interface used by texture loading tasks
  130538. */
  130539. export interface ITextureAssetTask<TEX extends BaseTexture> {
  130540. /**
  130541. * Gets the loaded texture
  130542. */
  130543. texture: TEX;
  130544. }
  130545. /**
  130546. * Define a task used by AssetsManager to load 2D textures
  130547. */
  130548. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  130549. /**
  130550. * Defines the name of the task
  130551. */
  130552. name: string;
  130553. /**
  130554. * Defines the location of the file to load
  130555. */
  130556. url: string;
  130557. /**
  130558. * Defines if mipmap should not be generated (default is false)
  130559. */
  130560. noMipmap?: boolean | undefined;
  130561. /**
  130562. * Defines if texture must be inverted on Y axis (default is false)
  130563. */
  130564. invertY?: boolean | undefined;
  130565. /**
  130566. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130567. */
  130568. samplingMode: number;
  130569. /**
  130570. * Gets the loaded texture
  130571. */
  130572. texture: Texture;
  130573. /**
  130574. * Callback called when the task is successful
  130575. */
  130576. onSuccess: (task: TextureAssetTask) => void;
  130577. /**
  130578. * Callback called when the task is successful
  130579. */
  130580. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  130581. /**
  130582. * Creates a new TextureAssetTask object
  130583. * @param name defines the name of the task
  130584. * @param url defines the location of the file to load
  130585. * @param noMipmap defines if mipmap should not be generated (default is false)
  130586. * @param invertY defines if texture must be inverted on Y axis (default is false)
  130587. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130588. */
  130589. constructor(
  130590. /**
  130591. * Defines the name of the task
  130592. */
  130593. name: string,
  130594. /**
  130595. * Defines the location of the file to load
  130596. */
  130597. url: string,
  130598. /**
  130599. * Defines if mipmap should not be generated (default is false)
  130600. */
  130601. noMipmap?: boolean | undefined,
  130602. /**
  130603. * Defines if texture must be inverted on Y axis (default is false)
  130604. */
  130605. invertY?: boolean | undefined,
  130606. /**
  130607. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130608. */
  130609. samplingMode?: number);
  130610. /**
  130611. * Execute the current task
  130612. * @param scene defines the scene where you want your assets to be loaded
  130613. * @param onSuccess is a callback called when the task is successfully executed
  130614. * @param onError is a callback called if an error occurs
  130615. */
  130616. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130617. }
  130618. /**
  130619. * Define a task used by AssetsManager to load cube textures
  130620. */
  130621. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  130622. /**
  130623. * Defines the name of the task
  130624. */
  130625. name: string;
  130626. /**
  130627. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130628. */
  130629. url: string;
  130630. /**
  130631. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130632. */
  130633. extensions?: string[] | undefined;
  130634. /**
  130635. * Defines if mipmaps should not be generated (default is false)
  130636. */
  130637. noMipmap?: boolean | undefined;
  130638. /**
  130639. * Defines the explicit list of files (undefined by default)
  130640. */
  130641. files?: string[] | undefined;
  130642. /**
  130643. * Gets the loaded texture
  130644. */
  130645. texture: CubeTexture;
  130646. /**
  130647. * Callback called when the task is successful
  130648. */
  130649. onSuccess: (task: CubeTextureAssetTask) => void;
  130650. /**
  130651. * Callback called when the task is successful
  130652. */
  130653. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  130654. /**
  130655. * Creates a new CubeTextureAssetTask
  130656. * @param name defines the name of the task
  130657. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130658. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130659. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130660. * @param files defines the explicit list of files (undefined by default)
  130661. */
  130662. constructor(
  130663. /**
  130664. * Defines the name of the task
  130665. */
  130666. name: string,
  130667. /**
  130668. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130669. */
  130670. url: string,
  130671. /**
  130672. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130673. */
  130674. extensions?: string[] | undefined,
  130675. /**
  130676. * Defines if mipmaps should not be generated (default is false)
  130677. */
  130678. noMipmap?: boolean | undefined,
  130679. /**
  130680. * Defines the explicit list of files (undefined by default)
  130681. */
  130682. files?: string[] | undefined);
  130683. /**
  130684. * Execute the current task
  130685. * @param scene defines the scene where you want your assets to be loaded
  130686. * @param onSuccess is a callback called when the task is successfully executed
  130687. * @param onError is a callback called if an error occurs
  130688. */
  130689. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130690. }
  130691. /**
  130692. * Define a task used by AssetsManager to load HDR cube textures
  130693. */
  130694. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  130695. /**
  130696. * Defines the name of the task
  130697. */
  130698. name: string;
  130699. /**
  130700. * Defines the location of the file to load
  130701. */
  130702. url: string;
  130703. /**
  130704. * Defines the desired size (the more it increases the longer the generation will be)
  130705. */
  130706. size: number;
  130707. /**
  130708. * Defines if mipmaps should not be generated (default is false)
  130709. */
  130710. noMipmap: boolean;
  130711. /**
  130712. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130713. */
  130714. generateHarmonics: boolean;
  130715. /**
  130716. * 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)
  130717. */
  130718. gammaSpace: boolean;
  130719. /**
  130720. * Internal Use Only
  130721. */
  130722. reserved: boolean;
  130723. /**
  130724. * Gets the loaded texture
  130725. */
  130726. texture: HDRCubeTexture;
  130727. /**
  130728. * Callback called when the task is successful
  130729. */
  130730. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  130731. /**
  130732. * Callback called when the task is successful
  130733. */
  130734. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  130735. /**
  130736. * Creates a new HDRCubeTextureAssetTask object
  130737. * @param name defines the name of the task
  130738. * @param url defines the location of the file to load
  130739. * @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.
  130740. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130741. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130742. * @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)
  130743. * @param reserved Internal use only
  130744. */
  130745. constructor(
  130746. /**
  130747. * Defines the name of the task
  130748. */
  130749. name: string,
  130750. /**
  130751. * Defines the location of the file to load
  130752. */
  130753. url: string,
  130754. /**
  130755. * Defines the desired size (the more it increases the longer the generation will be)
  130756. */
  130757. size: number,
  130758. /**
  130759. * Defines if mipmaps should not be generated (default is false)
  130760. */
  130761. noMipmap?: boolean,
  130762. /**
  130763. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130764. */
  130765. generateHarmonics?: boolean,
  130766. /**
  130767. * 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)
  130768. */
  130769. gammaSpace?: boolean,
  130770. /**
  130771. * Internal Use Only
  130772. */
  130773. reserved?: boolean);
  130774. /**
  130775. * Execute the current task
  130776. * @param scene defines the scene where you want your assets to be loaded
  130777. * @param onSuccess is a callback called when the task is successfully executed
  130778. * @param onError is a callback called if an error occurs
  130779. */
  130780. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130781. }
  130782. /**
  130783. * Define a task used by AssetsManager to load Equirectangular cube textures
  130784. */
  130785. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  130786. /**
  130787. * Defines the name of the task
  130788. */
  130789. name: string;
  130790. /**
  130791. * Defines the location of the file to load
  130792. */
  130793. url: string;
  130794. /**
  130795. * Defines the desired size (the more it increases the longer the generation will be)
  130796. */
  130797. size: number;
  130798. /**
  130799. * Defines if mipmaps should not be generated (default is false)
  130800. */
  130801. noMipmap: boolean;
  130802. /**
  130803. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130804. * but the standard material would require them in Gamma space) (default is true)
  130805. */
  130806. gammaSpace: boolean;
  130807. /**
  130808. * Gets the loaded texture
  130809. */
  130810. texture: EquiRectangularCubeTexture;
  130811. /**
  130812. * Callback called when the task is successful
  130813. */
  130814. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  130815. /**
  130816. * Callback called when the task is successful
  130817. */
  130818. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  130819. /**
  130820. * Creates a new EquiRectangularCubeTextureAssetTask object
  130821. * @param name defines the name of the task
  130822. * @param url defines the location of the file to load
  130823. * @param size defines the desired size (the more it increases the longer the generation will be)
  130824. * If the size is omitted this implies you are using a preprocessed cubemap.
  130825. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130826. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  130827. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  130828. * (default is true)
  130829. */
  130830. constructor(
  130831. /**
  130832. * Defines the name of the task
  130833. */
  130834. name: string,
  130835. /**
  130836. * Defines the location of the file to load
  130837. */
  130838. url: string,
  130839. /**
  130840. * Defines the desired size (the more it increases the longer the generation will be)
  130841. */
  130842. size: number,
  130843. /**
  130844. * Defines if mipmaps should not be generated (default is false)
  130845. */
  130846. noMipmap?: boolean,
  130847. /**
  130848. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130849. * but the standard material would require them in Gamma space) (default is true)
  130850. */
  130851. gammaSpace?: boolean);
  130852. /**
  130853. * Execute the current task
  130854. * @param scene defines the scene where you want your assets to be loaded
  130855. * @param onSuccess is a callback called when the task is successfully executed
  130856. * @param onError is a callback called if an error occurs
  130857. */
  130858. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130859. }
  130860. /**
  130861. * This class can be used to easily import assets into a scene
  130862. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  130863. */
  130864. export class AssetsManager {
  130865. private _scene;
  130866. private _isLoading;
  130867. protected _tasks: AbstractAssetTask[];
  130868. protected _waitingTasksCount: number;
  130869. protected _totalTasksCount: number;
  130870. /**
  130871. * Callback called when all tasks are processed
  130872. */
  130873. onFinish: (tasks: AbstractAssetTask[]) => void;
  130874. /**
  130875. * Callback called when a task is successful
  130876. */
  130877. onTaskSuccess: (task: AbstractAssetTask) => void;
  130878. /**
  130879. * Callback called when a task had an error
  130880. */
  130881. onTaskError: (task: AbstractAssetTask) => void;
  130882. /**
  130883. * Callback called when a task is done (whatever the result is)
  130884. */
  130885. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  130886. /**
  130887. * Observable called when all tasks are processed
  130888. */
  130889. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  130890. /**
  130891. * Observable called when a task had an error
  130892. */
  130893. onTaskErrorObservable: Observable<AbstractAssetTask>;
  130894. /**
  130895. * Observable called when all tasks were executed
  130896. */
  130897. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  130898. /**
  130899. * Observable called when a task is done (whatever the result is)
  130900. */
  130901. onProgressObservable: Observable<IAssetsProgressEvent>;
  130902. /**
  130903. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  130904. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  130905. */
  130906. useDefaultLoadingScreen: boolean;
  130907. /**
  130908. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  130909. * when all assets have been downloaded.
  130910. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  130911. */
  130912. autoHideLoadingUI: boolean;
  130913. /**
  130914. * Creates a new AssetsManager
  130915. * @param scene defines the scene to work on
  130916. */
  130917. constructor(scene: Scene);
  130918. /**
  130919. * Add a MeshAssetTask to the list of active tasks
  130920. * @param taskName defines the name of the new task
  130921. * @param meshesNames defines the name of meshes to load
  130922. * @param rootUrl defines the root url to use to locate files
  130923. * @param sceneFilename defines the filename of the scene file
  130924. * @returns a new MeshAssetTask object
  130925. */
  130926. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  130927. /**
  130928. * Add a TextFileAssetTask to the list of active tasks
  130929. * @param taskName defines the name of the new task
  130930. * @param url defines the url of the file to load
  130931. * @returns a new TextFileAssetTask object
  130932. */
  130933. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  130934. /**
  130935. * Add a BinaryFileAssetTask to the list of active tasks
  130936. * @param taskName defines the name of the new task
  130937. * @param url defines the url of the file to load
  130938. * @returns a new BinaryFileAssetTask object
  130939. */
  130940. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  130941. /**
  130942. * Add a ImageAssetTask to the list of active tasks
  130943. * @param taskName defines the name of the new task
  130944. * @param url defines the url of the file to load
  130945. * @returns a new ImageAssetTask object
  130946. */
  130947. addImageTask(taskName: string, url: string): ImageAssetTask;
  130948. /**
  130949. * Add a TextureAssetTask to the list of active tasks
  130950. * @param taskName defines the name of the new task
  130951. * @param url defines the url of the file to load
  130952. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130953. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  130954. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  130955. * @returns a new TextureAssetTask object
  130956. */
  130957. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  130958. /**
  130959. * Add a CubeTextureAssetTask to the list of active tasks
  130960. * @param taskName defines the name of the new task
  130961. * @param url defines the url of the file to load
  130962. * @param extensions defines the extension to use to load the cube map (can be null)
  130963. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130964. * @param files defines the list of files to load (can be null)
  130965. * @returns a new CubeTextureAssetTask object
  130966. */
  130967. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  130968. /**
  130969. *
  130970. * Add a HDRCubeTextureAssetTask to the list of active tasks
  130971. * @param taskName defines the name of the new task
  130972. * @param url defines the url of the file to load
  130973. * @param size defines the size you want for the cubemap (can be null)
  130974. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130975. * @param generateHarmonics defines if you want to automatically generate (true by default)
  130976. * @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)
  130977. * @param reserved Internal use only
  130978. * @returns a new HDRCubeTextureAssetTask object
  130979. */
  130980. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  130981. /**
  130982. *
  130983. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  130984. * @param taskName defines the name of the new task
  130985. * @param url defines the url of the file to load
  130986. * @param size defines the size you want for the cubemap (can be null)
  130987. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130988. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  130989. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  130990. * @returns a new EquiRectangularCubeTextureAssetTask object
  130991. */
  130992. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  130993. /**
  130994. * Remove a task from the assets manager.
  130995. * @param task the task to remove
  130996. */
  130997. removeTask(task: AbstractAssetTask): void;
  130998. private _decreaseWaitingTasksCount;
  130999. private _runTask;
  131000. /**
  131001. * Reset the AssetsManager and remove all tasks
  131002. * @return the current instance of the AssetsManager
  131003. */
  131004. reset(): AssetsManager;
  131005. /**
  131006. * Start the loading process
  131007. * @return the current instance of the AssetsManager
  131008. */
  131009. load(): AssetsManager;
  131010. /**
  131011. * Start the loading process as an async operation
  131012. * @return a promise returning the list of failed tasks
  131013. */
  131014. loadAsync(): Promise<void>;
  131015. }
  131016. }
  131017. declare module BABYLON {
  131018. /**
  131019. * Wrapper class for promise with external resolve and reject.
  131020. */
  131021. export class Deferred<T> {
  131022. /**
  131023. * The promise associated with this deferred object.
  131024. */
  131025. readonly promise: Promise<T>;
  131026. private _resolve;
  131027. private _reject;
  131028. /**
  131029. * The resolve method of the promise associated with this deferred object.
  131030. */
  131031. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  131032. /**
  131033. * The reject method of the promise associated with this deferred object.
  131034. */
  131035. readonly reject: (reason?: any) => void;
  131036. /**
  131037. * Constructor for this deferred object.
  131038. */
  131039. constructor();
  131040. }
  131041. }
  131042. declare module BABYLON {
  131043. /**
  131044. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  131045. */
  131046. export class MeshExploder {
  131047. private _centerMesh;
  131048. private _meshes;
  131049. private _meshesOrigins;
  131050. private _toCenterVectors;
  131051. private _scaledDirection;
  131052. private _newPosition;
  131053. private _centerPosition;
  131054. /**
  131055. * Explodes meshes from a center mesh.
  131056. * @param meshes The meshes to explode.
  131057. * @param centerMesh The mesh to be center of explosion.
  131058. */
  131059. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  131060. private _setCenterMesh;
  131061. /**
  131062. * Get class name
  131063. * @returns "MeshExploder"
  131064. */
  131065. getClassName(): string;
  131066. /**
  131067. * "Exploded meshes"
  131068. * @returns Array of meshes with the centerMesh at index 0.
  131069. */
  131070. getMeshes(): Array<Mesh>;
  131071. /**
  131072. * Explodes meshes giving a specific direction
  131073. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  131074. */
  131075. explode(direction?: number): void;
  131076. }
  131077. }
  131078. declare module BABYLON {
  131079. /**
  131080. * Class used to help managing file picking and drag'n'drop
  131081. */
  131082. export class FilesInput {
  131083. /**
  131084. * List of files ready to be loaded
  131085. */
  131086. static readonly FilesToLoad: {
  131087. [key: string]: File;
  131088. };
  131089. /**
  131090. * Callback called when a file is processed
  131091. */
  131092. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  131093. private _engine;
  131094. private _currentScene;
  131095. private _sceneLoadedCallback;
  131096. private _progressCallback;
  131097. private _additionalRenderLoopLogicCallback;
  131098. private _textureLoadingCallback;
  131099. private _startingProcessingFilesCallback;
  131100. private _onReloadCallback;
  131101. private _errorCallback;
  131102. private _elementToMonitor;
  131103. private _sceneFileToLoad;
  131104. private _filesToLoad;
  131105. /**
  131106. * Creates a new FilesInput
  131107. * @param engine defines the rendering engine
  131108. * @param scene defines the hosting scene
  131109. * @param sceneLoadedCallback callback called when scene is loaded
  131110. * @param progressCallback callback called to track progress
  131111. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  131112. * @param textureLoadingCallback callback called when a texture is loading
  131113. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  131114. * @param onReloadCallback callback called when a reload is requested
  131115. * @param errorCallback callback call if an error occurs
  131116. */
  131117. 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);
  131118. private _dragEnterHandler;
  131119. private _dragOverHandler;
  131120. private _dropHandler;
  131121. /**
  131122. * Calls this function to listen to drag'n'drop events on a specific DOM element
  131123. * @param elementToMonitor defines the DOM element to track
  131124. */
  131125. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  131126. /**
  131127. * Release all associated resources
  131128. */
  131129. dispose(): void;
  131130. private renderFunction;
  131131. private drag;
  131132. private drop;
  131133. private _traverseFolder;
  131134. private _processFiles;
  131135. /**
  131136. * Load files from a drop event
  131137. * @param event defines the drop event to use as source
  131138. */
  131139. loadFiles(event: any): void;
  131140. private _processReload;
  131141. /**
  131142. * Reload the current scene from the loaded files
  131143. */
  131144. reload(): void;
  131145. }
  131146. }
  131147. declare module BABYLON {
  131148. /**
  131149. * Defines the root class used to create scene optimization to use with SceneOptimizer
  131150. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131151. */
  131152. export class SceneOptimization {
  131153. /**
  131154. * Defines the priority of this optimization (0 by default which means first in the list)
  131155. */
  131156. priority: number;
  131157. /**
  131158. * Gets a string describing the action executed by the current optimization
  131159. * @returns description string
  131160. */
  131161. getDescription(): string;
  131162. /**
  131163. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131164. * @param scene defines the current scene where to apply this optimization
  131165. * @param optimizer defines the current optimizer
  131166. * @returns true if everything that can be done was applied
  131167. */
  131168. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131169. /**
  131170. * Creates the SceneOptimization object
  131171. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131172. * @param desc defines the description associated with the optimization
  131173. */
  131174. constructor(
  131175. /**
  131176. * Defines the priority of this optimization (0 by default which means first in the list)
  131177. */
  131178. priority?: number);
  131179. }
  131180. /**
  131181. * Defines an optimization used to reduce the size of render target textures
  131182. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131183. */
  131184. export class TextureOptimization extends SceneOptimization {
  131185. /**
  131186. * Defines the priority of this optimization (0 by default which means first in the list)
  131187. */
  131188. priority: number;
  131189. /**
  131190. * 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
  131191. */
  131192. maximumSize: number;
  131193. /**
  131194. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131195. */
  131196. step: number;
  131197. /**
  131198. * Gets a string describing the action executed by the current optimization
  131199. * @returns description string
  131200. */
  131201. getDescription(): string;
  131202. /**
  131203. * Creates the TextureOptimization object
  131204. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131205. * @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
  131206. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131207. */
  131208. constructor(
  131209. /**
  131210. * Defines the priority of this optimization (0 by default which means first in the list)
  131211. */
  131212. priority?: number,
  131213. /**
  131214. * 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
  131215. */
  131216. maximumSize?: number,
  131217. /**
  131218. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131219. */
  131220. step?: number);
  131221. /**
  131222. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131223. * @param scene defines the current scene where to apply this optimization
  131224. * @param optimizer defines the current optimizer
  131225. * @returns true if everything that can be done was applied
  131226. */
  131227. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131228. }
  131229. /**
  131230. * Defines an optimization used to increase or decrease the rendering resolution
  131231. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131232. */
  131233. export class HardwareScalingOptimization extends SceneOptimization {
  131234. /**
  131235. * Defines the priority of this optimization (0 by default which means first in the list)
  131236. */
  131237. priority: number;
  131238. /**
  131239. * Defines the maximum scale to use (2 by default)
  131240. */
  131241. maximumScale: number;
  131242. /**
  131243. * Defines the step to use between two passes (0.5 by default)
  131244. */
  131245. step: number;
  131246. private _currentScale;
  131247. private _directionOffset;
  131248. /**
  131249. * Gets a string describing the action executed by the current optimization
  131250. * @return description string
  131251. */
  131252. getDescription(): string;
  131253. /**
  131254. * Creates the HardwareScalingOptimization object
  131255. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131256. * @param maximumScale defines the maximum scale to use (2 by default)
  131257. * @param step defines the step to use between two passes (0.5 by default)
  131258. */
  131259. constructor(
  131260. /**
  131261. * Defines the priority of this optimization (0 by default which means first in the list)
  131262. */
  131263. priority?: number,
  131264. /**
  131265. * Defines the maximum scale to use (2 by default)
  131266. */
  131267. maximumScale?: number,
  131268. /**
  131269. * Defines the step to use between two passes (0.5 by default)
  131270. */
  131271. step?: number);
  131272. /**
  131273. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131274. * @param scene defines the current scene where to apply this optimization
  131275. * @param optimizer defines the current optimizer
  131276. * @returns true if everything that can be done was applied
  131277. */
  131278. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131279. }
  131280. /**
  131281. * Defines an optimization used to remove shadows
  131282. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131283. */
  131284. export class ShadowsOptimization extends SceneOptimization {
  131285. /**
  131286. * Gets a string describing the action executed by the current optimization
  131287. * @return description string
  131288. */
  131289. getDescription(): string;
  131290. /**
  131291. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131292. * @param scene defines the current scene where to apply this optimization
  131293. * @param optimizer defines the current optimizer
  131294. * @returns true if everything that can be done was applied
  131295. */
  131296. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131297. }
  131298. /**
  131299. * Defines an optimization used to turn post-processes off
  131300. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131301. */
  131302. export class PostProcessesOptimization extends SceneOptimization {
  131303. /**
  131304. * Gets a string describing the action executed by the current optimization
  131305. * @return description string
  131306. */
  131307. getDescription(): string;
  131308. /**
  131309. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131310. * @param scene defines the current scene where to apply this optimization
  131311. * @param optimizer defines the current optimizer
  131312. * @returns true if everything that can be done was applied
  131313. */
  131314. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131315. }
  131316. /**
  131317. * Defines an optimization used to turn lens flares off
  131318. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131319. */
  131320. export class LensFlaresOptimization extends SceneOptimization {
  131321. /**
  131322. * Gets a string describing the action executed by the current optimization
  131323. * @return description string
  131324. */
  131325. getDescription(): string;
  131326. /**
  131327. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131328. * @param scene defines the current scene where to apply this optimization
  131329. * @param optimizer defines the current optimizer
  131330. * @returns true if everything that can be done was applied
  131331. */
  131332. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131333. }
  131334. /**
  131335. * Defines an optimization based on user defined callback.
  131336. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131337. */
  131338. export class CustomOptimization extends SceneOptimization {
  131339. /**
  131340. * Callback called to apply the custom optimization.
  131341. */
  131342. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  131343. /**
  131344. * Callback called to get custom description
  131345. */
  131346. onGetDescription: () => string;
  131347. /**
  131348. * Gets a string describing the action executed by the current optimization
  131349. * @returns description string
  131350. */
  131351. getDescription(): string;
  131352. /**
  131353. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131354. * @param scene defines the current scene where to apply this optimization
  131355. * @param optimizer defines the current optimizer
  131356. * @returns true if everything that can be done was applied
  131357. */
  131358. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131359. }
  131360. /**
  131361. * Defines an optimization used to turn particles off
  131362. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131363. */
  131364. export class ParticlesOptimization extends SceneOptimization {
  131365. /**
  131366. * Gets a string describing the action executed by the current optimization
  131367. * @return description string
  131368. */
  131369. getDescription(): string;
  131370. /**
  131371. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131372. * @param scene defines the current scene where to apply this optimization
  131373. * @param optimizer defines the current optimizer
  131374. * @returns true if everything that can be done was applied
  131375. */
  131376. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131377. }
  131378. /**
  131379. * Defines an optimization used to turn render targets off
  131380. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131381. */
  131382. export class RenderTargetsOptimization extends SceneOptimization {
  131383. /**
  131384. * Gets a string describing the action executed by the current optimization
  131385. * @return description string
  131386. */
  131387. getDescription(): string;
  131388. /**
  131389. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131390. * @param scene defines the current scene where to apply this optimization
  131391. * @param optimizer defines the current optimizer
  131392. * @returns true if everything that can be done was applied
  131393. */
  131394. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131395. }
  131396. /**
  131397. * Defines an optimization used to merge meshes with compatible materials
  131398. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131399. */
  131400. export class MergeMeshesOptimization extends SceneOptimization {
  131401. private static _UpdateSelectionTree;
  131402. /**
  131403. * Gets or sets a boolean which defines if optimization octree has to be updated
  131404. */
  131405. /**
  131406. * Gets or sets a boolean which defines if optimization octree has to be updated
  131407. */
  131408. static UpdateSelectionTree: boolean;
  131409. /**
  131410. * Gets a string describing the action executed by the current optimization
  131411. * @return description string
  131412. */
  131413. getDescription(): string;
  131414. private _canBeMerged;
  131415. /**
  131416. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131417. * @param scene defines the current scene where to apply this optimization
  131418. * @param optimizer defines the current optimizer
  131419. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  131420. * @returns true if everything that can be done was applied
  131421. */
  131422. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  131423. }
  131424. /**
  131425. * Defines a list of options used by SceneOptimizer
  131426. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131427. */
  131428. export class SceneOptimizerOptions {
  131429. /**
  131430. * Defines the target frame rate to reach (60 by default)
  131431. */
  131432. targetFrameRate: number;
  131433. /**
  131434. * Defines the interval between two checkes (2000ms by default)
  131435. */
  131436. trackerDuration: number;
  131437. /**
  131438. * Gets the list of optimizations to apply
  131439. */
  131440. optimizations: SceneOptimization[];
  131441. /**
  131442. * Creates a new list of options used by SceneOptimizer
  131443. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  131444. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  131445. */
  131446. constructor(
  131447. /**
  131448. * Defines the target frame rate to reach (60 by default)
  131449. */
  131450. targetFrameRate?: number,
  131451. /**
  131452. * Defines the interval between two checkes (2000ms by default)
  131453. */
  131454. trackerDuration?: number);
  131455. /**
  131456. * Add a new optimization
  131457. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  131458. * @returns the current SceneOptimizerOptions
  131459. */
  131460. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  131461. /**
  131462. * Add a new custom optimization
  131463. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  131464. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  131465. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131466. * @returns the current SceneOptimizerOptions
  131467. */
  131468. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  131469. /**
  131470. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  131471. * @param targetFrameRate defines the target frame rate (60 by default)
  131472. * @returns a SceneOptimizerOptions object
  131473. */
  131474. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131475. /**
  131476. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  131477. * @param targetFrameRate defines the target frame rate (60 by default)
  131478. * @returns a SceneOptimizerOptions object
  131479. */
  131480. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131481. /**
  131482. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  131483. * @param targetFrameRate defines the target frame rate (60 by default)
  131484. * @returns a SceneOptimizerOptions object
  131485. */
  131486. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131487. }
  131488. /**
  131489. * Class used to run optimizations in order to reach a target frame rate
  131490. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131491. */
  131492. export class SceneOptimizer implements IDisposable {
  131493. private _isRunning;
  131494. private _options;
  131495. private _scene;
  131496. private _currentPriorityLevel;
  131497. private _targetFrameRate;
  131498. private _trackerDuration;
  131499. private _currentFrameRate;
  131500. private _sceneDisposeObserver;
  131501. private _improvementMode;
  131502. /**
  131503. * Defines an observable called when the optimizer reaches the target frame rate
  131504. */
  131505. onSuccessObservable: Observable<SceneOptimizer>;
  131506. /**
  131507. * Defines an observable called when the optimizer enables an optimization
  131508. */
  131509. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  131510. /**
  131511. * Defines an observable called when the optimizer is not able to reach the target frame rate
  131512. */
  131513. onFailureObservable: Observable<SceneOptimizer>;
  131514. /**
  131515. * Gets a boolean indicating if the optimizer is in improvement mode
  131516. */
  131517. readonly isInImprovementMode: boolean;
  131518. /**
  131519. * Gets the current priority level (0 at start)
  131520. */
  131521. readonly currentPriorityLevel: number;
  131522. /**
  131523. * Gets the current frame rate checked by the SceneOptimizer
  131524. */
  131525. readonly currentFrameRate: number;
  131526. /**
  131527. * Gets or sets the current target frame rate (60 by default)
  131528. */
  131529. /**
  131530. * Gets or sets the current target frame rate (60 by default)
  131531. */
  131532. targetFrameRate: number;
  131533. /**
  131534. * Gets or sets the current interval between two checks (every 2000ms by default)
  131535. */
  131536. /**
  131537. * Gets or sets the current interval between two checks (every 2000ms by default)
  131538. */
  131539. trackerDuration: number;
  131540. /**
  131541. * Gets the list of active optimizations
  131542. */
  131543. readonly optimizations: SceneOptimization[];
  131544. /**
  131545. * Creates a new SceneOptimizer
  131546. * @param scene defines the scene to work on
  131547. * @param options defines the options to use with the SceneOptimizer
  131548. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  131549. * @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)
  131550. */
  131551. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  131552. /**
  131553. * Stops the current optimizer
  131554. */
  131555. stop(): void;
  131556. /**
  131557. * Reset the optimizer to initial step (current priority level = 0)
  131558. */
  131559. reset(): void;
  131560. /**
  131561. * Start the optimizer. By default it will try to reach a specific framerate
  131562. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  131563. */
  131564. start(): void;
  131565. private _checkCurrentState;
  131566. /**
  131567. * Release all resources
  131568. */
  131569. dispose(): void;
  131570. /**
  131571. * Helper function to create a SceneOptimizer with one single line of code
  131572. * @param scene defines the scene to work on
  131573. * @param options defines the options to use with the SceneOptimizer
  131574. * @param onSuccess defines a callback to call on success
  131575. * @param onFailure defines a callback to call on failure
  131576. * @returns the new SceneOptimizer object
  131577. */
  131578. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  131579. }
  131580. }
  131581. declare module BABYLON {
  131582. /**
  131583. * Class used to serialize a scene into a string
  131584. */
  131585. export class SceneSerializer {
  131586. /**
  131587. * Clear cache used by a previous serialization
  131588. */
  131589. static ClearCache(): void;
  131590. /**
  131591. * Serialize a scene into a JSON compatible object
  131592. * @param scene defines the scene to serialize
  131593. * @returns a JSON compatible object
  131594. */
  131595. static Serialize(scene: Scene): any;
  131596. /**
  131597. * Serialize a mesh into a JSON compatible object
  131598. * @param toSerialize defines the mesh to serialize
  131599. * @param withParents defines if parents must be serialized as well
  131600. * @param withChildren defines if children must be serialized as well
  131601. * @returns a JSON compatible object
  131602. */
  131603. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  131604. }
  131605. }
  131606. declare module BABYLON {
  131607. /**
  131608. * Class used to host texture specific utilities
  131609. */
  131610. export class TextureTools {
  131611. /**
  131612. * Uses the GPU to create a copy texture rescaled at a given size
  131613. * @param texture Texture to copy from
  131614. * @param width defines the desired width
  131615. * @param height defines the desired height
  131616. * @param useBilinearMode defines if bilinear mode has to be used
  131617. * @return the generated texture
  131618. */
  131619. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  131620. }
  131621. }
  131622. declare module BABYLON {
  131623. /**
  131624. * This represents the different options available for the video capture.
  131625. */
  131626. export interface VideoRecorderOptions {
  131627. /** Defines the mime type of the video. */
  131628. mimeType: string;
  131629. /** Defines the FPS the video should be recorded at. */
  131630. fps: number;
  131631. /** Defines the chunk size for the recording data. */
  131632. recordChunckSize: number;
  131633. /** The audio tracks to attach to the recording. */
  131634. audioTracks?: MediaStreamTrack[];
  131635. }
  131636. /**
  131637. * This can help with recording videos from BabylonJS.
  131638. * This is based on the available WebRTC functionalities of the browser.
  131639. *
  131640. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  131641. */
  131642. export class VideoRecorder {
  131643. private static readonly _defaultOptions;
  131644. /**
  131645. * Returns whether or not the VideoRecorder is available in your browser.
  131646. * @param engine Defines the Babylon Engine.
  131647. * @returns true if supported otherwise false.
  131648. */
  131649. static IsSupported(engine: Engine): boolean;
  131650. private readonly _options;
  131651. private _canvas;
  131652. private _mediaRecorder;
  131653. private _recordedChunks;
  131654. private _fileName;
  131655. private _resolve;
  131656. private _reject;
  131657. /**
  131658. * True when a recording is already in progress.
  131659. */
  131660. readonly isRecording: boolean;
  131661. /**
  131662. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  131663. * @param engine Defines the BabylonJS Engine you wish to record.
  131664. * @param options Defines options that can be used to customize the capture.
  131665. */
  131666. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  131667. /**
  131668. * Stops the current recording before the default capture timeout passed in the startRecording function.
  131669. */
  131670. stopRecording(): void;
  131671. /**
  131672. * Starts recording the canvas for a max duration specified in parameters.
  131673. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  131674. * If null no automatic download will start and you can rely on the promise to get the data back.
  131675. * @param maxDuration Defines the maximum recording time in seconds.
  131676. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  131677. * @return A promise callback at the end of the recording with the video data in Blob.
  131678. */
  131679. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  131680. /**
  131681. * Releases internal resources used during the recording.
  131682. */
  131683. dispose(): void;
  131684. private _handleDataAvailable;
  131685. private _handleError;
  131686. private _handleStop;
  131687. }
  131688. }
  131689. declare module BABYLON {
  131690. /**
  131691. * Class containing a set of static utilities functions for screenshots
  131692. */
  131693. export class ScreenshotTools {
  131694. /**
  131695. * Captures a screenshot of the current rendering
  131696. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131697. * @param engine defines the rendering engine
  131698. * @param camera defines the source camera
  131699. * @param size This parameter can be set to a single number or to an object with the
  131700. * following (optional) properties: precision, width, height. If a single number is passed,
  131701. * it will be used for both width and height. If an object is passed, the screenshot size
  131702. * will be derived from the parameters. The precision property is a multiplier allowing
  131703. * rendering at a higher or lower resolution
  131704. * @param successCallback defines the callback receives a single parameter which contains the
  131705. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131706. * src parameter of an <img> to display it
  131707. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131708. * Check your browser for supported MIME types
  131709. */
  131710. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  131711. /**
  131712. * Captures a screenshot of the current rendering
  131713. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131714. * @param engine defines the rendering engine
  131715. * @param camera defines the source camera
  131716. * @param size This parameter can be set to a single number or to an object with the
  131717. * following (optional) properties: precision, width, height. If a single number is passed,
  131718. * it will be used for both width and height. If an object is passed, the screenshot size
  131719. * will be derived from the parameters. The precision property is a multiplier allowing
  131720. * rendering at a higher or lower resolution
  131721. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131722. * Check your browser for supported MIME types
  131723. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131724. * to the src parameter of an <img> to display it
  131725. */
  131726. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  131727. /**
  131728. * Generates an image screenshot from the specified camera.
  131729. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131730. * @param engine The engine to use for rendering
  131731. * @param camera The camera to use for rendering
  131732. * @param size This parameter can be set to a single number or to an object with the
  131733. * following (optional) properties: precision, width, height. If a single number is passed,
  131734. * it will be used for both width and height. If an object is passed, the screenshot size
  131735. * will be derived from the parameters. The precision property is a multiplier allowing
  131736. * rendering at a higher or lower resolution
  131737. * @param successCallback The callback receives a single parameter which contains the
  131738. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131739. * src parameter of an <img> to display it
  131740. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131741. * Check your browser for supported MIME types
  131742. * @param samples Texture samples (default: 1)
  131743. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131744. * @param fileName A name for for the downloaded file.
  131745. */
  131746. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  131747. /**
  131748. * Generates an image screenshot from the specified camera.
  131749. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131750. * @param engine The engine to use for rendering
  131751. * @param camera The camera to use for rendering
  131752. * @param size This parameter can be set to a single number or to an object with the
  131753. * following (optional) properties: precision, width, height. If a single number is passed,
  131754. * it will be used for both width and height. If an object is passed, the screenshot size
  131755. * will be derived from the parameters. The precision property is a multiplier allowing
  131756. * rendering at a higher or lower resolution
  131757. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131758. * Check your browser for supported MIME types
  131759. * @param samples Texture samples (default: 1)
  131760. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131761. * @param fileName A name for for the downloaded file.
  131762. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131763. * to the src parameter of an <img> to display it
  131764. */
  131765. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  131766. /**
  131767. * Gets height and width for screenshot size
  131768. * @private
  131769. */
  131770. private static _getScreenshotSize;
  131771. }
  131772. }
  131773. declare module BABYLON {
  131774. /**
  131775. * Interface for a data buffer
  131776. */
  131777. export interface IDataBuffer {
  131778. /**
  131779. * Reads bytes from the data buffer.
  131780. * @param byteOffset The byte offset to read
  131781. * @param byteLength The byte length to read
  131782. * @returns A promise that resolves when the bytes are read
  131783. */
  131784. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  131785. /**
  131786. * The byte length of the buffer.
  131787. */
  131788. readonly byteLength: number;
  131789. }
  131790. /**
  131791. * Utility class for reading from a data buffer
  131792. */
  131793. export class DataReader {
  131794. /**
  131795. * The data buffer associated with this data reader.
  131796. */
  131797. readonly buffer: IDataBuffer;
  131798. /**
  131799. * The current byte offset from the beginning of the data buffer.
  131800. */
  131801. byteOffset: number;
  131802. private _dataView;
  131803. private _dataByteOffset;
  131804. /**
  131805. * Constructor
  131806. * @param buffer The buffer to read
  131807. */
  131808. constructor(buffer: IDataBuffer);
  131809. /**
  131810. * Loads the given byte length.
  131811. * @param byteLength The byte length to load
  131812. * @returns A promise that resolves when the load is complete
  131813. */
  131814. loadAsync(byteLength: number): Promise<void>;
  131815. /**
  131816. * Read a unsigned 32-bit integer from the currently loaded data range.
  131817. * @returns The 32-bit integer read
  131818. */
  131819. readUint32(): number;
  131820. /**
  131821. * Read a byte array from the currently loaded data range.
  131822. * @param byteLength The byte length to read
  131823. * @returns The byte array read
  131824. */
  131825. readUint8Array(byteLength: number): Uint8Array;
  131826. /**
  131827. * Read a string from the currently loaded data range.
  131828. * @param byteLength The byte length to read
  131829. * @returns The string read
  131830. */
  131831. readString(byteLength: number): string;
  131832. /**
  131833. * Skips the given byte length the currently loaded data range.
  131834. * @param byteLength The byte length to skip
  131835. */
  131836. skipBytes(byteLength: number): void;
  131837. }
  131838. }
  131839. declare module BABYLON {
  131840. /**
  131841. * A cursor which tracks a point on a path
  131842. */
  131843. export class PathCursor {
  131844. private path;
  131845. /**
  131846. * Stores path cursor callbacks for when an onchange event is triggered
  131847. */
  131848. private _onchange;
  131849. /**
  131850. * The value of the path cursor
  131851. */
  131852. value: number;
  131853. /**
  131854. * The animation array of the path cursor
  131855. */
  131856. animations: Animation[];
  131857. /**
  131858. * Initializes the path cursor
  131859. * @param path The path to track
  131860. */
  131861. constructor(path: Path2);
  131862. /**
  131863. * Gets the cursor point on the path
  131864. * @returns A point on the path cursor at the cursor location
  131865. */
  131866. getPoint(): Vector3;
  131867. /**
  131868. * Moves the cursor ahead by the step amount
  131869. * @param step The amount to move the cursor forward
  131870. * @returns This path cursor
  131871. */
  131872. moveAhead(step?: number): PathCursor;
  131873. /**
  131874. * Moves the cursor behind by the step amount
  131875. * @param step The amount to move the cursor back
  131876. * @returns This path cursor
  131877. */
  131878. moveBack(step?: number): PathCursor;
  131879. /**
  131880. * Moves the cursor by the step amount
  131881. * If the step amount is greater than one, an exception is thrown
  131882. * @param step The amount to move the cursor
  131883. * @returns This path cursor
  131884. */
  131885. move(step: number): PathCursor;
  131886. /**
  131887. * Ensures that the value is limited between zero and one
  131888. * @returns This path cursor
  131889. */
  131890. private ensureLimits;
  131891. /**
  131892. * Runs onchange callbacks on change (used by the animation engine)
  131893. * @returns This path cursor
  131894. */
  131895. private raiseOnChange;
  131896. /**
  131897. * Executes a function on change
  131898. * @param f A path cursor onchange callback
  131899. * @returns This path cursor
  131900. */
  131901. onchange(f: (cursor: PathCursor) => void): PathCursor;
  131902. }
  131903. }
  131904. declare module BABYLON {
  131905. /** @hidden */
  131906. export var blurPixelShader: {
  131907. name: string;
  131908. shader: string;
  131909. };
  131910. }
  131911. declare module BABYLON {
  131912. /** @hidden */
  131913. export var pointCloudVertexDeclaration: {
  131914. name: string;
  131915. shader: string;
  131916. };
  131917. }
  131918. // Mixins
  131919. interface Window {
  131920. mozIndexedDB: IDBFactory;
  131921. webkitIndexedDB: IDBFactory;
  131922. msIndexedDB: IDBFactory;
  131923. webkitURL: typeof URL;
  131924. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  131925. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  131926. WebGLRenderingContext: WebGLRenderingContext;
  131927. MSGesture: MSGesture;
  131928. CANNON: any;
  131929. AudioContext: AudioContext;
  131930. webkitAudioContext: AudioContext;
  131931. PointerEvent: any;
  131932. Math: Math;
  131933. Uint8Array: Uint8ArrayConstructor;
  131934. Float32Array: Float32ArrayConstructor;
  131935. mozURL: typeof URL;
  131936. msURL: typeof URL;
  131937. VRFrameData: any; // WebVR, from specs 1.1
  131938. DracoDecoderModule: any;
  131939. setImmediate(handler: (...args: any[]) => void): number;
  131940. }
  131941. interface HTMLCanvasElement {
  131942. requestPointerLock(): void;
  131943. msRequestPointerLock?(): void;
  131944. mozRequestPointerLock?(): void;
  131945. webkitRequestPointerLock?(): void;
  131946. /** Track wether a record is in progress */
  131947. isRecording: boolean;
  131948. /** Capture Stream method defined by some browsers */
  131949. captureStream(fps?: number): MediaStream;
  131950. }
  131951. interface CanvasRenderingContext2D {
  131952. msImageSmoothingEnabled: boolean;
  131953. }
  131954. interface MouseEvent {
  131955. mozMovementX: number;
  131956. mozMovementY: number;
  131957. webkitMovementX: number;
  131958. webkitMovementY: number;
  131959. msMovementX: number;
  131960. msMovementY: number;
  131961. }
  131962. interface Navigator {
  131963. mozGetVRDevices: (any: any) => any;
  131964. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131965. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131966. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131967. webkitGetGamepads(): Gamepad[];
  131968. msGetGamepads(): Gamepad[];
  131969. webkitGamepads(): Gamepad[];
  131970. }
  131971. interface HTMLVideoElement {
  131972. mozSrcObject: any;
  131973. }
  131974. interface Math {
  131975. fround(x: number): number;
  131976. imul(a: number, b: number): number;
  131977. }
  131978. interface WebGLRenderingContext {
  131979. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  131980. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  131981. vertexAttribDivisor(index: number, divisor: number): void;
  131982. createVertexArray(): any;
  131983. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  131984. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  131985. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  131986. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  131987. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  131988. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  131989. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  131990. // Queries
  131991. createQuery(): WebGLQuery;
  131992. deleteQuery(query: WebGLQuery): void;
  131993. beginQuery(target: number, query: WebGLQuery): void;
  131994. endQuery(target: number): void;
  131995. getQueryParameter(query: WebGLQuery, pname: number): any;
  131996. getQuery(target: number, pname: number): any;
  131997. MAX_SAMPLES: number;
  131998. RGBA8: number;
  131999. READ_FRAMEBUFFER: number;
  132000. DRAW_FRAMEBUFFER: number;
  132001. UNIFORM_BUFFER: number;
  132002. HALF_FLOAT_OES: number;
  132003. RGBA16F: number;
  132004. RGBA32F: number;
  132005. R32F: number;
  132006. RG32F: number;
  132007. RGB32F: number;
  132008. R16F: number;
  132009. RG16F: number;
  132010. RGB16F: number;
  132011. RED: number;
  132012. RG: number;
  132013. R8: number;
  132014. RG8: number;
  132015. UNSIGNED_INT_24_8: number;
  132016. DEPTH24_STENCIL8: number;
  132017. MIN: number;
  132018. MAX: number;
  132019. /* Multiple Render Targets */
  132020. drawBuffers(buffers: number[]): void;
  132021. readBuffer(src: number): void;
  132022. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  132023. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  132024. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  132025. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  132026. // Occlusion Query
  132027. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  132028. ANY_SAMPLES_PASSED: number;
  132029. QUERY_RESULT_AVAILABLE: number;
  132030. QUERY_RESULT: number;
  132031. }
  132032. interface WebGLProgram {
  132033. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  132034. }
  132035. interface EXT_disjoint_timer_query {
  132036. QUERY_COUNTER_BITS_EXT: number;
  132037. TIME_ELAPSED_EXT: number;
  132038. TIMESTAMP_EXT: number;
  132039. GPU_DISJOINT_EXT: number;
  132040. QUERY_RESULT_EXT: number;
  132041. QUERY_RESULT_AVAILABLE_EXT: number;
  132042. queryCounterEXT(query: WebGLQuery, target: number): void;
  132043. createQueryEXT(): WebGLQuery;
  132044. beginQueryEXT(target: number, query: WebGLQuery): void;
  132045. endQueryEXT(target: number): void;
  132046. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  132047. deleteQueryEXT(query: WebGLQuery): void;
  132048. }
  132049. interface WebGLUniformLocation {
  132050. _currentState: any;
  132051. }
  132052. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  132053. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  132054. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  132055. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  132056. interface WebGLRenderingContext {
  132057. readonly RASTERIZER_DISCARD: number;
  132058. readonly DEPTH_COMPONENT24: number;
  132059. readonly TEXTURE_3D: number;
  132060. readonly TEXTURE_2D_ARRAY: number;
  132061. readonly TEXTURE_COMPARE_FUNC: number;
  132062. readonly TEXTURE_COMPARE_MODE: number;
  132063. readonly COMPARE_REF_TO_TEXTURE: number;
  132064. readonly TEXTURE_WRAP_R: number;
  132065. readonly HALF_FLOAT: number;
  132066. readonly RGB8: number;
  132067. readonly RED_INTEGER: number;
  132068. readonly RG_INTEGER: number;
  132069. readonly RGB_INTEGER: number;
  132070. readonly RGBA_INTEGER: number;
  132071. readonly R8_SNORM: number;
  132072. readonly RG8_SNORM: number;
  132073. readonly RGB8_SNORM: number;
  132074. readonly RGBA8_SNORM: number;
  132075. readonly R8I: number;
  132076. readonly RG8I: number;
  132077. readonly RGB8I: number;
  132078. readonly RGBA8I: number;
  132079. readonly R8UI: number;
  132080. readonly RG8UI: number;
  132081. readonly RGB8UI: number;
  132082. readonly RGBA8UI: number;
  132083. readonly R16I: number;
  132084. readonly RG16I: number;
  132085. readonly RGB16I: number;
  132086. readonly RGBA16I: number;
  132087. readonly R16UI: number;
  132088. readonly RG16UI: number;
  132089. readonly RGB16UI: number;
  132090. readonly RGBA16UI: number;
  132091. readonly R32I: number;
  132092. readonly RG32I: number;
  132093. readonly RGB32I: number;
  132094. readonly RGBA32I: number;
  132095. readonly R32UI: number;
  132096. readonly RG32UI: number;
  132097. readonly RGB32UI: number;
  132098. readonly RGBA32UI: number;
  132099. readonly RGB10_A2UI: number;
  132100. readonly R11F_G11F_B10F: number;
  132101. readonly RGB9_E5: number;
  132102. readonly RGB10_A2: number;
  132103. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  132104. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  132105. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  132106. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  132107. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  132108. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  132109. 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;
  132110. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  132111. readonly TRANSFORM_FEEDBACK: number;
  132112. readonly INTERLEAVED_ATTRIBS: number;
  132113. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  132114. createTransformFeedback(): WebGLTransformFeedback;
  132115. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  132116. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  132117. beginTransformFeedback(primitiveMode: number): void;
  132118. endTransformFeedback(): void;
  132119. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  132120. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132121. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132122. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132123. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  132124. }
  132125. interface ImageBitmap {
  132126. readonly width: number;
  132127. readonly height: number;
  132128. close(): void;
  132129. }
  132130. interface WebGLQuery extends WebGLObject {
  132131. }
  132132. declare var WebGLQuery: {
  132133. prototype: WebGLQuery;
  132134. new(): WebGLQuery;
  132135. };
  132136. interface WebGLSampler extends WebGLObject {
  132137. }
  132138. declare var WebGLSampler: {
  132139. prototype: WebGLSampler;
  132140. new(): WebGLSampler;
  132141. };
  132142. interface WebGLSync extends WebGLObject {
  132143. }
  132144. declare var WebGLSync: {
  132145. prototype: WebGLSync;
  132146. new(): WebGLSync;
  132147. };
  132148. interface WebGLTransformFeedback extends WebGLObject {
  132149. }
  132150. declare var WebGLTransformFeedback: {
  132151. prototype: WebGLTransformFeedback;
  132152. new(): WebGLTransformFeedback;
  132153. };
  132154. interface WebGLVertexArrayObject extends WebGLObject {
  132155. }
  132156. declare var WebGLVertexArrayObject: {
  132157. prototype: WebGLVertexArrayObject;
  132158. new(): WebGLVertexArrayObject;
  132159. };
  132160. // Type definitions for WebVR API
  132161. // Project: https://w3c.github.io/webvr/
  132162. // Definitions by: six a <https://github.com/lostfictions>
  132163. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  132164. interface VRDisplay extends EventTarget {
  132165. /**
  132166. * Dictionary of capabilities describing the VRDisplay.
  132167. */
  132168. readonly capabilities: VRDisplayCapabilities;
  132169. /**
  132170. * z-depth defining the far plane of the eye view frustum
  132171. * enables mapping of values in the render target depth
  132172. * attachment to scene coordinates. Initially set to 10000.0.
  132173. */
  132174. depthFar: number;
  132175. /**
  132176. * z-depth defining the near plane of the eye view frustum
  132177. * enables mapping of values in the render target depth
  132178. * attachment to scene coordinates. Initially set to 0.01.
  132179. */
  132180. depthNear: number;
  132181. /**
  132182. * An identifier for this distinct VRDisplay. Used as an
  132183. * association point in the Gamepad API.
  132184. */
  132185. readonly displayId: number;
  132186. /**
  132187. * A display name, a user-readable name identifying it.
  132188. */
  132189. readonly displayName: string;
  132190. readonly isConnected: boolean;
  132191. readonly isPresenting: boolean;
  132192. /**
  132193. * If this VRDisplay supports room-scale experiences, the optional
  132194. * stage attribute contains details on the room-scale parameters.
  132195. */
  132196. readonly stageParameters: VRStageParameters | null;
  132197. /**
  132198. * Passing the value returned by `requestAnimationFrame` to
  132199. * `cancelAnimationFrame` will unregister the callback.
  132200. * @param handle Define the hanle of the request to cancel
  132201. */
  132202. cancelAnimationFrame(handle: number): void;
  132203. /**
  132204. * Stops presenting to the VRDisplay.
  132205. * @returns a promise to know when it stopped
  132206. */
  132207. exitPresent(): Promise<void>;
  132208. /**
  132209. * Return the current VREyeParameters for the given eye.
  132210. * @param whichEye Define the eye we want the parameter for
  132211. * @returns the eye parameters
  132212. */
  132213. getEyeParameters(whichEye: string): VREyeParameters;
  132214. /**
  132215. * Populates the passed VRFrameData with the information required to render
  132216. * the current frame.
  132217. * @param frameData Define the data structure to populate
  132218. * @returns true if ok otherwise false
  132219. */
  132220. getFrameData(frameData: VRFrameData): boolean;
  132221. /**
  132222. * Get the layers currently being presented.
  132223. * @returns the list of VR layers
  132224. */
  132225. getLayers(): VRLayer[];
  132226. /**
  132227. * Return a VRPose containing the future predicted pose of the VRDisplay
  132228. * when the current frame will be presented. The value returned will not
  132229. * change until JavaScript has returned control to the browser.
  132230. *
  132231. * The VRPose will contain the position, orientation, velocity,
  132232. * and acceleration of each of these properties.
  132233. * @returns the pose object
  132234. */
  132235. getPose(): VRPose;
  132236. /**
  132237. * Return the current instantaneous pose of the VRDisplay, with no
  132238. * prediction applied.
  132239. * @returns the current instantaneous pose
  132240. */
  132241. getImmediatePose(): VRPose;
  132242. /**
  132243. * The callback passed to `requestAnimationFrame` will be called
  132244. * any time a new frame should be rendered. When the VRDisplay is
  132245. * presenting the callback will be called at the native refresh
  132246. * rate of the HMD. When not presenting this function acts
  132247. * identically to how window.requestAnimationFrame acts. Content should
  132248. * make no assumptions of frame rate or vsync behavior as the HMD runs
  132249. * asynchronously from other displays and at differing refresh rates.
  132250. * @param callback Define the eaction to run next frame
  132251. * @returns the request handle it
  132252. */
  132253. requestAnimationFrame(callback: FrameRequestCallback): number;
  132254. /**
  132255. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  132256. * Repeat calls while already presenting will update the VRLayers being displayed.
  132257. * @param layers Define the list of layer to present
  132258. * @returns a promise to know when the request has been fulfilled
  132259. */
  132260. requestPresent(layers: VRLayer[]): Promise<void>;
  132261. /**
  132262. * Reset the pose for this display, treating its current position and
  132263. * orientation as the "origin/zero" values. VRPose.position,
  132264. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  132265. * updated when calling resetPose(). This should be called in only
  132266. * sitting-space experiences.
  132267. */
  132268. resetPose(): void;
  132269. /**
  132270. * The VRLayer provided to the VRDisplay will be captured and presented
  132271. * in the HMD. Calling this function has the same effect on the source
  132272. * canvas as any other operation that uses its source image, and canvases
  132273. * created without preserveDrawingBuffer set to true will be cleared.
  132274. * @param pose Define the pose to submit
  132275. */
  132276. submitFrame(pose?: VRPose): void;
  132277. }
  132278. declare var VRDisplay: {
  132279. prototype: VRDisplay;
  132280. new(): VRDisplay;
  132281. };
  132282. interface VRLayer {
  132283. leftBounds?: number[] | Float32Array | null;
  132284. rightBounds?: number[] | Float32Array | null;
  132285. source?: HTMLCanvasElement | null;
  132286. }
  132287. interface VRDisplayCapabilities {
  132288. readonly canPresent: boolean;
  132289. readonly hasExternalDisplay: boolean;
  132290. readonly hasOrientation: boolean;
  132291. readonly hasPosition: boolean;
  132292. readonly maxLayers: number;
  132293. }
  132294. interface VREyeParameters {
  132295. /** @deprecated */
  132296. readonly fieldOfView: VRFieldOfView;
  132297. readonly offset: Float32Array;
  132298. readonly renderHeight: number;
  132299. readonly renderWidth: number;
  132300. }
  132301. interface VRFieldOfView {
  132302. readonly downDegrees: number;
  132303. readonly leftDegrees: number;
  132304. readonly rightDegrees: number;
  132305. readonly upDegrees: number;
  132306. }
  132307. interface VRFrameData {
  132308. readonly leftProjectionMatrix: Float32Array;
  132309. readonly leftViewMatrix: Float32Array;
  132310. readonly pose: VRPose;
  132311. readonly rightProjectionMatrix: Float32Array;
  132312. readonly rightViewMatrix: Float32Array;
  132313. readonly timestamp: number;
  132314. }
  132315. interface VRPose {
  132316. readonly angularAcceleration: Float32Array | null;
  132317. readonly angularVelocity: Float32Array | null;
  132318. readonly linearAcceleration: Float32Array | null;
  132319. readonly linearVelocity: Float32Array | null;
  132320. readonly orientation: Float32Array | null;
  132321. readonly position: Float32Array | null;
  132322. readonly timestamp: number;
  132323. }
  132324. interface VRStageParameters {
  132325. sittingToStandingTransform?: Float32Array;
  132326. sizeX?: number;
  132327. sizeY?: number;
  132328. }
  132329. interface Navigator {
  132330. getVRDisplays(): Promise<VRDisplay[]>;
  132331. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  132332. }
  132333. interface Window {
  132334. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  132335. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  132336. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  132337. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132338. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132339. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  132340. }
  132341. interface Gamepad {
  132342. readonly displayId: number;
  132343. }
  132344. type XRSessionMode =
  132345. | "inline"
  132346. | "immersive-vr"
  132347. | "immersive-ar";
  132348. type XRReferenceSpaceType =
  132349. | "viewer"
  132350. | "local"
  132351. | "local-floor"
  132352. | "bounded-floor"
  132353. | "unbounded";
  132354. type XREnvironmentBlendMode =
  132355. | "opaque"
  132356. | "additive"
  132357. | "alpha-blend";
  132358. type XRVisibilityState =
  132359. | "visible"
  132360. | "visible-blurred"
  132361. | "hidden";
  132362. type XRHandedness =
  132363. | "none"
  132364. | "left"
  132365. | "right";
  132366. type XRTargetRayMode =
  132367. | "gaze"
  132368. | "tracked-pointer"
  132369. | "screen";
  132370. type XREye =
  132371. | "none"
  132372. | "left"
  132373. | "right";
  132374. interface XRSpace extends EventTarget {
  132375. }
  132376. interface XRRenderState {
  132377. depthNear?: number;
  132378. depthFar?: number;
  132379. inlineVerticalFieldOfView?: number;
  132380. baseLayer?: XRWebGLLayer;
  132381. }
  132382. interface XRInputSource {
  132383. handedness: XRHandedness;
  132384. targetRayMode: XRTargetRayMode;
  132385. targetRaySpace: XRSpace;
  132386. gripSpace: XRSpace | undefined;
  132387. gamepad: Gamepad | undefined;
  132388. profiles: Array<string>;
  132389. }
  132390. interface XRSession {
  132391. addEventListener: Function;
  132392. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  132393. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  132394. requestAnimationFrame: Function;
  132395. end(): Promise<void>;
  132396. renderState: XRRenderState;
  132397. inputSources: Array<XRInputSource>;
  132398. }
  132399. interface XRReferenceSpace extends XRSpace {
  132400. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  132401. onreset: any;
  132402. }
  132403. interface XRFrame {
  132404. session: XRSession;
  132405. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  132406. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  132407. }
  132408. interface XRViewerPose extends XRPose {
  132409. views: Array<XRView>;
  132410. }
  132411. interface XRPose {
  132412. transform: XRRigidTransform;
  132413. emulatedPosition: boolean;
  132414. }
  132415. declare var XRWebGLLayer: {
  132416. prototype: XRWebGLLayer;
  132417. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  132418. };
  132419. interface XRWebGLLayer {
  132420. framebuffer: WebGLFramebuffer;
  132421. framebufferWidth: number;
  132422. framebufferHeight: number;
  132423. getViewport: Function;
  132424. }
  132425. interface XRRigidTransform {
  132426. position: DOMPointReadOnly;
  132427. orientation: DOMPointReadOnly;
  132428. matrix: Float32Array;
  132429. inverse: XRRigidTransform;
  132430. }
  132431. interface XRView {
  132432. eye: XREye;
  132433. projectionMatrix: Float32Array;
  132434. transform: XRRigidTransform;
  132435. }
  132436. interface XRInputSourceChangeEvent {
  132437. session: XRSession;
  132438. removed: Array<XRInputSource>;
  132439. added: Array<XRInputSource>;
  132440. }